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@Nell.aja
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The following feature documents the creation of The Last of Us.
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For maximum enjoyment, complete the game before watching.
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Yeah, making the new IP is, uh,
how can I put it?
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It's just, uh, just don't do it.
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- NAUGHTY DOG AND AREA 5 PRESENT -
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It's insane, it's a very difficult process.
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You have more questions than you have answers.
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Especially when you come from, like, you've
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been making Uncharted 1 and Uncharted 2, just
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kinda like, now like things are going, you just kinda like... like
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good momentum and then suddenly that moment just drops, it stops.
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GROUNDED MAKING THE LAST OF US
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It's a very challenging process to create a new IP
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and you're going to fail over and over again.
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But that's what it takes.
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New IPs are really hard.
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They're hard because...
You don't know what's fun yet.
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You're building new tech, new AI,
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establishing new characters, new art, all this.
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You don't get to get that controller
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in your hand for, like, six months to a year.
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You don't know, you don't know what it is yet.
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I remember, like, ages ago, coming on to the project and,
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what are the Infected going to do, like, what do they do?
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"They're going to behave like this."
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I'm like, "Okay," trying to imagine what's going to happen.
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Fast forward, like, four months, they don't do that at all.
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No.
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'Cause it didn't work, right?
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It's hard mode, right?
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Like, it's game development on "Expert."
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There's a big thing about making a game, right?
Which is a game has to be fun.
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You got your first build where everything's working.
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You've got player mechanics,
you can walk around the world,
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you can shoot, you can melee attack people,
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you've got the AI in there, theyr'e very intelligent, very
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difficult, and it's totally not fun.
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Because they snuck up behind you and murdered you
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in a second and there was no way to figure out what was going on.
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We're making a game, by the way.
Hey, Jane.
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The company has grown quite a bit, since I started.
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I think I was the 12th employee back when we got started.
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But, we have tried to stay true to those smaller studio roots.
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I've been here for 16... going 16 years.
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There's just no reason to leave, I just...
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I just the environment here, it's very non-corporate.
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I think the way we work at Naughty Dog is really kind of special,
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because we don't really like hierarchy or bureaucracy
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and no one is really just a manager here.
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Naughty Dog has a very flat structure, uh,
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we pretty much all report to the co-presidents and the game directors.
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I always tell people when we hire them,
like, my job is to be able to trust you.
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That's what I want. I want
just to give you something
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and you go with it and I know
it's going to get done.
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We believe in iteration,
we believe in collaboration,
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and we believe in the people making
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the game working directly
with each other.
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We have designers, and artists,
and animators all mixed up.
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Anybody that's working
on the same tasks,
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the same characters, the same areas,
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put them next to each other so
they can communicate a lot better.
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00:03:34,667 --> 00:03:37,667
We don't have a lot of meetings because
if you need something to get done,
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you just walk over and
you talk and you go back
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to your desk and you finish it up.
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And I really like that, I like
just walking in the office
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and I see designers talking
with the programmers
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or the programmers over
the animators talking to them.
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That's when the, uh, "magic" happens.
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At Naughty Dog, we really
try to cultivate a culture where
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anybody can criticize
anybody else's work.
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00:04:00,918 --> 00:04:03,351
And we encourage people
to be blunt about it
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and not try to sugar-coat it too much.
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It takes too long to be nice sometimes.
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It is not personal, it's based on more,
like, how can we make a better game.
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We want everybody to have a voice,
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we want to cut out all
the bullshit if we can.
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Making sure that people
are making decisions,
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not based on ego, but what is going
to benefit the game.
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When you see that people trust
your opinion and that they value it,
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it's such a great feeling,
you really feel like
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you're working as a team
on a collaborative effort.
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We want to sort of remember
where we came from and
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why we were successful then and try
to continue that success now.
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We make games.
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That's what we like to do.
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Back when Uncharted 2 wrapped up
and we decided that
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we were going to build the second team
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and create a new project,
we kicked around a lot of ideas.
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One of the very earliest ideas was
to go back to Jak and Daxter.
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It's really near and dear
to us, we really love
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those characters and that universe.
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We think that there are some
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interesting stories
still to be told there.
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We started to realize that
it was not going to do justice
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to the franchise that the fans
had fallen in love with.
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It would be shifting it so far in
a new direction that, um, we felt
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that that effort would be more
justified in developing a new IP.
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Neil and Bruce came to
Christophe and I and
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said they wanted to do
a post-apocalpytic game.
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I think the core essence
of what they wanted to do,
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though, was to try to tell
a story about two people,
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and how their relationship evolves
over the course of that entire game.
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That potential. "Oh, wow.
There is something
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very special about that game."
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This is going to be polished.
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You're not sure if it's gonna work
or not and you have doubts.
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Should we be doing it
again, should we be doing
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a first-person shooter... whatever.
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You ask yourself all those questions.
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And the creative director
and the game director are
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the core of the team that have
to really see eye-to-eye.
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That's why you have that balance
between Bruce and Neil.
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And Neil's going to try to push
the story and the characters,
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and Bruce is going to try to push
that with the gameplay as well.
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And so it's kind of like they're...
those guys are
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trying always to find
the right balance between the two.
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It's a very delicate process.
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We feel that the interactive
medium has an untapped
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potential to touch the
feelings of the player.
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You have that connectivity, the
fact that I'm actually in the world
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and participating in what's happening
on the screen in front of me...
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Gives us some sort of
an advantage to make
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you feel connected with
what's actually happening.
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At Naughty Dog that's
what we're trying to do
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is pair a story and gameplay together.
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If we can make you feel
like you're actually
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with these characters on that journey,
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00:07:01,876 --> 00:07:04,944
and you're invested in those
stories and those characters,
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00:07:04,945 --> 00:07:08,167
then you're feeling in theory
the same thing they're feeling.
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As the story evolved and took
different shapes and different
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forms, the thing that was always
there was Joel and Ellie.
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And because of that everything kind of,
uh, grew out of that relationship.
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We've seen kind of that role
of the anti-hero change,
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especially over the last
three to five years
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where before it was the thick-necked
mercenary kind of guy.
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For this game specifically... or this
story... we needed something new.
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The reason we didn't want to
make Ellie Joel's daughter from
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the get-go was because it
wouldn't have anywhere to go.
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'Course at that point he'd be willing
to do anything for his daughter
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because that is what a dad
would do for his daughter.
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If they didn't even know
each other at the beginning
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of this story, then we
start from scratch...
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It's almost like the player has the same
relationship to Ellie as Joel does,
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and we can take our time to build our
relationship between these characters
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and if we do it right, the
player would be feeling
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that same growth that Joel does
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00:08:09,209 --> 00:08:12,667
and we're kind of mirroring that
emotional relationship between the two.
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What are you doing?
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Killing time.
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Well, what am I supposed to do?
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I am sure you will figure that out.
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Your watch is broken.
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It's exciting that Neil wrote
something like this, where he's like,
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"I don't want to make the
stereotypical characters."
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I want to make real people
in this crazy situation and
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they're forced to make decisions
that are really tough.
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Like what would we be
like in those situations?
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I mean, we weren't consciously trying
to pick male or female for characters.
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00:09:01,959 --> 00:09:04,104
You just try to pick
characters and just be honest
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00:09:04,105 --> 00:09:06,292
with who they are. It almost
doesn't matter, right?
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Joel's daughter could've
been Joel's son, Ellie
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00:09:08,954 --> 00:09:11,626
could've been a boy and
Joel might've been Tess.
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You could've swapped those roles and I
think the story would've still worked.
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The focus on female
strength, it's so unique.
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You get to see what's so powerful about
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a woman through all of
these female characters
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which makes this game
wonderful and unique.
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There's a crew of Fireflies that'll
meet you at the Capital Building.
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That's not exactly close.
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You're capable.
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You hand her off, come back,
the weapons are yours.
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Double what Robert sold me.
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Speaking of which, where are they?
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Back in our camp.
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We're not smuggling
shit until I see them.
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I want Joel to watch over her.
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- Bullshit, I'm not going with him!
- Whoa, I don't think that's the best idea.
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Ellie!
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How do you know them?
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00:09:56,167 --> 00:09:59,498
I do think having a
strong female character,
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00:09:59,499 --> 00:10:03,125
especially like Ellie, is
so rare in videogames.
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00:10:03,167 --> 00:10:08,501
And as a gamer, and more specifically a
female gamer, it's frustrating to me
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00:10:08,542 --> 00:10:11,930
because I'll see sort of
the stereotypical female
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character where she's amazingly
beautiful and huge boobs
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00:10:15,834 --> 00:10:18,859
and she's there to be either
the love interest, or just
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because they're like "well we
need to throw a chick in here."
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We've seen the strong woman,
or we've seen the weak woman.
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00:10:25,167 --> 00:10:28,532
We haven't necessarily
seen the empowered
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00:10:28,533 --> 00:10:31,417
woman from this kind of standpoint.
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00:10:31,459 --> 00:10:33,991
There's that beautiful scene
where Joel finds her inside
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00:10:33,992 --> 00:10:36,834
the house and she's reading through
this girl's journal, going,
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00:10:36,876 --> 00:10:39,739
"Is this really what they
used to worry about?
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00:10:39,740 --> 00:10:43,334
What shirt do I wear and what
boy am I gonna go out with?"
194
00:10:43,375 --> 00:10:46,113
And to be met with those
first-world problems that
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00:10:46,114 --> 00:10:49,334
we deal with every day and go
"how trivial is all of this?"
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00:10:49,375 --> 00:10:51,730
And I think it's going to
resonate a lot, not just with
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00:10:51,731 --> 00:10:53,959
a female audience, but with
a male audience as well.
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00:10:54,000 --> 00:10:57,859
The thing that was intriguing to
me, after the fact, is knowing
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00:10:57,860 --> 00:11:01,417
that we're kind of creating a
female action hero in a way.
200
00:11:01,459 --> 00:11:03,459
This is her origin story, with Ellie.
201
00:11:03,501 --> 00:11:06,149
To sort of be such a
strong female character
202
00:11:06,150 --> 00:11:08,209
that is completely normal looking.
203
00:11:08,250 --> 00:11:15,584
Regular t-shirt and jeans, and she's
14, and she's still a total badass.
204
00:11:15,626 --> 00:11:18,334
It's really exciting
to be a part of that.
205
00:11:18,375 --> 00:11:24,626
There's so few non-sexualized women in
videogames, especially in the main role,
206
00:11:24,667 --> 00:11:28,250
that we were kind of proud
that we were creating one,
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00:11:28,292 --> 00:11:31,417
who's very complex, and without
the players knowing it,
208
00:11:31,418 --> 00:11:34,375
she becomes the protagonist
by the end of the story.
209
00:11:34,417 --> 00:11:36,671
And that's why she's on the front
of the box, and that's why
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00:11:36,672 --> 00:11:38,667
we've been promoting the two
of them together so much.
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00:11:38,709 --> 00:11:39,334
Who's there?
212
00:11:39,375 --> 00:11:44,417
It is a dual-protagonist
game, and, uh, yeah...
213
00:11:44,459 --> 00:11:46,959
I guess I get nervous when I
think about it in that way.
214
00:11:53,792 --> 00:11:55,695
We couldn't talk about it.
In fact in interviews
215
00:11:55,696 --> 00:11:57,792
we've been lying about saying
you never play as Ellie
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00:11:57,834 --> 00:12:00,375
because it was so important
for that to be a surprise.
217
00:12:01,626 --> 00:12:03,083
Sorry, journalists.
218
00:12:03,125 --> 00:12:04,292
Here we go.
219
00:12:08,918 --> 00:12:10,334
Sorry.
220
00:12:11,792 --> 00:12:14,459
Hold on. That's it.
221
00:12:15,626 --> 00:12:17,945
The tone of the game was
set pretty early on that
222
00:12:17,946 --> 00:12:20,542
we knew that we wanted to
make a really grounded story,
223
00:12:20,584 --> 00:12:23,384
we knew that we wanted
to make the player
224
00:12:23,385 --> 00:12:25,918
feel the sense of tension, and dread,
225
00:12:25,959 --> 00:12:28,465
and go through the same
emotional rollercoaster
226
00:12:28,466 --> 00:12:30,501
that Joel and Ellie are going through.
227
00:12:30,542 --> 00:12:33,626
One of the things we kind of
struggled with is to say,
228
00:12:33,667 --> 00:12:37,709
well if we really want to ground this
world and make it so, like, realistic,
229
00:12:37,751 --> 00:12:40,667
maybe we shouldn't have anything that
could be perceived as a monster.
230
00:12:40,709 --> 00:12:43,918
Maybe, like, just having an
infection that just killed people
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00:12:44,167 --> 00:12:48,834
and it's all about humans and how they
deal with this post-apocalyptic society,
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00:12:48,876 --> 00:12:50,667
and how different people
decide to survive.
233
00:12:50,709 --> 00:12:51,709
Maybe that would be enough.
234
00:12:52,626 --> 00:12:55,901
And what we realized is, because
we're making an action game,
235
00:12:55,902 --> 00:12:58,542
a lot of the storytelling
happens on the joystick
236
00:12:58,584 --> 00:13:00,952
and once we removed the
infected, all of a sudden
237
00:13:00,953 --> 00:13:03,083
now we can't tell the
story through gameplay
238
00:13:03,125 --> 00:13:04,292
of what happened to the world.
239
00:13:04,334 --> 00:13:08,250
And that's when we kind of went back
and kinda brought the infected back in
240
00:13:08,292 --> 00:13:10,738
because it lets you see,
once you're fighting them,
241
00:13:10,739 --> 00:13:12,667
the threat that people had to deal with,
242
00:13:12,709 --> 00:13:15,876
that otherwise would just be very
cerebral and people could talk about it,
243
00:13:15,918 --> 00:13:18,250
but you couldn't necessarily
experience it yourself.
244
00:13:18,501 --> 00:13:20,847
In a novel that might
work, in a game, for us,
245
00:13:20,848 --> 00:13:23,292
and specifically an action
game, it didn't work.
246
00:13:23,334 --> 00:13:24,837
And from there, we
started kicking around
247
00:13:24,838 --> 00:13:26,125
those ideas, and we were just like,
248
00:13:26,167 --> 00:13:27,459
"what would be cool just to play?"
249
00:13:27,501 --> 00:13:29,845
The early inception for
it really came from
250
00:13:29,846 --> 00:13:32,083
a BBC video we saw
called "Planet Earth,"
251
00:13:32,125 --> 00:13:35,042
where they were talking
about a Cordyceps fungus.
252
00:13:35,083 --> 00:13:37,882
This Cordyceps fungus gets
inside of the brain and
253
00:13:37,883 --> 00:13:40,626
controls these ants and
mandibles start chomping.
254
00:13:40,667 --> 00:13:42,703
They go up to higher areas, Cordyceps
255
00:13:42,704 --> 00:13:45,125
fungus sprouts out and
then it germinates.
256
00:13:45,167 --> 00:13:48,656
And, essentially, uses them
to spread its infection and
257
00:13:48,657 --> 00:13:51,959
take over whole colonies,
sometimes wiping them out.
258
00:13:52,000 --> 00:13:54,084
As soon as we saw that
we were intrigued by
259
00:13:54,085 --> 00:13:56,167
the idea of, "What if
it jumped to humans?"
260
00:14:01,709 --> 00:14:04,584
What would happen? How would people
react? What would happen to society?
261
00:14:07,417 --> 00:14:10,625
As we were trying to develop
the look of the infected,
262
00:14:10,626 --> 00:14:13,541
um, we went through so
many different iterations.
263
00:14:13,542 --> 00:14:16,980
Some that looked really
alien and sub-human, um,
264
00:14:16,981 --> 00:14:20,417
some that looked just,
essentially, like zombies
265
00:14:20,459 --> 00:14:23,918
and we couldn't find, like,
an original place for them.
266
00:14:24,292 --> 00:14:27,751
But one of our artists just did
this kind of photo mash-up
267
00:14:27,792 --> 00:14:32,125
where he took a bunch of images of
diseases, images of fungal overgrowth
268
00:14:32,167 --> 00:14:35,501
and he kind of mashed it all together
and he threw it on this person.
269
00:14:36,083 --> 00:14:38,173
It was a very iterative
process, making sure
270
00:14:38,174 --> 00:14:40,125
that the fungus felt
properly integrated,
271
00:14:40,167 --> 00:14:43,209
like it was part of the body,
growing out of the body.
272
00:14:43,250 --> 00:14:46,626
And not just fungus growing on the head,
but it's tearing the face apart.
273
00:14:46,667 --> 00:14:51,626
Cleft down the middle, this gaping maw
of a mouth with the crooked teeth.
274
00:14:51,667 --> 00:14:54,872
And it's in great agony as it's humanity
275
00:14:54,873 --> 00:14:56,209
and its brain is still
somewhat functioning.
276
00:14:56,250 --> 00:14:58,759
You still have some human
277
00:14:58,760 --> 00:15:01,042
cognitive abilities or
thought process back here.
278
00:15:01,125 --> 00:15:03,420
This isn't some decaying corpse
on the ground, this is a
279
00:15:03,421 --> 00:15:05,959
living thing that's going to be
coming after you in the world.
280
00:15:06,000 --> 00:15:07,584
The fungus is always the focal point.
281
00:15:07,626 --> 00:15:09,392
So you can see from a distance, oh, this
282
00:15:09,393 --> 00:15:11,292
guy's infected, I can
tell straight away.
283
00:15:11,334 --> 00:15:14,584
In fungus, they have these
beautiful saturated colors.
284
00:15:14,626 --> 00:15:18,224
We really like that concept of this...
something so horrific that it's
285
00:15:18,225 --> 00:15:21,876
going to, like, stop at nothing,
it's this relentless, force of death
286
00:15:21,918 --> 00:15:24,167
and yet, elements of it are beautiful.
287
00:15:24,209 --> 00:15:28,375
It's not just about gore, it's not just
about everything about it being scary
288
00:15:28,417 --> 00:15:31,253
because to us it's actually
scarier when things
289
00:15:31,254 --> 00:15:34,209
on it are somewhat benign,
or somewhat beautiful.
290
00:15:34,250 --> 00:15:37,459
It was evident that we were on to
something that was quite a bit different
291
00:15:37,501 --> 00:15:40,709
and something that we
hadn't really seen before
292
00:15:40,751 --> 00:15:44,042
which was eerily human,
but very disturbing.
293
00:15:44,083 --> 00:15:47,334
And it seemed so creepy and so unique,
294
00:15:47,375 --> 00:15:50,799
right away we gravitated towards
it, like, this is our base
295
00:15:50,800 --> 00:15:54,167
infected, everything should
kind of come out of this look.
296
00:15:59,584 --> 00:16:02,620
So once we had this idea of this
face-splitting kind of look
297
00:16:02,621 --> 00:16:05,459
that eventually became what
we call the "Clicker stage,"
298
00:16:06,042 --> 00:16:10,125
We went to great lengths to create a
full biological cycle for these things.
299
00:16:10,167 --> 00:16:13,054
So, in the early stages you
don't actually see too
300
00:16:13,055 --> 00:16:16,000
many signs of the fungus
surfacing out of the skin.
301
00:16:16,042 --> 00:16:19,042
It's kind of underneath it, like,
people have lumps starting to show.
302
00:16:19,083 --> 00:16:21,968
The eyes will be kind of
cloudy, um, or lopsided
303
00:16:21,969 --> 00:16:25,209
because the fungus kind of
originates inside the head.
304
00:16:27,459 --> 00:16:30,417
That moves into the next phase,
which is the Clicking phase.
305
00:16:30,459 --> 00:16:33,709
And if they mess with the eyes, we end
up saying, well, how do they get around?
306
00:16:33,751 --> 00:16:35,292
Oh, echolocation.
307
00:16:35,334 --> 00:16:39,501
And they use a form of echolocation
to track down their enemies.
308
00:16:39,542 --> 00:16:44,459
Just like bats or even some blind people
can see by making a clicking sound.
309
00:16:44,501 --> 00:16:46,792
A sound that, on its own,
wouldn't be very scary.
310
00:16:46,834 --> 00:16:49,798
And then to associate
it with something that
311
00:16:49,799 --> 00:16:52,501
people in this world are very fearful of
312
00:16:52,542 --> 00:16:54,308
so that as you're
exploring an environment,
313
00:16:54,309 --> 00:16:55,876
all of a sudden you hear this "click,"
314
00:16:55,918 --> 00:16:57,981
and you're seeing everybody
just get frightened,
315
00:16:57,982 --> 00:16:59,667
just everybody ducks, everybody hushes.
316
00:17:03,667 --> 00:17:05,209
Ah, great.
317
00:17:13,584 --> 00:17:16,626
And the Bloater is the
most severe of the stages.
318
00:17:16,667 --> 00:17:18,798
So, large pieces of the body has been
319
00:17:18,799 --> 00:17:21,334
replaced by these, kind
of, fungal plates.
320
00:17:21,375 --> 00:17:24,626
The fungus completely takes
over the body and blooms.
321
00:17:24,667 --> 00:17:27,897
They're kind of covered in
things that have been growing
322
00:17:27,898 --> 00:17:30,959
on them, things like moss,
and life on life, kind of.
323
00:17:35,209 --> 00:17:37,125
What the fuck is that?
324
00:17:37,375 --> 00:17:38,334
A goddamned bloater!
325
00:17:38,375 --> 00:17:40,748
When an infected feels like
it's going to die, it finds
326
00:17:40,749 --> 00:17:43,250
like a dark corner and it becomes
part of the environment.
327
00:17:43,292 --> 00:17:44,959
The human elements aren't there anymore.
328
00:17:45,000 --> 00:17:46,791
And then the body is gone.
329
00:17:46,792 --> 00:17:50,709
They lay down, and sprout,
and then spew spores.
330
00:17:50,751 --> 00:17:54,083
And if people can breath those spores,
they become infected as well.
331
00:17:54,125 --> 00:17:58,000
It all had to kind of make sense of how
each state flowed from one to the other.
332
00:17:58,042 --> 00:18:00,851
And that's hopefully how we've
created a world that you can
333
00:18:00,852 --> 00:18:03,709
kind of look through it and
understand the science behind it
334
00:18:03,751 --> 00:18:06,667
and say, "I could buy this.
I can get into this."
335
00:18:17,292 --> 00:18:19,626
Mandatory evacuation.
336
00:18:20,375 --> 00:18:21,792
Evacuate to where?
337
00:18:22,417 --> 00:18:23,167
Where do you think?
338
00:18:23,667 --> 00:18:24,626
Quarantine zone.
339
00:18:25,417 --> 00:18:28,501
See, some places got a heads-up
before the infection showed up.
340
00:18:29,876 --> 00:18:31,042
Most didn't.
341
00:18:33,334 --> 00:18:35,561
Over the course of Joel
and Ellie's journey
342
00:18:35,562 --> 00:18:37,334
through this game, across America.
343
00:18:37,375 --> 00:18:40,751
You find all these different societies,
all this different enclaves.
344
00:18:40,792 --> 00:18:44,209
And you get to see how do
they deal with the infected.
345
00:18:44,250 --> 00:18:46,948
Without the manifestation of
this infection, you can't
346
00:18:46,949 --> 00:18:49,501
have these people making
those interesting choices.
347
00:18:59,709 --> 00:19:02,000
The world, we decided, was
actually its own character.
348
00:19:02,042 --> 00:19:04,209
Really grounded with a lot of texture.
349
00:19:04,626 --> 00:19:07,166
What happens, you know,
after 20 years of the fall
350
00:19:07,167 --> 00:19:09,459
of man when no one's
taking care of anything?
351
00:19:09,501 --> 00:19:13,834
This book called "The World
Without Us" describes in detail
352
00:19:13,876 --> 00:19:17,501
how much fighting on a day-to-day basis
we have to do to keep nature back.
353
00:19:17,542 --> 00:19:21,584
And once you stopped doing that, how
quickly nature can reclaim that.
354
00:19:21,626 --> 00:19:23,712
They talk about New
York and how every day
355
00:19:23,713 --> 00:19:25,751
they pump water out
of the subway system.
356
00:19:25,792 --> 00:19:28,542
That system breaks down, within two
days that whole city is flooded,
357
00:19:28,584 --> 00:19:32,375
and once water gets introduced, then
structures collapse pretty quickly.
358
00:19:32,417 --> 00:19:35,501
Trees will sprout and wind
will carry those seeds over.
359
00:19:35,542 --> 00:19:38,017
And gutters get clogged and when
it rains water fills up and
360
00:19:38,018 --> 00:19:40,292
then pretty soon you have
vegetation growing over there
361
00:19:40,334 --> 00:19:43,396
and once you have vegetation,
concrete breaks pretty easily
362
00:19:43,397 --> 00:19:46,459
for... when there's a tree and
roots breaking through them.
363
00:19:46,501 --> 00:19:48,627
Even some of the stuff
we did on Uncharted, you
364
00:19:48,628 --> 00:19:50,667
know, exploration on how
temples were ruined,
365
00:19:50,709 --> 00:19:54,459
what if you took those ideas and
put them in Pittsburg or Boston?
366
00:19:54,501 --> 00:19:56,879
And obviously right when
that happened, you can
367
00:19:56,880 --> 00:19:59,209
imagine that being pretty
terrible to look at.
368
00:19:59,250 --> 00:20:01,317
But you think about
twenty years later, and
369
00:20:01,318 --> 00:20:03,292
with rain water filling
up thos sinkholes
370
00:20:03,334 --> 00:20:06,209
and those becoming little marshes
with lilly pads in them.
371
00:20:06,250 --> 00:20:10,125
We had this wonderful piece of concept
art we developed really early on
372
00:20:10,167 --> 00:20:13,307
and there are all of these
wild animals that have escaped
373
00:20:13,308 --> 00:20:16,125
from a zoo and over the
past twenty years have bred
374
00:20:16,167 --> 00:20:18,459
and now they have herds
roaming these cities.
375
00:20:18,501 --> 00:20:20,864
And that's something that tells you that
376
00:20:20,865 --> 00:20:23,584
life goes on and this
world is worth saving.
377
00:20:29,125 --> 00:20:30,834
Shhh, don't scare it.
378
00:20:30,876 --> 00:20:32,209
I won't, I won't.
379
00:20:33,209 --> 00:20:34,209
What are you doing?
380
00:20:34,626 --> 00:20:36,963
There's something really
pretty about nature
381
00:20:36,964 --> 00:20:39,042
reclaiming its domain once we are gone.
382
00:20:39,709 --> 00:20:41,209
So fucking cool.
383
00:20:41,751 --> 00:20:43,829
We have another level
of OCD of the logic
384
00:20:43,830 --> 00:20:45,959
that goes into some of
these environments.
385
00:20:46,542 --> 00:20:49,667
Water damage seeps in and that creates
some little moss growing on the floor,
386
00:20:49,709 --> 00:20:52,559
or a tree radiates energy
from its base and that,
387
00:20:52,560 --> 00:20:55,125
over time, starts to
melt the snow around it
388
00:20:55,167 --> 00:20:56,916
and that's the reason
why you'd see those
389
00:20:56,917 --> 00:20:58,792
rings of leaves showing
through in the snow.
390
00:20:58,834 --> 00:21:01,667
That gives it that extra,
you know, believability.
391
00:21:01,709 --> 00:21:04,187
This is pitch art. I'll
try to start with an idea
392
00:21:04,188 --> 00:21:06,667
that conveys sort of the
feel of the environment.
393
00:21:06,709 --> 00:21:09,459
Something like this... very brush
stroke-y, very painterly.
394
00:21:09,501 --> 00:21:14,542
You can see not a lot of detail,
just energy and conveying a mood.
395
00:21:14,584 --> 00:21:17,793
This is sort of just a conversation
starter, and then this
396
00:21:17,794 --> 00:21:21,167
would be more of an actual space,
so you start talking about,
397
00:21:21,209 --> 00:21:23,958
is this too tight of a space right here?
Would the player
398
00:21:23,959 --> 00:21:26,709
even fit through there? Do we
even want to include water?
399
00:21:26,751 --> 00:21:28,876
Those are conversations you start
having a little bit later.
400
00:21:29,959 --> 00:21:31,853
And then it usually needs
several more passes
401
00:21:31,854 --> 00:21:33,626
back and forth in order
to be tightened up
402
00:21:33,667 --> 00:21:36,417
to be the experience that you
would see in the final product.
403
00:21:36,459 --> 00:21:38,986
So, dude, I was actually
trying to figure out right
404
00:21:38,987 --> 00:21:41,417
here, there should probably
be some dead foliage.
405
00:21:41,626 --> 00:21:43,812
It might be kinda cool to see
some of the dead stuff around the
406
00:21:43,813 --> 00:21:46,000
edges of the green or, like, even
spilling out into the street.
407
00:21:46,042 --> 00:21:48,937
Maybe what we do is, in some
of these areas we use it
408
00:21:48,938 --> 00:21:51,834
as like a transition to form
from the actual concrete
409
00:21:51,876 --> 00:21:53,840
up to the side of the
building, so they're
410
00:21:53,841 --> 00:21:56,125
actually sitting on top
of a bed of dead foliage.
411
00:21:56,167 --> 00:21:59,383
Yeah. Like the really rich, kind of,
orange-y brown color.
412
00:21:59,417 --> 00:22:01,501
Sienna or something would be nice.
413
00:22:01,542 --> 00:22:02,542
Something really cheddary.
414
00:22:02,667 --> 00:22:03,709
That's how you know you're done.
415
00:22:03,751 --> 00:22:05,875
The end product often
ends up being stronger
416
00:22:05,876 --> 00:22:08,000
because that bouncing
back off somebody else
417
00:22:08,042 --> 00:22:09,705
gives you a result that
maybe you wouldn't
418
00:22:09,706 --> 00:22:11,292
have even thought of in the first place.
419
00:22:15,959 --> 00:22:19,000
Alright, there's the bridge... that's
our way out of here.
420
00:22:20,626 --> 00:22:23,422
As far as concept art goes,
definitely, the ultimate
421
00:22:23,423 --> 00:22:26,167
goal is just helping everybody
as much as possible.
422
00:22:26,209 --> 00:22:27,751
Me and the background
artist will work together.
423
00:22:27,792 --> 00:22:29,749
I'll often just go to
them, 'cause they've got,
424
00:22:29,750 --> 00:22:31,667
like a really, really
good visual imagination.
425
00:22:32,584 --> 00:22:36,667
At some point, he came
in, almost like flat on.
426
00:22:36,709 --> 00:22:39,224
So that's kind of good, because the bus
427
00:22:39,225 --> 00:22:42,000
station is right in
your peripheral view,
428
00:22:42,042 --> 00:22:44,584
and you're probably going
to enter the bus station,
429
00:22:44,626 --> 00:22:45,667
you're probably not going to get lost.
430
00:22:45,709 --> 00:22:48,876
But it doesn't at all utilize
this cool architecture here,
431
00:22:49,501 --> 00:22:53,417
like the bus station sign, like that's
a really distinctive silhouette
432
00:22:53,459 --> 00:22:55,626
and it's a really interesting
sort of architectural detail.
433
00:22:55,667 --> 00:22:58,751
So we changed the entrance.
434
00:23:01,250 --> 00:23:05,751
Look at that... another city, another
abandoned quarantine zone.
435
00:23:07,584 --> 00:23:10,918
I think it's a better composition,
anyway. It's not so, like, symmetrical.
436
00:23:11,792 --> 00:23:15,209
And I think that was done
so this sign read better.
437
00:23:15,250 --> 00:23:16,961
If you can't see the word
"BUS" on it, you might
438
00:23:16,962 --> 00:23:18,709
not know it's a bus station,
so I think it helps.
439
00:23:19,083 --> 00:23:24,167
Everything we're doing in the
environments is relaying back to
440
00:23:24,209 --> 00:23:27,876
what you should be feeling in the story
or what's happening to these characters.
441
00:23:30,292 --> 00:23:32,125
Well, is that everything you hoped for?
442
00:23:33,125 --> 00:23:34,417
Jury's still out.
443
00:23:35,292 --> 00:23:38,375
But, man, you can't deny that view.
444
00:23:40,501 --> 00:23:41,459
C'mon, this way.
445
00:23:43,000 --> 00:23:45,670
When we first came up
with Ellie and Joel, we
446
00:23:45,671 --> 00:23:48,459
had this idea in our heads
of who they would be
447
00:23:48,501 --> 00:23:51,876
but we didn't necessarily
know the voice.
448
00:23:51,918 --> 00:23:54,667
Took us a while to find
our Joel, but for Ellie,
449
00:23:54,709 --> 00:23:56,738
I think Ashley was the second or third
450
00:23:56,739 --> 00:23:59,250
candidate to walk in,
and right away we knew.
451
00:24:00,876 --> 00:24:02,792
Why are you so scared all of a sudden?
452
00:24:02,834 --> 00:24:04,626
Because I'm a coward, okay?
453
00:24:05,000 --> 00:24:07,459
So just get your shit and
let's get out of here.
454
00:24:08,918 --> 00:24:09,542
Damn it.
455
00:24:12,542 --> 00:24:14,209
I'm not like her, you know?
456
00:24:15,167 --> 00:24:15,667
What?
457
00:24:18,375 --> 00:24:20,250
You think I'm gonna end
up like your daughter.
458
00:24:20,292 --> 00:24:23,126
The way she delivered her lines,
the way she just embodied that
459
00:24:23,127 --> 00:24:25,918
character is like, that's Ellie,
there's no question about it.
460
00:24:25,959 --> 00:24:30,459
I saw the character artwork
and I related to her a lot.
461
00:24:30,501 --> 00:24:34,250
I mean, she's kind of a tomboy
and she's kind of tough and,
462
00:24:34,292 --> 00:24:36,835
I mean, obviously I'm not
fourteen and I think
463
00:24:36,836 --> 00:24:39,542
that's the main difference
between the two of us.
464
00:24:39,584 --> 00:24:43,000
I read the scenes and I was like,
"I need to play this part."
465
00:24:43,459 --> 00:24:44,584
You wanna be my hero?
466
00:24:45,000 --> 00:24:46,897
Forget the whole bit
about saving my life,
467
00:24:46,898 --> 00:24:48,751
buy me a stack of these
bad boys instead.
468
00:24:49,792 --> 00:24:50,709
Where'd you get that?
469
00:24:52,417 --> 00:24:53,334
Back at Bill's.
470
00:24:54,125 --> 00:24:56,042
I mean all this stuff
was just lying around.
471
00:24:56,209 --> 00:24:58,792
And then once we had her, we said,
"Okay, we're going to do another round."
472
00:24:58,834 --> 00:25:01,667
We're going to have Ashley this
time, in the casting sessions.
473
00:25:01,709 --> 00:25:04,792
The chemistry of these two characters
was imperative to get right.
474
00:25:05,167 --> 00:25:08,103
Troy was a really interesting
casting for Joel, because,
475
00:25:08,104 --> 00:25:10,834
when you see Troy, he doesn't
look like Joel at all.
476
00:25:10,876 --> 00:25:14,417
You know, he's so handsome, and he had
like, you know, the frosty hair and
477
00:25:14,459 --> 00:25:18,501
totally looked like Final
Fantasy, and so...
478
00:25:18,709 --> 00:25:24,959
I'm like, I don't know, he's
like this tall, pretty, um...
479
00:25:25,792 --> 00:25:26,792
it didn't seem right.
480
00:25:26,834 --> 00:25:28,916
I walked into the room
fully aware that I was the
481
00:25:28,917 --> 00:25:31,125
youngest person that they
were seeing for this role.
482
00:25:31,167 --> 00:25:33,542
There was a line that was on the
audition side that says that
483
00:25:33,584 --> 00:25:36,459
Joel has few moral lines left to cross.
484
00:25:37,209 --> 00:25:40,083
And so that became the anchor
point to the character.
485
00:25:40,125 --> 00:25:43,834
But then as soon as he spoke and
he had that grit in his voice...
486
00:25:43,876 --> 00:25:46,876
Warm, yet kind of dangerous.
487
00:25:46,918 --> 00:25:48,959
And his movement, you
just bought into it.
488
00:25:49,000 --> 00:25:50,501
Why are you so scared all of a sudden?
489
00:25:50,542 --> 00:25:53,792
Because I'm a big coward, okay? Now
pack up your shit and let's go!
490
00:25:53,834 --> 00:25:54,751
Goddamnit!
491
00:25:57,709 --> 00:25:58,667
I'm not her, you know?
492
00:26:00,834 --> 00:26:01,375
What?
493
00:26:04,334 --> 00:26:06,125
You think I'm gonna end
up like your daughter.
494
00:26:08,334 --> 00:26:13,876
Now, Ellie, you are treadin' on
some very thin ice right now.
495
00:26:15,417 --> 00:26:17,000
It was Ellie and Joel.
496
00:26:17,042 --> 00:26:19,709
After he read, it was just
like that was... that was it.
497
00:26:19,751 --> 00:26:22,401
I've done some videogames in
the past, but to be handed the
498
00:26:22,402 --> 00:26:24,876
mantle of a franchise like
this was a pretty big honor.
499
00:26:25,167 --> 00:26:26,125
Is she alive?
500
00:26:27,334 --> 00:26:28,167
She's alive.
501
00:26:29,459 --> 00:26:31,125
She's David's newest pet.
502
00:26:33,542 --> 00:26:34,292
Where?
503
00:26:36,125 --> 00:26:38,417
In the town! She's in the town.
504
00:26:42,501 --> 00:26:44,978
Now you mark it on the map.
And it better be
505
00:26:44,979 --> 00:26:47,292
the same exact spot
your buddy points to.
506
00:26:47,834 --> 00:26:51,250
Neil pulled me aside one day and
he said, "I have some ideas."
507
00:26:51,292 --> 00:26:56,292
And as you're well aware,
Neil is a little twisted.
508
00:26:56,334 --> 00:26:59,584
He came up with this character and,
you know, I just jumped at it.
509
00:26:59,626 --> 00:27:02,333
It was such a departure
from everything I've
510
00:27:02,334 --> 00:27:05,042
done here for Naughty
Dog, to say the least.
511
00:27:06,876 --> 00:27:07,584
Name's David.
512
00:27:08,417 --> 00:27:09,876
This here's my friend, James.
513
00:27:10,834 --> 00:27:12,459
We're from a larger group.
514
00:27:13,125 --> 00:27:16,209
Women, children. We're
all very, very hungry.
515
00:27:16,292 --> 00:27:19,200
To be able to put on a voice
that hopefully a lot of
516
00:27:19,201 --> 00:27:22,000
people won't know, won't
notice that it's even me.
517
00:27:22,042 --> 00:27:23,542
'Cause we didn't want it to be Drake.
518
00:27:24,167 --> 00:27:28,792
Drake eating people, that's... that's
a whole 'nother game.
519
00:27:30,125 --> 00:27:31,459
How did you put it?
520
00:27:34,125 --> 00:27:35,292
Tiny pieces.
521
00:27:37,959 --> 00:27:39,334
See ya tomorrow, Ellie.
522
00:27:40,834 --> 00:27:44,792
Ya know, certain voices that I can
do wouldn't fit David's artwork,
523
00:27:44,834 --> 00:27:48,007
but he showed me the art, and
I said, "Maybe it's something
524
00:27:48,008 --> 00:27:50,918
like this where everything's,
you know, is very quiet.
525
00:27:50,959 --> 00:27:54,042
And you know, he's not really sure
and the voice can break a little."
526
00:27:54,083 --> 00:27:56,292
And he just looked and he
goes, "Yeah, that's it."
527
00:27:56,918 --> 00:28:00,375
So I'd love to tell you that we
hashed it over and we talked... no.
528
00:28:00,417 --> 00:28:04,083
It was... I looked at the picture and I
tried something and he said, "Yeah."
529
00:28:05,292 --> 00:28:09,876
A few weeks back, I sent
a group of men out.
530
00:28:10,876 --> 00:28:13,334
Nearby town to look for food.
531
00:28:15,167 --> 00:28:16,667
Only a few came back.
532
00:28:19,000 --> 00:28:24,083
And turns out that... the others
had been, uh... slaughtered
533
00:28:24,125 --> 00:28:26,042
by a crazy man.
534
00:28:26,834 --> 00:28:28,584
And get this, he...
535
00:28:29,876 --> 00:28:32,959
he was with... a little girl.
536
00:28:35,375 --> 00:28:36,000
You see?
537
00:28:37,751 --> 00:28:39,459
Everything happens for a reason.
538
00:28:41,626 --> 00:28:41,667
Clear.
539
00:28:42,042 --> 00:28:44,209
Ashley, she brought humor to it.
540
00:28:44,250 --> 00:28:47,334
She just has some really
great comedic timing.
541
00:28:47,375 --> 00:28:52,125
The way she reacts to the things around
the world with a little bit of sarcasm.
542
00:28:52,167 --> 00:28:55,709
That teen, kind of like trying
to get a rise out of you.
543
00:28:55,751 --> 00:28:58,959
Now watch your step as you're going
up, 'cause it's gonna be a little...
544
00:28:59,000 --> 00:28:59,876
Pfft.
545
00:29:01,834 --> 00:29:04,959
It just brought a certain levity to
the story that the story needed.
546
00:29:05,000 --> 00:29:06,658
We didn't even realized
it needed it until
547
00:29:06,659 --> 00:29:08,125
she started doing some of that stuff.
548
00:29:08,751 --> 00:29:13,417
Oh, I'm sure your friend will
be missing this tonight.
549
00:29:13,459 --> 00:29:14,751
Mm hmm.
550
00:29:14,792 --> 00:29:17,918
It's, uh, light on the reading, but
it's got some interesting photos
551
00:29:17,959 --> 00:29:20,334
Now, now, Ellie, that ain't for kids.
552
00:29:20,375 --> 00:29:25,292
Woah! How the hell would you even
walk around with that thing?
553
00:29:25,334 --> 00:29:26,209
Get rid of that!
554
00:29:26,250 --> 00:29:29,334
Hold your horses, I want to see
what all the fuss is about.
555
00:29:29,375 --> 00:29:32,375
Oh, why're these all stuck together?
556
00:29:33,125 --> 00:29:34,000
Uhm...
557
00:29:34,709 --> 00:29:38,250
I'm just fucking with you.
558
00:29:39,459 --> 00:29:40,792
Bye bye, dude.
559
00:29:41,125 --> 00:29:44,209
Throughout the course of shooting
over these past couple years,
560
00:29:44,250 --> 00:29:46,417
Ellie and I have kind
of morphed into each
561
00:29:46,418 --> 00:29:48,334
other, which I know sounds so cheesy.
562
00:29:48,375 --> 00:29:51,667
Neil always asks, "Well, what
would you do in this situation?"
563
00:29:51,709 --> 00:29:54,728
The most important thing that
Ashley brought is a sense of
564
00:29:54,729 --> 00:29:58,209
capability to Ellie's character
that wasn't there in the beginning.
565
00:29:58,250 --> 00:30:00,561
The very first thing
we shot involved her
566
00:30:00,562 --> 00:30:02,709
being pulled out of a car and attacked
567
00:30:02,751 --> 00:30:04,459
and Joel was supposed to go save her.
568
00:30:04,501 --> 00:30:06,741
It was written that Ellie sort
of was just kinda watching
569
00:30:06,742 --> 00:30:09,951
on the side, just waiting
'till he was done, and...
570
00:30:10,501 --> 00:30:12,501
I was a little frustrated
because I was like...
571
00:30:12,542 --> 00:30:15,375
well, I... if this were real
life, I would do something.
572
00:30:15,417 --> 00:30:18,800
We did a couple takes, and at some point
she walked up to me and she said,
573
00:30:18,918 --> 00:30:20,250
"I feel like I'd hit him."
574
00:30:20,734 --> 00:30:24,067
So we added in a part, like, you
know, right there off the bat.
575
00:30:24,109 --> 00:30:26,605
She's not just this damsel
in distress, right there she
576
00:30:26,606 --> 00:30:29,192
wanted to fight back from her
very first day of shooting.
577
00:30:29,234 --> 00:30:30,567
We didn't have it right initially.
578
00:30:30,609 --> 00:30:33,318
She needs to be more capable than
initially we thought she would be,
579
00:30:33,359 --> 00:30:35,724
and actually that made
us go back and rethink
580
00:30:35,725 --> 00:30:38,400
combat, and rething a lot
of the areas in the game.
581
00:30:38,442 --> 00:30:41,609
And now, she was going to
take a much more active part.
582
00:30:47,359 --> 00:30:49,560
Anything that requires,
you know, a lot of body
583
00:30:49,561 --> 00:30:51,901
movement we do with the
actors on the mocap stage.
584
00:30:51,942 --> 00:30:55,400
And we try as much as possible to
use our actual principle actors...
585
00:30:55,442 --> 00:30:57,942
Use their body motion
as well as their voice.
586
00:30:57,984 --> 00:30:59,734
We capture it all at
once there on the stage.
587
00:30:59,775 --> 00:31:03,250
Having the actors perform as
well as being recorded at the
588
00:31:03,251 --> 00:31:06,609
same time was imperative to
get an accurate performance.
589
00:31:06,650 --> 00:31:08,855
'Cause every time you
split up the performance
590
00:31:08,856 --> 00:31:10,734
in any way, you lose some of that magic
591
00:31:10,775 --> 00:31:13,692
where they did a gesture or they
delivered a line a certain way.
592
00:31:13,734 --> 00:31:16,132
And those things have to
be in synch or there's
593
00:31:16,133 --> 00:31:18,483
just something subconscious
that's just, like,
594
00:31:18,525 --> 00:31:20,984
off-putting about the performance
when you don't do it that way.
595
00:31:21,192 --> 00:31:24,067
You are treadin' on
mighty thin ice here.
596
00:31:25,151 --> 00:31:27,442
I'm sorry about your daughter, Joel.
597
00:31:27,483 --> 00:31:29,109
But I have lost people, too.
598
00:31:29,151 --> 00:31:32,609
You have no idea what "loss" is.
599
00:31:34,276 --> 00:31:38,817
Everyone I have cared for
has either died or left me.
600
00:31:40,234 --> 00:31:42,775
Everyone... fucking except for you.
601
00:31:45,359 --> 00:31:47,828
So don't tell me that I
would be safer with someone
602
00:31:47,829 --> 00:31:50,442
else because the truth is I
would just be more scared.
603
00:31:51,318 --> 00:31:55,901
It gives you the most authentic,
most realistic performance
604
00:31:55,942 --> 00:31:59,567
because you're actually there... not
just making your own choices
605
00:31:59,609 --> 00:32:02,483
but making your own choices based on the
other people involved in that scene.
606
00:32:02,525 --> 00:32:07,442
So you get this truly natural
approach to things, and it shows up.
607
00:32:07,859 --> 00:32:11,151
It's like theatre in the round... you
can do anything from any angle
608
00:32:11,192 --> 00:32:13,817
and the smallest, most subtle
thing we'll be able to pick up.
609
00:32:13,859 --> 00:32:15,067
There's no place to hide.
610
00:32:15,109 --> 00:32:18,319
So you have to be
as prepared as possible
611
00:32:18,320 --> 00:32:21,234
because you have no idea
which moments they're going to use.
612
00:32:21,276 --> 00:32:25,482
There are these little improv moments
and, you know, little nuances
613
00:32:25,483 --> 00:32:28,277
that you get that probably
isn't scripted that just
614
00:32:28,278 --> 00:32:31,234
comes out of play, you know,
while they're performing.
615
00:32:31,276 --> 00:32:35,817
That... that mistake that just
blossomed into a really good idea.
616
00:32:36,734 --> 00:32:40,483
Did we improv on The Last of Us?
617
00:32:40,901 --> 00:32:43,192
Yes. Yes, we did.
618
00:32:43,775 --> 00:32:45,999
Doing this was a whole
lot lot being five,
619
00:32:46,000 --> 00:32:48,483
playing in the backyard
with a stick, you know,
620
00:32:48,525 --> 00:32:52,692
and this is my machine gun and, you
know, a pinecone is my hand grenade.
621
00:32:52,734 --> 00:32:54,234
It's all your imagination.
622
00:32:54,276 --> 00:32:56,744
I'm doing the exact same shit that I did
623
00:32:56,745 --> 00:32:59,400
45 years ago, I just
get paid for it now.
624
00:33:01,151 --> 00:33:01,984
We square?
625
00:33:03,192 --> 00:33:03,901
We're square.
626
00:33:05,026 --> 00:33:06,692
Then get the fuck out of my town.
627
00:33:09,151 --> 00:33:11,704
I don't do a lot fo voice-over
work, so for me, it was
628
00:33:11,705 --> 00:33:14,026
nice to be able to work
off of your other actors.
629
00:33:14,067 --> 00:33:16,151
I can't imagine it working any other way
630
00:33:16,192 --> 00:33:20,318
I'd never done mocap before,
I didn't know what to expect.
631
00:33:20,359 --> 00:33:22,567
The suits were crazy.
632
00:33:22,817 --> 00:33:24,483
Yeah, the suit gave me wedgies.
633
00:33:26,067 --> 00:33:29,734
Like, deep wedgies that I had to
pick out with my middle finger.
634
00:33:29,775 --> 00:33:31,483
Too much information.
635
00:33:32,109 --> 00:33:35,026
Just how damn sexy I look
in a motion capture suit.
636
00:33:35,067 --> 00:33:40,440
I look like ten pounds of sausage in a
five-pound casing in that thing, man.
637
00:33:40,493 --> 00:33:42,961
Once you get passed the fact
that, like, everybody else,
638
00:33:42,962 --> 00:33:45,525
and you, look like weird clown people
639
00:33:45,567 --> 00:33:48,483
with these little dots and stuff,
once you give over to that
640
00:33:48,525 --> 00:33:51,042
it really was pretty easy
to make it just feel
641
00:33:51,043 --> 00:33:53,400
like you're in the
moment and in the scene.
642
00:33:53,442 --> 00:33:55,502
Everyone that was on
this is a slam dunk.
643
00:33:55,503 --> 00:33:57,318
This isn't just another gig to them.
644
00:33:57,359 --> 00:33:59,421
And that creates a really
cool energy for people
645
00:33:59,422 --> 00:34:01,442
to really start experimenting
and playing jazz.
646
00:34:02,650 --> 00:34:03,567
Floor's yours.
647
00:34:05,192 --> 00:34:06,609
And...
648
00:34:06,859 --> 00:34:07,400
Action.
649
00:34:13,067 --> 00:34:13,901
Get the fuck off her!
650
00:34:13,984 --> 00:34:14,276
Hey, hey!
651
00:34:14,318 --> 00:34:15,234
Let her go!
652
00:34:16,692 --> 00:34:17,984
Don't worry, this is fixable.
653
00:34:19,609 --> 00:34:20,859
But I can't come with you.
654
00:34:23,026 --> 00:34:24,442
Well, then I'm staying.
655
00:34:24,483 --> 00:34:25,151
Ellie.
656
00:34:26,234 --> 00:34:27,442
I want Joel to watch over her.
657
00:34:27,483 --> 00:34:29,567
- Oh, no, no... absolutely not, this has gone too...
- Bullshit! I am not going with him!
658
00:34:29,568 --> 00:34:31,025
Ellie!
659
00:34:31,026 --> 00:34:33,942
Look. Just take her to the north
tunnel and wait for me there.
660
00:34:35,859 --> 00:34:36,817
Jesus Christ.
661
00:34:36,859 --> 00:34:38,442
Just cargo, Joel.
662
00:34:40,359 --> 00:34:41,442
How do you know them?
663
00:34:41,734 --> 00:34:45,276
We craft the scene out
until it has a good feel
664
00:34:45,318 --> 00:34:47,442
and then we pass it off to
animation to clean it up.
665
00:34:47,483 --> 00:34:50,901
Real-life motions don't necessarily
always translate into gameplay
666
00:34:50,942 --> 00:34:53,084
There's something that's
usually missing, so
667
00:34:53,085 --> 00:34:55,276
we have to, you know,
maybe enhance a gesture
668
00:34:55,318 --> 00:35:00,318
or enhance the shoulder movements or a
breath that you want to be able to feel
669
00:35:00,359 --> 00:35:02,942
but you don't really see it, so you
can't really feel it unless you see it.
670
00:35:07,817 --> 00:35:09,067
Is everything alright?
671
00:35:10,525 --> 00:35:11,901
Yeah, everything's fine.
672
00:35:12,817 --> 00:35:16,318
I could have him lean in here a
little bit more, like this...
673
00:35:16,359 --> 00:35:17,942
Take his hand down.
674
00:35:17,984 --> 00:35:20,901
When they're on stage, they don't
necessarily have windows, you know
675
00:35:20,942 --> 00:35:23,801
so that weight of, like,
really pushing and leaning
676
00:35:23,802 --> 00:35:26,442
in, it's something we
would have to accentuate.
677
00:35:26,483 --> 00:35:29,410
You know, give him a
little bit more weight on
678
00:35:29,411 --> 00:35:32,525
that turn, or put his head
down a little bit more
679
00:35:32,775 --> 00:35:35,442
There's a lot of dialogue that gets
said between the two characters.
680
00:35:35,483 --> 00:35:37,463
We have to bring that
alive through animation,
681
00:35:37,464 --> 00:35:39,234
and we have what we're
using is gestures.
682
00:35:40,109 --> 00:35:41,901
Why would they mow
down all these people?
683
00:35:42,318 --> 00:35:43,817
Can't let everyone in.
684
00:35:44,567 --> 00:35:47,318
If you turned off the sound, you'd
know they were talking to each other
685
00:35:47,359 --> 00:35:51,067
and that really helps accentuate the
relationship that the two have together.
686
00:35:51,609 --> 00:35:55,276
We have certain animations that play
in the beginning of the game on Ellie.
687
00:35:55,318 --> 00:35:57,859
She's travelling with Joel
who she doesn't really know.
688
00:35:57,901 --> 00:36:01,692
There's a lot of gestures to make her
look nervous, just her overall stance.
689
00:36:01,734 --> 00:36:04,446
Later on in the game, they
develop a relationship
690
00:36:04,447 --> 00:36:06,942
through the animation,
not just the dialogue.
691
00:36:06,984 --> 00:36:09,400
You can see that she's more
comfortable around him.
692
00:36:09,442 --> 00:36:11,191
If that reads well
with the player, then,
693
00:36:11,192 --> 00:36:12,734
you know, we're doing our job right.
694
00:36:18,942 --> 00:36:20,858
We want her to look scared...
when she gets a
695
00:36:20,859 --> 00:36:22,692
gun, we want her to
look scared of the gun.
696
00:36:22,734 --> 00:36:26,859
If she's going to aim, she wouldn't
be, like, super trained aim...
697
00:36:26,901 --> 00:36:29,276
She would be more, like, scared.
698
00:36:29,609 --> 00:36:31,464
But at the same time
it needs to look cool
699
00:36:31,465 --> 00:36:33,192
and feel cool to the player that plays.
700
00:36:33,234 --> 00:36:35,692
It's really just these little
tiny details that we're
701
00:36:35,693 --> 00:36:38,151
doing, and it's coming across,
it's working out well.
702
00:36:38,483 --> 00:36:41,208
We don't do facial capture,
we don't track eye
703
00:36:41,209 --> 00:36:44,400
movements on stage, it's just
the motion capture data.
704
00:36:44,442 --> 00:36:47,942
Everything that you see on
the faces is hand keyed.
705
00:36:47,984 --> 00:36:50,151
You can see this is all
of her mocap data.
706
00:36:50,192 --> 00:36:52,480
And so when I'm doing
something like this, I go
707
00:36:52,481 --> 00:36:54,817
back and forth to the
performance she was giving
708
00:36:54,859 --> 00:37:01,359
and I watch just this section
over, and over, and over again.
709
00:37:01,400 --> 00:37:05,400
So this is our default face. I can make
everything super extreme and
710
00:37:06,359 --> 00:37:10,567
make her all squinty and angry.
711
00:37:10,609 --> 00:37:12,692
Turn her frown down.
712
00:37:14,609 --> 00:37:16,067
I can open her mouth.
713
00:37:17,692 --> 00:37:18,942
Stick her tongue out.
714
00:37:21,318 --> 00:37:25,609
It's listen, watch, ok, where
is her mouth at this point
715
00:37:25,650 --> 00:37:28,817
like is it open, is it... is
she making like a grimace?
716
00:37:29,026 --> 00:37:32,151
About Tess... I don't even know where...
717
00:37:32,192 --> 00:37:33,775
Here's how this thing's
going to play out.
718
00:37:34,942 --> 00:37:36,942
You don't bring up Tess.
719
00:37:36,984 --> 00:37:37,901
Ever.
720
00:37:38,942 --> 00:37:41,318
Matter of fact, we can just keep
our histories to ourselves.
721
00:37:42,067 --> 00:37:44,837
We shoot all of it to
just get the body motion,
722
00:37:44,838 --> 00:37:47,609
then we will do a second
pass with the cameras.
723
00:37:47,650 --> 00:37:49,942
The scene is playing back
on an overhead projector,
724
00:37:49,984 --> 00:37:53,026
but it's also playing back on a
monitor that's attached to my rig.
725
00:37:53,067 --> 00:37:56,206
Shaun and I would go to
the stage and motion
726
00:37:56,207 --> 00:37:58,859
capture the camera filming the scene.
727
00:37:58,901 --> 00:38:02,234
So he would get a whole wide shot,
a whole close-up for the scene.
728
00:38:02,276 --> 00:38:06,400
You can change your lenses, you can use
your standard 35, 85, 50s... whatever.
729
00:38:06,442 --> 00:38:09,007
All that sort of, live action camera
730
00:38:09,008 --> 00:38:12,359
cinematography... you can apply it.
On stage.
731
00:38:12,400 --> 00:38:15,234
We make sure to go
back in and add flaws.
732
00:38:15,276 --> 00:38:19,567
We keep the confinements of the room so
the camera can't go past a certain wall.
733
00:38:19,609 --> 00:38:22,026
'Cause then we have this
cheated perspective.
734
00:38:22,067 --> 00:38:24,359
If the cameraman bumps
into the wall, we keep it.
735
00:38:24,400 --> 00:38:26,663
Missing focus hits when
you're pulling focus,
736
00:38:26,664 --> 00:38:29,026
going too close to the
character and reframing.
737
00:38:29,067 --> 00:38:32,192
Those little moments in there
kind of keeps it cinema verite.
738
00:38:32,234 --> 00:38:33,759
If everything was too perfect, you
739
00:38:33,760 --> 00:38:35,734
wouldn't be able to put
your finger on it,
740
00:38:35,775 --> 00:38:37,775
but you would be able to feel
it, it would just feel off.
741
00:38:37,817 --> 00:38:40,725
It's very much about
grounding it, despite
742
00:38:40,726 --> 00:38:43,567
having the option to
do whatever we want.
743
00:38:43,859 --> 00:38:47,067
Being able to place the cameras anywhere
we want after the motion capture
744
00:38:47,109 --> 00:38:49,318
gives us both advantages
and disadvantages.
745
00:38:49,359 --> 00:38:51,800
The biggest advantage is
it means that we just
746
00:38:51,801 --> 00:38:54,192
have to nail the best
performances we can get
747
00:38:54,234 --> 00:38:56,859
and the luxury that we
can always swap it.
748
00:38:56,901 --> 00:38:59,983
The 3D world gives you
limitless opportunities with
749
00:38:59,984 --> 00:39:03,067
cameras and movements, exposures...
all that stuff.
750
00:39:03,109 --> 00:39:06,859
Most of these cameras are sort of
set up like real-world cameras
751
00:39:06,901 --> 00:39:11,109
So we have lens, we have f-stop that
will create the depth of field.
752
00:39:11,151 --> 00:39:15,442
We have aperture to, you know, set
our film back and all that stuff.
753
00:39:15,483 --> 00:39:18,073
A master, I have my close-ups,
my over-the-shoulders...
754
00:39:18,074 --> 00:39:20,109
sort of just like a
live-action production.
755
00:39:20,151 --> 00:39:24,109
Let's go to Camera 30, at the 23.458,
756
00:39:24,151 --> 00:39:28,359
then I get that kind of weird,
you know, bend across his back.
757
00:39:28,400 --> 00:39:32,817
The closer I bring the camera, the
more bend I get, which is, you know,
758
00:39:32,859 --> 00:39:36,151
doesn't look right, it doesn't
look as... it looks less cinematic,
759
00:39:37,192 --> 00:39:40,109
than if I I do that, which
flattens the whole thing.
760
00:39:40,151 --> 00:39:43,026
And I'm trying to also catch Ellie,
761
00:39:43,692 --> 00:39:46,464
like if you scrub a little more,
you know, catch her in the
762
00:39:46,465 --> 00:39:49,192
back here, so I want a longer
lens for that kind of stuff.
763
00:39:49,234 --> 00:39:51,462
Since I only had experience working with
764
00:39:51,463 --> 00:39:53,859
live-action before I
got into videogames,
765
00:39:53,901 --> 00:39:56,802
it was kind of a cool
adjustment to be able
766
00:39:56,803 --> 00:39:59,442
to have this extra flexibility in post.
767
00:39:59,483 --> 00:40:02,181
To swap a line of dialogue for
something different, even
768
00:40:02,182 --> 00:40:04,692
though that's not what the
actors said at that time,
769
00:40:04,734 --> 00:40:07,901
and to be able to still have a
close-up on them while they said it.
770
00:40:07,942 --> 00:40:10,059
You get to make it probably more perfect
771
00:40:10,060 --> 00:40:12,442
than you could ever
make it in live-action.
772
00:40:12,692 --> 00:40:14,067
How far are we gonna take this?
773
00:40:14,109 --> 00:40:15,775
As far as it needs to go!
774
00:40:17,775 --> 00:40:18,901
Where was this lab of theirs?
775
00:40:19,483 --> 00:40:21,858
Because our actors are
both the voice and their
776
00:40:21,859 --> 00:40:24,234
body, they get to play,
they get to try things,
777
00:40:24,276 --> 00:40:27,984
they get to work with our director
to kind of come up with new ideas.
778
00:40:28,026 --> 00:40:30,115
Or even our director
will have a new idea on
779
00:40:30,116 --> 00:40:32,067
the spot that wasn't
there in the script,
780
00:40:32,109 --> 00:40:34,342
but realizing when he sees
it, "Oh, well this would
781
00:40:34,343 --> 00:40:36,276
actually be better, this
might feel better."
782
00:40:36,318 --> 00:40:39,901
And those changes all just happen
organically there on the set.
783
00:40:40,359 --> 00:40:42,734
He could even lead
straight into his thing
784
00:40:42,775 --> 00:40:44,879
He's like, no shit, yup.
Didn't wanna do that, so
785
00:40:44,880 --> 00:40:46,984
we rented two Harleys and
we drove cross-country.
786
00:40:47,026 --> 00:40:50,151
Keep it pretty succinct, like, "We got
the bikes, rode them cross-country."
787
00:40:50,192 --> 00:40:50,650
Cool.
788
00:40:52,234 --> 00:40:55,234
It's shocking to me that this
is Neil's first time directing.
789
00:40:55,276 --> 00:40:57,770
There was a specific tone
and a specific approach
790
00:40:57,771 --> 00:41:00,067
that Niel and Bruce
wanted to take with this.
791
00:41:00,109 --> 00:41:02,628
It came down to nobody knows
the story better than you and
792
00:41:02,629 --> 00:41:05,192
there's nobody that knows these
characters better than you,
793
00:41:05,234 --> 00:41:06,400
why don't you just do this?
794
00:41:06,442 --> 00:41:08,318
He and I actually had a
conversation about it.
795
00:41:08,359 --> 00:41:11,817
He said, "I think I'm going to try
this myself and I'm not sure."
796
00:41:12,984 --> 00:41:14,151
Neil was fantastic.
797
00:41:14,567 --> 00:41:15,567
The floor is yours.
798
00:41:16,525 --> 00:41:19,442
Okay, so remember you've been running
away from this turret-mounted truck.
799
00:41:19,483 --> 00:41:22,817
You come to this dead end, you're gonna
look up and see a potential way out.
800
00:41:23,442 --> 00:41:24,567
And... action.
801
00:41:26,984 --> 00:41:27,692
Hey, check it out.
802
00:41:29,817 --> 00:41:30,483
Here.
803
00:41:35,400 --> 00:41:39,609
I mean his writing is honest, and
it's dangerous, and it's natural.
804
00:41:39,650 --> 00:41:41,525
And I love his economy of words.
805
00:41:41,567 --> 00:41:42,942
He doesn't hit everything on the nose
806
00:41:42,984 --> 00:41:44,944
so he leaves it open for
you to interpret and
807
00:41:44,945 --> 00:41:46,692
bring some nuances and things like that.
808
00:41:46,734 --> 00:41:49,977
The entire process is
collaborative, but really
809
00:41:49,978 --> 00:41:52,817
it's led by Neil's
willingness to change,
810
00:41:52,859 --> 00:41:55,440
and flow, and decide
something doesn't work...
811
00:41:55,441 --> 00:41:57,859
you know, fix it right
there in the moment.
812
00:41:58,525 --> 00:42:03,483
And it is something that's very foreign
to the way that TV and film is done now,
813
00:42:03,525 --> 00:42:05,469
where everything has
been micromanaged by
814
00:42:05,470 --> 00:42:07,276
the time you get it to the table read.
815
00:42:07,318 --> 00:42:10,650
And no one wants you to change anything,
and everything's very precious
816
00:42:10,692 --> 00:42:13,525
and has been rewritten with
notes from 20 people in suits.
817
00:42:13,567 --> 00:42:17,734
And you can't do that just anywhere
in entertainment these days.
818
00:42:18,650 --> 00:42:22,734
Yeah, I just want to make sure, I think
I swung too far over to this way
819
00:42:22,775 --> 00:42:25,901
and now it's a little bit of...
making jokes about it.
820
00:42:25,942 --> 00:42:27,984
And if I bring it back to...
821
00:42:28,026 --> 00:42:28,734
Yup.
822
00:42:28,775 --> 00:42:30,067
...to center a little bit.
823
00:42:30,859 --> 00:42:31,400
Okay.
824
00:42:32,276 --> 00:42:36,067
There's one scene in the
game where we see Joel, um,
825
00:42:36,109 --> 00:42:38,067
not as a ruthless survivor,
but as a father.
826
00:42:38,109 --> 00:42:41,442
I knew from the very beginning that
he was going to lose his daughter,
827
00:42:41,483 --> 00:42:45,650
and I just told Neil, it's like when
that day comes for us to shoot that,
828
00:42:45,692 --> 00:42:46,692
I need a heads up.
829
00:42:46,734 --> 00:42:49,942
About a week before, he said, "It's
time. We're gonna do that scene."
830
00:42:50,984 --> 00:42:54,400
I was like, okay, because I knew that I
was going to have to go to this place
831
00:42:54,442 --> 00:42:56,442
that, that you don't really
want to go to as an actor.
832
00:42:56,483 --> 00:42:59,643
You want to find some
aspect of reality that
833
00:42:59,644 --> 00:43:02,734
you can empathetically
draw from, you know?
834
00:43:02,775 --> 00:43:05,239
Troy and I were both kinda
just walking around for
835
00:43:05,240 --> 00:43:07,609
a while and, just, kind
of getting into the zone
836
00:43:07,650 --> 00:43:12,734
and he... and... well, my grandpa died
when I was eight. He was like my dad
837
00:43:12,775 --> 00:43:17,400
and so that's always what I use
to get into that, that place.
838
00:43:17,442 --> 00:43:19,176
You know, I started
recalling all of those
839
00:43:19,177 --> 00:43:21,234
memories and started pulling
up all those feelings
840
00:43:21,276 --> 00:43:23,067
and they're just right, right
underneath the surface.
841
00:43:23,109 --> 00:43:25,046
When I walk back in, everyone
realized something was
842
00:43:25,047 --> 00:43:26,984
different and they kinda
like calmed down, you know?
843
00:43:27,026 --> 00:43:29,567
You could feel the energy just,
like, drop a little bit more.
844
00:43:29,942 --> 00:43:32,026
It... was brutal.
845
00:43:33,650 --> 00:43:37,454
And I just... I lose my shit, I mean,
just completely break down.
846
00:43:36,455 --> 00:43:41,276
Don't do this. Don't do this.
Don't do this! PLEASE God no!
847
00:43:44,234 --> 00:43:45,400
God no!
848
00:43:46,984 --> 00:43:47,775
Cut.
849
00:43:51,650 --> 00:43:54,525
And the soundstage was deathly still.
850
00:43:54,942 --> 00:43:56,942
It was the first take and I
felt really good about it
851
00:43:56,984 --> 00:43:58,567
and Neil said, "Okay,
let's do it again."
852
00:43:59,817 --> 00:44:02,817
And so you do it again and automatically
you feel like you're manufacturing
853
00:44:02,859 --> 00:44:04,977
'cause you're trying to
go back to that place
854
00:44:04,978 --> 00:44:06,775
and you're in that actor nightmare of,
855
00:44:06,817 --> 00:44:09,192
you know, trying to get
back to that reality.
856
00:44:09,234 --> 00:44:12,650
And we go through it again, and
fifth, and sixth, and seventh take
857
00:44:12,692 --> 00:44:15,359
and I'm just exhausted,
I'm crying between takes.
858
00:44:15,400 --> 00:44:18,359
And I'm looking at Neil going,
"This is really, really hard."
859
00:44:19,483 --> 00:44:22,984
And, um, finally after, like,
the eighth or ninth take he said,
860
00:44:23,026 --> 00:44:24,151
"Alright, I think we got it."
861
00:44:24,192 --> 00:44:25,483
I was like, "Oh, thank God!"
862
00:44:25,775 --> 00:44:28,901
And I went outside and I was just
jacked up for the rest of the day.
863
00:44:28,942 --> 00:44:31,525
Just, just, I mean, a wreck emotionally.
864
00:44:32,984 --> 00:44:34,775
But we got it.
865
00:44:35,359 --> 00:44:36,942
Then two weeks later, he calls me.
866
00:44:38,901 --> 00:44:41,234
And he says, "So we need
to reshoot a scene."
867
00:44:41,276 --> 00:44:42,775
I'm like, "Cool, what
scene are we doing?"
868
00:44:42,942 --> 00:44:46,318
And he just looks at me and I said,
"Dude, don't do this to me."
869
00:44:46,442 --> 00:44:50,300
And you can either, at that moment,
throw your hands
870
00:44:50,301 --> 00:44:53,942
up in the air and say,
"Fuck this" and walk away.
871
00:44:53,984 --> 00:44:57,525
Or you can say, "Okay, this is
an opportunity to get it more right."
872
00:44:57,567 --> 00:45:00,254
I'm like, "Okay, alright, yeah.
You think you got it? I'm
873
00:45:00,255 --> 00:45:02,942
gonna show you that you got it.
We've got it in the can."
874
00:45:03,442 --> 00:45:07,692
And so we go through it again, and
it just feels fake, feels artificial.
875
00:45:08,318 --> 00:45:10,734
And Neil goes, "Go through it again."
So I start doing it again.
876
00:45:10,775 --> 00:45:12,544
And I'm getting madder
and madder with each
877
00:45:12,545 --> 00:45:14,234
take, and finally,
about the fourth take...
878
00:45:15,400 --> 00:45:18,650
Neil comes over to me...
I love him so much... he goes...
879
00:45:18,692 --> 00:45:20,650
"So I'm picking up on some resistance."
880
00:45:20,692 --> 00:45:22,879
I was like, "You're damn right
you're picking up on
881
00:45:22,880 --> 00:45:25,067
some resistance.
We've got this in the can already.
882
00:45:25,109 --> 00:45:26,902
And we're just wasting
our time and we're
883
00:45:26,903 --> 00:45:28,483
wasting all this effort and energy."
884
00:45:28,525 --> 00:45:30,901
And then he started talking me
through this scene, and he's like,
885
00:45:30,942 --> 00:45:35,525
"What I need you to do is I need you to
just strip yourself of all these ideas
886
00:45:35,567 --> 00:45:37,560
and I need you to hit
this beat, and this
887
00:45:37,561 --> 00:45:39,318
beat, and this beat, and this beat."
888
00:45:39,359 --> 00:45:42,525
Which just makes it sound so
mechanical in such an emotional scene.
889
00:45:43,318 --> 00:45:46,478
So we start going through
it and literally I am
890
00:45:46,479 --> 00:45:49,442
mindlessly doing these
things at this point.
891
00:45:49,609 --> 00:45:51,901
I know it hurts, baby.
892
00:45:53,067 --> 00:45:54,653
I know, I'm gonna lift you up,
893
00:45:54,654 --> 00:45:56,359
I'm gonna lift you up,
I'm gonna get you over here.
894
00:45:56,650 --> 00:45:58,483
C'mon, baby, c'mon work with me, please!
895
00:45:58,734 --> 00:46:01,151
God... Baby...
896
00:46:02,192 --> 00:46:03,067
Sarah.
897
00:46:05,567 --> 00:46:06,567
SARAH!
898
00:46:09,817 --> 00:46:12,942
Don't do this to me, baby.
Don't do this to me, baby, c'mon.
899
00:46:13,318 --> 00:46:15,067
Don't...
900
00:46:16,234 --> 00:46:18,318
And he stops and goes, "Now we got it."
901
00:46:19,734 --> 00:46:23,400
And I realized that the reason why
I wanted that first take to work
902
00:46:23,775 --> 00:46:25,817
was 'cause I wanted everyone
to look at me and go,
903
00:46:26,359 --> 00:46:28,567
"Wow, what an actor."
904
00:46:30,151 --> 00:46:31,692
And that's not what the scene needed.
905
00:46:31,734 --> 00:46:34,715
Those moments where you
just have to, sort of, calm
906
00:46:34,716 --> 00:46:37,525
your ego down and just go
back and do your work.
907
00:46:37,942 --> 00:46:40,901
That scene actually works... not
because of me, but in spite of me
908
00:46:40,942 --> 00:46:45,507
and that really is the marker and
909
00:46:45,508 --> 00:46:50,276
definition of working with a true...
Truly good director.
910
00:46:50,683 --> 00:46:51,600
There are many like it.
911
00:46:53,142 --> 00:46:54,434
But this one is yours.
912
00:46:55,226 --> 00:46:56,184
Why don't you have a seat.
913
00:47:00,017 --> 00:47:02,809
Alright. Everybody calm down, calm down.
914
00:47:04,892 --> 00:47:05,559
Thanks, guys.
915
00:47:08,975 --> 00:47:10,016
This is the director's chair.
916
00:47:10,017 --> 00:47:10,683
Alright.
917
00:47:11,059 --> 00:47:12,701
Working on the project,
we knew we wanted
918
00:47:12,702 --> 00:47:14,267
to have a pretty minimalist soundtrack.
919
00:47:14,309 --> 00:47:16,600
And we had a folder where we
just threw music in there.
920
00:47:16,642 --> 00:47:18,574
Looked at the folder one
day and we saw, "We have
921
00:47:18,575 --> 00:47:20,392
a lot of stuff here from
Gustavo Santaolalla."
922
00:47:20,434 --> 00:47:22,809
We're looking for a composer,
what if we reached out to him?
923
00:47:23,101 --> 00:47:24,017
Oh no...
924
00:47:25,892 --> 00:47:26,642
Sarah...
925
00:47:29,267 --> 00:47:30,267
Move your hands, baby.
926
00:47:30,850 --> 00:47:32,059
I know, baby, I know.
927
00:47:35,434 --> 00:47:37,059
Listen to me, I know this hurts...
928
00:47:37,518 --> 00:47:39,351
You're gonna be okay, baby.
Stay with me!
929
00:47:40,101 --> 00:47:41,476
Okay I'm gonna pick you up,
930
00:47:42,017 --> 00:47:43,559
I know, baby. I know it hurts.
931
00:47:44,892 --> 00:47:47,892
C'mon baby, please. I know baby, I know!
932
00:47:51,184 --> 00:47:52,017
Sarah...
933
00:47:54,309 --> 00:47:55,476
Baby...
934
00:47:55,892 --> 00:47:56,725
Fucker...
935
00:48:18,683 --> 00:48:22,184
My life has been, and still
is kind of like a road movie.
936
00:48:22,226 --> 00:48:23,850
I grew up in Argentina.
937
00:48:23,892 --> 00:48:27,543
I came to the United States in 1978,
938
00:48:27,544 --> 00:48:31,351
because we had a horrible
political situation in Argentina.
939
00:48:31,392 --> 00:48:33,868
We had a military
dictatorship where 30,000
940
00:48:33,869 --> 00:48:36,683
people disappeared at the
hands of the government
941
00:48:36,725 --> 00:48:40,518
and many other more were
tortured, and I was blacklisted.
942
00:48:40,559 --> 00:48:43,518
It was just impossible for
me to keep on living there.
943
00:48:43,559 --> 00:48:47,271
I've been in jail many times since
I was probably 15 years old
944
00:48:47,272 --> 00:48:50,809
just because I had long hair
and I play an electric guitar.
945
00:48:50,850 --> 00:48:53,309
So I had to embark on this trip.
946
00:48:54,767 --> 00:48:57,914
I can relate to that, kind of,
947
00:48:57,915 --> 00:49:01,642
need of movement and going
to the next, next place,
948
00:49:01,683 --> 00:49:03,434
and the next place, and the next step.
949
00:49:05,576 --> 00:49:08,932
I'm always attracted
to the possibility of
950
00:49:09,233 --> 00:49:12,459
getting involved with a project
from the very beginning.
951
00:49:12,501 --> 00:49:15,709
I like to work from the script
and talking to the director.
952
00:49:15,751 --> 00:49:17,629
It's never been, "Oh,
give me a piece like
953
00:49:17,630 --> 00:49:19,334
this, or give me a music that's this."
954
00:49:19,375 --> 00:49:21,209
It's just been very high level.
955
00:49:21,667 --> 00:49:22,959
Here's what the story's about.
956
00:49:23,000 --> 00:49:23,876
Here are the themes.
957
00:49:25,167 --> 00:49:26,501
Go write some stuff.
958
00:49:26,542 --> 00:49:28,959
Since I don't know how to
really read or write music,
959
00:49:29,000 --> 00:49:32,542
but the way I produce music
is actually recording it.
960
00:49:32,584 --> 00:49:38,083
So I like to come early in the
projects and I did in The Last of Us.
961
00:49:46,167 --> 00:49:49,292
One thing that was fantastic
from the very, very beginning,
962
00:49:49,334 --> 00:49:55,459
was the freedom that I had to try and to
do whatever I felt could work, you know?
963
00:49:55,751 --> 00:49:57,834
As the story was still being written.
964
00:49:57,876 --> 00:50:00,469
You could listen to this
piece of music and just
965
00:50:00,470 --> 00:50:02,959
get a sense of where this
needs to go tonally.
966
00:50:03,000 --> 00:50:05,792
Because, the music was
still inspiring the story.
967
00:50:06,083 --> 00:50:09,250
So that was the great thing of having
the music written so far in advance.
968
00:50:09,334 --> 00:50:12,709
At the beginning, mean I was going
really out with some things.
969
00:50:12,751 --> 00:50:15,144
And sometimes some of
those things were the
970
00:50:15,145 --> 00:50:17,375
ones that they liked the most, you know?
971
00:50:17,417 --> 00:50:20,918
So I really felt very motivated to work.
972
00:50:20,959 --> 00:50:23,000
And I enjoyed immensely working.
973
00:50:23,042 --> 00:50:25,958
There was this very organic
back and forth experience where
974
00:50:25,959 --> 00:50:28,584
one element was inspiring
the other and vice a versa.
975
00:50:28,667 --> 00:50:31,375
I needed to go into
some more dark places.
976
00:50:31,417 --> 00:50:34,000
And more textural and not
necessarily melodic.
977
00:50:42,000 --> 00:50:44,153
I'm always trying to
sort of push myself into
978
00:50:44,154 --> 00:50:46,542
playing instruments that I
don't know how to play.
979
00:50:46,584 --> 00:50:49,334
There's an element of a
danger and innocence.
980
00:50:49,375 --> 00:50:53,490
Lenin once said, "You know give
me a tuba and I will be able to
981
00:50:53,491 --> 00:50:57,542
do something, I'm an artist. I
should be able to do something.
982
00:50:57,584 --> 00:51:00,417
I like to put myself in that situation.
983
00:51:07,876 --> 00:51:13,000
So, these are just PVC pipes,
the ones used in construction.
984
00:51:22,792 --> 00:51:25,709
Or instruments that I
know, kind of twist them.
985
00:51:25,751 --> 00:51:28,042
From the concept of the
prepared piano, you know.
986
00:51:28,083 --> 00:51:30,959
I mean, I've worked
with prepared guitar.
987
00:51:31,000 --> 00:51:34,459
To stick things into a
guitar and things like that.
988
00:51:34,501 --> 00:51:36,740
And also in The Last
of Us in particular,
989
00:51:36,741 --> 00:51:38,501
I worked with a de-tuned guitar.
990
00:51:38,542 --> 00:51:42,076
So I really tuned the guitar
extremely low and the
991
00:51:42,077 --> 00:51:45,542
result is, you know, strings
that are very loose.
992
00:51:45,584 --> 00:51:49,375
And will produce not only
sound, but produce noise.
993
00:51:53,459 --> 00:51:58,125
Because I believe, you know, every
environment has its own sound,
994
00:51:58,167 --> 00:52:01,886
we have in our, you know, small
studio, we have actually the
995
00:52:01,887 --> 00:52:05,667
possibility to record almost
anywhere including the bathroom.
996
00:52:05,709 --> 00:52:09,083
And we have done some fabulous
recording especially in the kitchen.
997
00:52:11,250 --> 00:52:13,687
When you score to picture,
which is something that I
998
00:52:13,688 --> 00:52:16,125
don't do, then you know what
you're going to expect.
999
00:52:16,167 --> 00:52:18,425
But when you provide
people with music, like
1000
00:52:18,426 --> 00:52:20,584
I've done in all the
films that I've done.
1001
00:52:20,626 --> 00:52:24,209
And then you see, how the director
decided to use that, you know.
1002
00:52:24,250 --> 00:52:27,834
In what particular way he used
it, or where they edit it.
1003
00:52:27,876 --> 00:52:29,209
It's always fascinating to me.
1004
00:52:29,250 --> 00:52:33,334
I watch a scene and I'm going, you know,
it's fantastic how they used this piece.
1005
00:52:33,375 --> 00:52:35,646
I would have never of all
the music that I've done,
1006
00:52:35,647 --> 00:52:37,918
probably, I would have never
used this piece there.
1007
00:52:37,959 --> 00:52:40,416
But, it works, you know, great.
1008
00:52:40,417 --> 00:52:44,209
So, I like that feeling
of collaboration.
1009
00:53:17,876 --> 00:53:20,323
I think, you know, the guys,
also that work in
1010
00:53:20,324 --> 00:53:22,876
programming and adapting
that music to the game.
1011
00:53:22,918 --> 00:53:27,000
They should share a lot of
the credit for the end result.
1012
00:53:27,042 --> 00:53:29,500
In the beginning, their was silence.
1013
00:53:29,501 --> 00:53:30,250
Yes.
1014
00:53:31,042 --> 00:53:33,183
- Then they hired sound designers, then they regret,
- Then the dinosaurs came.
1015
00:53:33,184 --> 00:53:35,200
regretted that decision.
1016
00:53:43,542 --> 00:53:45,125
Hold it steady.
1017
00:53:47,667 --> 00:53:48,918
Ha, got you!
1018
00:53:51,417 --> 00:53:53,250
In a much quieter environment like that,
1019
00:53:53,292 --> 00:53:57,042
We all had to fill out the soundscape
with much more natural sounds,
1020
00:53:57,083 --> 00:53:59,792
much more detailed, delicate sounds.
1021
00:53:59,834 --> 00:54:03,792
The tension comes from the
lack of sound, in a way.
1022
00:54:03,834 --> 00:54:08,834
Your brain is thrown off, because we
expect to hear busses and crowds.
1023
00:54:08,876 --> 00:54:11,375
All a sudden I hear wind
and leaves rustling.
1024
00:54:11,417 --> 00:54:14,042
Again, its creepy and
beautiful at the same time.
1025
00:54:14,083 --> 00:54:17,000
'Cause, it's almost like I'm going on
a hike, but I'm in a downtown area.
1026
00:54:30,751 --> 00:54:32,957
To kneel on Neil, when we were
going the iterations so that
1027
00:54:32,958 --> 00:54:37,042
he'd just did not want like yells,
and screeches,
1028
00:54:37,083 --> 00:54:39,959
and what you call like, you know,
kinda witchy qualities.
1029
00:54:40,000 --> 00:54:41,000
- Right.
- The cackling witch.
1030
00:54:41,083 --> 00:54:42,250
He didn't want anything like that.
1031
00:54:42,292 --> 00:54:43,667
It was a little bit of a head
scratcher to figure out,
1032
00:54:43,709 --> 00:54:46,708
Okay, How do we make it
sound human but not human.
1033
00:54:46,709 --> 00:54:47,083
Yeah.
1034
00:54:47,125 --> 00:54:49,584
We really did not want
to use any animals.
1035
00:54:49,626 --> 00:54:51,584
We wanted these all to be human.
1036
00:54:51,626 --> 00:54:55,667
Derrick and I basically decided
to hire a couple of voice actors,
1037
00:54:55,709 --> 00:54:58,257
who did some interesting
work, uh, vocally,
1038
00:54:58,258 --> 00:55:00,750
to see if they can come
up with something.
1039
00:55:00,751 --> 00:55:03,042
And we worked with this girl, Misty Lee.
1040
00:55:03,083 --> 00:55:05,167
She started giving us these
really great screeches.
1041
00:55:09,834 --> 00:55:11,042
That's no process.
1042
00:55:11,083 --> 00:55:12,709
Yeah, that's just her voice.
1043
00:55:15,959 --> 00:55:19,083
And it started going
into this little click.
1044
00:55:19,334 --> 00:55:21,542
We also used a little
bit of Phil's voice.
1045
00:55:27,250 --> 00:55:30,751
We combined that also
with an occasional, um...
1046
00:55:30,792 --> 00:55:32,250
Derrick.
1047
00:55:33,250 --> 00:55:36,542
That's just me, you know,
moving my tongue, just...
1048
00:55:36,584 --> 00:55:39,417
And what that kinda did was it
sort of grounded it all, like...
1049
00:55:39,459 --> 00:55:43,000
Like, maybe in the mouth area,
the wetness, all that kind of stuff.
1050
00:55:43,042 --> 00:55:44,501
And it adds a nice texturing, actually.
1051
00:55:44,542 --> 00:55:47,042
This is a composite of all
the bits I just told you about.
1052
00:55:56,000 --> 00:55:57,209
It sounds like a Snapple bottle.
1053
00:55:58,083 --> 00:55:58,667
Oh, the lid.
1054
00:55:58,709 --> 00:55:59,459
Like the lid, yeah.
1055
00:55:59,501 --> 00:56:00,876
Hey, that's a good idea!
1056
00:56:01,083 --> 00:56:03,083
Fuck, where were you guys
like months ago?
1057
00:56:03,292 --> 00:56:04,667
Why didn't we think of that.
1058
00:56:05,542 --> 00:56:06,918
Why didn't we think of that.
1059
00:56:07,125 --> 00:56:10,000
Stupid, stupid, stupid, stupid.
1060
00:56:17,667 --> 00:56:18,626
Viewers at home.
1061
00:56:19,292 --> 00:56:21,125
You're probably wondering what this is.
1062
00:56:22,083 --> 00:56:22,876
Let me tell ya.
1063
00:56:23,083 --> 00:56:28,834
About ten years ago, I saw
this Synthi A suitcase synth.
1064
00:56:29,209 --> 00:56:30,209
I wanted to get one.
1065
00:56:30,459 --> 00:56:34,167
This finally arrived in January
just in time to start using.
1066
00:56:34,209 --> 00:56:35,876
I thought,
"Well, what can I do with this?"
1067
00:56:43,417 --> 00:56:46,959
Uh, in Lakeside, there's
a white out that happens.
1068
00:56:47,000 --> 00:56:49,369
And this thing has a noise generator,
1069
00:56:49,370 --> 00:56:52,125
which gives really
convincing wind sound.
1070
00:57:01,375 --> 00:57:03,125
Uh, the military still has technology.
1071
00:57:03,167 --> 00:57:09,292
There's sirens, and alarms, so I
wanted to try some new concepts.
1072
00:57:24,459 --> 00:57:25,501
Man...
1073
00:57:25,834 --> 00:57:26,459
What?
1074
00:57:27,417 --> 00:57:31,834
Nothing, it's just... I've never
seen anything like this, that's all.
1075
00:57:32,250 --> 00:57:33,209
You mean the woods?
1076
00:57:33,250 --> 00:57:36,834
Yeah. Never walked through the woods.
It's kinda cool.
1077
00:57:37,000 --> 00:57:37,709
Huh.
1078
00:57:43,542 --> 00:57:48,083
We consciously take in consideration
lighting in the beginning.
1079
00:57:48,125 --> 00:57:51,501
Most of the game, we don't really have
any real man made light sources.
1080
00:57:51,542 --> 00:57:53,209
So everything is naturally lit.
1081
00:57:53,250 --> 00:57:56,125
In the past, you know,
we could use a lot of artificial light.
1082
00:57:56,167 --> 00:57:58,209
But the world has no electricity.
1083
00:57:58,250 --> 00:58:00,982
We have to hide
most of the time and that
1084
00:58:00,983 --> 00:58:04,042
requires getting very close
to certain assets.
1085
00:58:05,083 --> 00:58:06,000
Just stay back.
1086
00:58:12,292 --> 00:58:13,167
Another way.
1087
00:58:13,667 --> 00:58:14,375
Damnit.
1088
00:58:14,834 --> 00:58:15,751
Detail's expensive.
1089
00:58:15,792 --> 00:58:17,708
And if you build up to much of it,
you end
1090
00:58:17,709 --> 00:58:19,626
up running into
technical problems, right.
1091
00:58:19,667 --> 00:58:20,792
Your engines slows down.
1092
00:58:20,834 --> 00:58:24,375
When the framerate goes down, everyone
can bring up the profiling tools
1093
00:58:24,417 --> 00:58:26,393
and see which parts
of the frame actually
1094
00:58:26,394 --> 00:58:28,042
caused the drop of the frame rate.
1095
00:58:28,083 --> 00:58:30,988
This is the profiling tool,
these are all the
1096
00:58:30,989 --> 00:58:33,959
SPUs, here's the GPU,
and then here's the PPU.
1097
00:58:34,000 --> 00:58:35,916
You can see like,
here's the main process and
1098
00:58:35,917 --> 00:58:37,918
here's all the subprocesses,
and you can see...
1099
00:58:37,959 --> 00:58:41,083
It tells you like how many
milliseconds and cycles it's taking.
1100
00:58:41,125 --> 00:58:43,959
The programmers are a whiz at
modifying this stuff and realizing,
1101
00:58:44,000 --> 00:58:45,964
"Oh my God, why is
this thing so big? We're
1102
00:58:45,965 --> 00:58:47,751
taking ten milliseconds on this thing."
1103
00:58:47,792 --> 00:58:48,840
And then that's when
they come over and find
1104
00:58:48,841 --> 00:58:49,959
somebody and hit them
over the head with a club
1105
00:58:50,000 --> 00:58:51,792
and be like, "Why are you doing this?"
1106
00:58:51,834 --> 00:58:53,648
I love... we put the
30 frames-per-second
1107
00:58:53,649 --> 00:58:55,334
goal, 'cause that's what we shoot for.
1108
00:58:55,375 --> 00:58:56,789
Someone nicely put
the 60 frames-per-second
1109
00:58:56,790 --> 00:58:58,334
goal. It's like, yeah,
we're not gonna hit that.
1110
00:58:59,042 --> 00:59:01,448
Lighters usually can
come up with different
1111
00:59:01,449 --> 00:59:03,583
lighting setup that still looks great,
1112
00:59:03,584 --> 00:59:05,804
but is less costly
in terms of performance.
1113
00:59:05,876 --> 00:59:09,709
Um, did you talk to the character
artist about her hand?
1114
00:59:09,751 --> 00:59:12,133
'Cause her face is
getting a lot of spec,
1115
00:59:12,134 --> 00:59:14,120
but then her arm is just bone dry.
1116
00:59:14,167 --> 00:59:17,702
You think something we can
tweak in shader or have to
1117
00:59:17,703 --> 00:59:21,501
send back to character team...
Michael... to take a look?
1118
00:59:21,542 --> 00:59:25,792
I can play with the lights and see
if that creates more light spec.
1119
00:59:25,834 --> 00:59:26,250
Yeah
1120
00:59:26,292 --> 00:59:28,530
I've never ever focused
so much on lighting and
1121
00:59:28,531 --> 00:59:30,584
how much sensitivity
their is to that here.
1122
00:59:30,876 --> 00:59:35,000
One of the first lighting scenarios
I had to do was like 7am overcast.
1123
00:59:35,042 --> 00:59:37,542
I'd like wake up early and like
take photos with my phone.
1124
00:59:37,584 --> 00:59:39,292
What color the shadows,
what color's the light?
1125
00:59:39,959 --> 00:59:44,334
It is a masters course onto itself of
how to deal with ambient lighting.
1126
00:59:44,375 --> 00:59:45,918
Because I've never had
to use it so much.
1127
00:59:46,626 --> 00:59:48,209
Man, this is kinda sad.
1128
00:59:49,042 --> 00:59:49,751
What is?
1129
00:59:50,417 --> 00:59:52,417
All this music that's just sitting here.
1130
00:59:53,083 --> 00:59:54,501
No one's around to listen to it.
1131
00:59:56,250 --> 00:59:57,792
I don't know, doesn't seem right.
1132
00:59:57,834 --> 01:00:00,959
All the characters cast soft
shadows onto the environment.
1133
01:00:01,000 --> 01:00:04,834
Even when there's no direct sunlight
or no direct light sources.
1134
01:00:04,876 --> 01:00:07,167
We still have nice, fuzzy shadows.
1135
01:00:07,667 --> 01:00:11,876
When you're walking down a hallway
and you see your soft shadow
1136
01:00:11,918 --> 01:00:14,733
goes along with you,
projecting it on a wall on
1137
01:00:14,734 --> 01:00:17,667
the environment, that makes
everything look real.
1138
01:00:26,209 --> 01:00:27,167
Follow me, through here.
1139
01:00:27,375 --> 01:00:27,959
Okay.
1140
01:00:30,292 --> 01:00:32,250
The flashlight brought a
whole new spin on it.
1141
01:00:32,292 --> 01:00:34,959
So some of the environments end
up being really, really dark.
1142
01:00:35,000 --> 01:00:37,167
And you need the
flashlight to get around.
1143
01:00:37,209 --> 01:00:38,083
Give me your hand.
1144
01:00:40,959 --> 01:00:42,501
We want to have the
environment be really dark.
1145
01:00:42,542 --> 01:00:45,751
But also at the same time have colorful
surfaces that are sort of hidden
1146
01:00:45,792 --> 01:00:48,584
So when the flashlight hits one of
those it bounces off onto the ceiling.
1147
01:00:48,626 --> 01:00:52,052
If you shine a light on a
red wall it will bounce
1148
01:00:52,053 --> 01:00:55,000
the red lighting on the
whole environment.
1149
01:00:55,042 --> 01:00:58,626
And it's very difficult to do,
very expensive, but we did it.
1150
01:00:58,667 --> 01:01:00,751
Everything should have bounce lighting.
1151
01:01:00,792 --> 01:01:04,542
Otherwise the world is going
to feel dry and unrealistic.
1152
01:01:13,125 --> 01:01:15,167
I guess this is where
the assholes sleep.
1153
01:01:15,959 --> 01:01:17,083
I mean, slept.
1154
01:01:18,709 --> 01:01:22,064
This engine is really driven
in a way towards a very
1155
01:01:22,065 --> 01:01:25,167
high level of cinematic
control over each frame.
1156
01:01:25,209 --> 01:01:28,083
And hopefully, if we achieve our
goal, you'll see it is beautiful.
1157
01:01:28,125 --> 01:01:32,125
There are these truly beautiful moments
amid all this chaos and destruction.
1158
01:01:33,417 --> 01:01:34,959
Yeah, once we're done
with this whole thing
1159
01:01:35,000 --> 01:01:36,667
I'm gonna gonna you
how to play a guitar.
1160
01:01:41,209 --> 01:01:42,209
What do you say, huh?
1161
01:01:45,959 --> 01:01:46,667
Ellie, come on.
1162
01:01:52,584 --> 01:01:53,167
I got you.
1163
01:01:53,209 --> 01:01:54,459
Damn it, Bill.
1164
01:01:56,083 --> 01:01:57,125
What just happened?
1165
01:01:59,667 --> 01:02:01,626
Another one of Bill's stupid traps!
1166
01:02:06,042 --> 01:02:08,626
There, that fridge, it looks
like that's the counter-weight.
1167
01:02:08,959 --> 01:02:09,626
Okay.
1168
01:02:11,584 --> 01:02:16,292
This story really dictates sort
of the arc of the overall pacing.
1169
01:02:16,334 --> 01:02:18,918
The storytelling would
always want to be subtle.
1170
01:02:18,959 --> 01:02:22,250
They would always want to keep
the world grounded in reality.
1171
01:02:22,292 --> 01:02:24,042
But gameplay has requirements.
1172
01:02:24,083 --> 01:02:25,918
Where the player needs
to see this thing.
1173
01:02:25,959 --> 01:02:30,834
The player needs to immediately
know that the enemy is attacking,
1174
01:02:30,876 --> 01:02:32,771
that this room is dangerous, that this
1175
01:02:32,772 --> 01:02:34,918
room is a puzzle, that
you have to solve.
1176
01:02:34,959 --> 01:02:36,989
What are the things
that we can do on the
1177
01:02:36,990 --> 01:02:38,876
joystick to make you feel the same way
1178
01:02:38,918 --> 01:02:40,920
that these characters gonna feel when we
1179
01:02:40,921 --> 01:02:43,125
get to this next pinch
point in the story.
1180
01:02:43,167 --> 01:02:45,834
There's a turn in a scene that we
need these characters to take.
1181
01:02:45,876 --> 01:02:49,667
And we need you to feel it or understand
that and that means you have to play it.
1182
01:02:54,083 --> 01:02:54,918
SAM!
1183
01:02:54,959 --> 01:02:55,792
Oh, thank God.
1184
01:02:56,792 --> 01:02:57,834
We gotta keep running!
1185
01:02:58,209 --> 01:02:59,334
Doorway, over there!
1186
01:03:01,459 --> 01:03:02,250
Run!
1187
01:03:08,000 --> 01:03:11,338
We really want to make sure
that there's that contrast between
1188
01:03:11,339 --> 01:03:15,042
the negative space and
then the high tension spikes.
1189
01:03:23,751 --> 01:03:25,209
A lot of times we won't play music.
1190
01:03:25,250 --> 01:03:28,149
Or we'll play very minimal music
just to let you know kind of the
1191
01:03:28,150 --> 01:03:30,918
state where you're still in
stealth, or combat has broken out.
1192
01:03:30,959 --> 01:03:33,958
Hearing someones footsteps or
hearing a person breathing
1193
01:03:33,959 --> 01:03:36,959
on the other side of the door
has so much tension to it.
1194
01:03:39,250 --> 01:03:39,918
Hear that?
1195
01:03:43,042 --> 01:03:44,417
Sh, sh. Quiet.
1196
01:03:46,375 --> 01:03:47,709
You feel the tension of the world.
1197
01:03:47,751 --> 01:03:49,437
Make you question whether
you want to engage with
1198
01:03:49,438 --> 01:03:51,125
these guys or kind of try
to stealth around them.
1199
01:03:51,459 --> 01:03:54,542
That's another reason why we don't
have traditional cover in the game.
1200
01:03:54,584 --> 01:03:57,291
You smoothly move around
everything contextualizing
1201
01:03:57,292 --> 01:04:00,000
with the environment, but
you're never locked down.
1202
01:04:00,042 --> 01:04:02,470
We want the player to...
with that crafting
1203
01:04:02,471 --> 01:04:04,459
system, with the scavenging system,
1204
01:04:04,501 --> 01:04:08,498
with all of the abilities
available to them to constantly
1205
01:04:08,499 --> 01:04:12,083
be moving around and changing
as the moment arises.
1206
01:04:12,125 --> 01:04:14,965
Gameplay is all about, I
have a limited set of tools,
1207
01:04:14,966 --> 01:04:17,626
and how am I going to use those tools
1208
01:04:17,667 --> 01:04:22,209
and those limitations to overcome
this obstacle in front of me.
1209
01:04:22,250 --> 01:04:25,419
That obstacle might be infected,
might be another
1210
01:04:25,420 --> 01:04:28,083
class of humans that
wants to kill me for
1211
01:04:28,125 --> 01:04:30,167
a bottle of alcohol and my shoes.
1212
01:04:36,000 --> 01:04:38,459
It was important for us that we
don't underplay the violence.
1213
01:04:38,501 --> 01:04:41,375
Because then the threat
doesn't seem as real.
1214
01:04:49,459 --> 01:04:54,876
We see video games as this
incredible medium to tell stories.
1215
01:04:54,918 --> 01:05:02,042
We want to treat it as equals to
books or comics or tv or movies.
1216
01:05:02,083 --> 01:05:05,876
This is subject matter that would not
be considered out of the ordinary
1217
01:05:05,918 --> 01:05:08,250
to tell in one of those other
forms of entertainment.
1218
01:05:09,125 --> 01:05:10,250
Fuckin' hunters.
1219
01:05:11,542 --> 01:05:12,918
See, this coulda been us.
1220
01:05:14,626 --> 01:05:17,408
We wanted you to buy just the
desperation of these people
1221
01:05:17,409 --> 01:05:20,000
and why they're behaving
this way, because it's so...
1222
01:05:20,042 --> 01:05:20,876
brutal.
1223
01:05:20,918 --> 01:05:23,497
And at the same time we didn't
want to make it so over
1224
01:05:23,498 --> 01:05:26,125
the top stylizing it so then
it doesn't become as real.
1225
01:05:26,167 --> 01:05:28,000
It was important for us
to actually hit that
1226
01:05:28,001 --> 01:05:29,834
middle ground where it's
kind of disturbing.
1227
01:05:30,417 --> 01:05:32,709
That glint that's happening
on that curvature,
1228
01:05:32,751 --> 01:05:34,701
It'd be good if there
was a way that we can
1229
01:05:34,702 --> 01:05:36,918
guarantee that, from this
angle, we're seeing it.
1230
01:05:37,125 --> 01:05:40,501
But it's, overall, too
bright and opaque.
1231
01:05:40,709 --> 01:05:41,792
Yeah, it looks like paint.
1232
01:05:42,334 --> 01:05:44,709
Yeah, see that blood on the
ground works really well.
1233
01:05:44,751 --> 01:05:47,599
It's something about the
other shader is messed up in
1234
01:05:47,600 --> 01:05:50,501
this environment. We gotta
fix that to unify the look.
1235
01:05:50,542 --> 01:05:53,209
It shouldn't make you giggle
or laugh or any of that.
1236
01:05:53,250 --> 01:05:55,565
You should be kind of
appalled by what you have
1237
01:05:55,566 --> 01:05:57,834
to do, but you understand
why you're doing it.
1238
01:06:03,459 --> 01:06:04,751
You want to feel each hit.
1239
01:06:04,792 --> 01:06:07,250
You want to feel each concussive strike.
1240
01:06:07,542 --> 01:06:08,542
Lives are at stake.
1241
01:06:08,876 --> 01:06:11,375
You want a death animation
to have impactful
1242
01:06:11,376 --> 01:06:14,542
performance, not just have a
guy keel over in a ragdoll.
1243
01:06:14,918 --> 01:06:17,829
In real life a guy hitting a guy
takes a half a second, but in
1244
01:06:17,830 --> 01:06:20,834
the game world you want that to
be as instantaneous as possible.
1245
01:06:21,125 --> 01:06:25,792
I live my whole life in
this very ugly test level.
1246
01:06:25,834 --> 01:06:28,751
Basically, I just fight
dudes in here all the time.
1247
01:06:28,792 --> 01:06:33,167
Almost every move is divided
between an intro and a swing,
1248
01:06:33,209 --> 01:06:35,542
and one of the many things I
have to end up doing is, like,
1249
01:06:35,584 --> 01:06:39,459
counting frames and be
like, "Okay on frame 18,
1250
01:06:39,501 --> 01:06:42,042
I want you to get out of here, I
want you to be able to start moving.
1251
01:06:42,083 --> 01:06:45,239
Every hit reaction that
an NPC plays, they
1252
01:06:45,240 --> 01:06:48,250
are not necessarily in the correct pose.
1253
01:06:48,292 --> 01:06:50,935
When you strike them
the next time, we just
1254
01:06:50,936 --> 01:06:53,459
pop them with a 0 frame
animation change.
1255
01:06:53,501 --> 01:06:55,542
Which is usually kind of a
no-no, you know what I mean.
1256
01:06:55,584 --> 01:06:57,537
You normally want a characters to blend
1257
01:06:57,538 --> 01:06:59,792
smoothly and realistically
into animations.
1258
01:06:59,834 --> 01:07:05,459
But what we found is that you can cover
that pop up with a heavy impact.
1259
01:07:05,501 --> 01:07:10,042
They can go from almost any pose into
the pose that the impact starts from
1260
01:07:10,083 --> 01:07:12,584
and your eye just covers
up the transition for you.
1261
01:07:12,876 --> 01:07:15,832
So if you throw a brick
at a guy, it puts him
1262
01:07:15,833 --> 01:07:18,918
in this like kind of
staggering, stunned state.
1263
01:07:18,959 --> 01:07:24,042
And that changes the moves that you
do when you come up and punch him.
1264
01:07:24,083 --> 01:07:25,918
So now I'm going to
come up and punch him.
1265
01:07:25,959 --> 01:07:28,625
And now when you're punching
him, because you've
1266
01:07:28,626 --> 01:07:31,292
hit him down, you get this
like auto aim moment.
1267
01:07:31,334 --> 01:07:33,375
Where you get like a free head shot.
1268
01:07:33,417 --> 01:07:36,375
I try to make it so that, you know,
if you kind of know what you're doing
1269
01:07:36,417 --> 01:07:39,709
that you can set yourself up
for one plus two equals three.
1270
01:07:44,042 --> 01:07:45,000
Right here!
1271
01:07:46,667 --> 01:07:50,209
Memory on a console is a
very precious resource.
1272
01:07:50,250 --> 01:07:52,991
All of Joel's animations
with every weapon, all
1273
01:07:52,992 --> 01:07:55,792
the NPC animations,
the stealth kills, you know,
1274
01:07:55,834 --> 01:08:01,250
all of that stuff happening needs to fit
within a 4meg to 5meg memory footprint.
1275
01:08:01,292 --> 01:08:02,975
This is a list of
everything that's loaded
1276
01:08:02,976 --> 01:08:04,542
in game and how much memory it's taking
1277
01:08:04,584 --> 01:08:08,292
because memory is our most
precious resource right now.
1278
01:08:09,042 --> 01:08:11,751
So we have a level. We call it
the bookstore. It's in Hunter City.
1279
01:08:11,792 --> 01:08:14,365
And this is a zone for example,
so when I set an AI
1280
01:08:14,366 --> 01:08:16,792
to this zone he will never
leave its boundaries.
1281
01:08:16,834 --> 01:08:19,417
I want guys to guard this exit,
where you have to go through, so,
1282
01:08:19,459 --> 01:08:21,547
I'll zone a couple guys around
there to make sure that
1283
01:08:21,548 --> 01:08:23,751
they, you know, they can fight
you and use all this cover
1284
01:08:23,792 --> 01:08:25,542
but they want to stay around this door.
1285
01:08:29,959 --> 01:08:32,876
This is another key component of the AI.
It's what we call the nav mesh.
1286
01:08:32,918 --> 01:08:37,375
This defines the overall play space of
where an AI knows he can or cannot go.
1287
01:08:37,417 --> 01:08:39,394
Hey look, that's where
a cover used to be and
1288
01:08:39,395 --> 01:08:41,501
there's a hole cut out for it,
I gotta fix that.
1289
01:08:41,542 --> 01:08:42,459
Here's some other wonderful things.
1290
01:08:42,501 --> 01:08:43,667
See these little red polygons?
1291
01:08:43,709 --> 01:08:45,895
Yeah, that means they're not
linking right for some reason,
1292
01:08:45,896 --> 01:08:48,083
so that means they can't really
walk through here properly.
1293
01:08:48,125 --> 01:08:50,375
It's a bug and I need to fix it.
1294
01:08:50,417 --> 01:08:51,501
Welcome to my life.
1295
01:08:58,417 --> 01:08:58,751
Surrounded!
1296
01:08:58,792 --> 01:08:59,292
Surrounded! Hey!
1297
01:09:04,876 --> 01:09:09,876
If you look at a lot of games,
NPC's are usually only alive for...
1298
01:09:09,918 --> 01:09:11,586
you know, a few seconds
before the player
1299
01:09:11,587 --> 01:09:13,375
ends up shooting them
and then they're dead.
1300
01:09:13,417 --> 01:09:17,751
Uh, we want our guys to be much more
dangerous and much more threatening.
1301
01:09:17,792 --> 01:09:19,626
Which means they have
to be alive for longer.
1302
01:09:19,667 --> 01:09:22,298
They need to uh,
exist in the world for longer,
1303
01:09:22,299 --> 01:09:24,876
which means you as the
player can witness them
1304
01:09:24,918 --> 01:09:27,542
acting out their behaviors longer.
1305
01:09:33,834 --> 01:09:36,792
So we've been working really
hard on our AI systems.
1306
01:09:36,834 --> 01:09:39,501
Back of the box, biggest
bullet is going to be like AI.
1307
01:09:44,209 --> 01:09:46,584
So we tried a number of different
prototypes with the buddies, uh
1308
01:09:46,626 --> 01:09:50,000
including having Ellie be
super independent of you.
1309
01:09:50,042 --> 01:09:51,646
She would try to flank the enemies, get
1310
01:09:51,647 --> 01:09:53,417
behind them, or get
between you and them.
1311
01:09:53,459 --> 01:09:55,853
And a lot of times those decisions
should surprise you just
1312
01:09:55,854 --> 01:09:58,209
like a real person or a real
character would surprise you.
1313
01:09:58,250 --> 01:10:00,707
And we discovered after many
different prototypes the best
1314
01:10:00,708 --> 01:10:03,125
thing for her to do, generally,
is to stay very near you.
1315
01:10:06,459 --> 01:10:09,209
You need the exploration and
you need the scavenging,
1316
01:10:09,250 --> 01:10:11,860
you need something to say like, okay, if
1317
01:10:11,861 --> 01:10:14,667
we just crank it to
eleven the whole time
1318
01:10:14,709 --> 01:10:17,959
then it's pinned up there and
there's no time to breath,
1319
01:10:18,000 --> 01:10:21,959
no time to assess, or analyze,
no time to really contrast.
1320
01:10:22,000 --> 01:10:24,709
There's no way of shifting the pacing.
1321
01:10:33,459 --> 01:10:36,459
Puzles are really werid.
Especially Naughty Dog puzzles, I think.
1322
01:10:36,501 --> 01:10:38,584
Like, they're very
simple and satisfying.
1323
01:10:38,626 --> 01:10:42,221
Most of this puzzle is strict
exploration... you can
1324
01:10:42,222 --> 01:10:45,751
see the ladder here,
you can see the pallett there.
1325
01:10:45,792 --> 01:10:49,918
You can see a clear
route up to the ladder.
1326
01:10:49,959 --> 01:10:53,292
So you're like, "Okay, maybe I
have to get Ellie to the pallett,
1327
01:10:53,334 --> 01:10:55,185
push the pallett over
to this side and, like,
1328
01:10:55,186 --> 01:10:56,918
Ellie will climb up and
lower the ladder."
1329
01:10:56,959 --> 01:11:00,036
So that whole part is,
like, not a puzzle,
1330
01:11:00,037 --> 01:11:02,542
it's not regarded as a puzzle, but
1331
01:11:02,584 --> 01:11:04,475
when you feel like you've
got to the solution,
1332
01:11:04,476 --> 01:11:06,167
like, okay I've got
to climb this ladder.
1333
01:11:06,209 --> 01:11:09,501
And you climb it and it breaks off...
1334
01:11:09,542 --> 01:11:12,426
Hopefully then the player will
feel a little bit stumped and
1335
01:11:12,427 --> 01:11:15,501
they'll be like, "I'm not really
sure what I'm meant to do now."
1336
01:11:15,542 --> 01:11:17,250
This is where the puzzle starts.
1337
01:11:17,292 --> 01:11:19,439
Hopefully at this point,
like, all of the elements
1338
01:11:19,440 --> 01:11:21,209
that the player needs
to solve the puzzle
1339
01:11:21,250 --> 01:11:23,325
are very familiar to them,
'cause they've
1340
01:11:23,326 --> 01:11:25,501
been through the previous
exporation beats,
1341
01:11:25,542 --> 01:11:29,375
they're improvising with elements
that are at their disposal.
1342
01:11:29,417 --> 01:11:33,501
That's a really sort of, like, strong
theme throughout "The Last of Us,"
1343
01:11:33,542 --> 01:11:35,968
you're a survivor,
you'll take whatever tools you're
1344
01:11:35,969 --> 01:11:38,167
given and use them in
creative ways to survive.
1345
01:11:53,250 --> 01:11:55,842
We set out to create
something kind of new
1346
01:11:55,843 --> 01:11:58,375
to Naughty Dog, uh,
this crafting system.
1347
01:11:58,417 --> 01:12:00,600
Our lead designer, uh,
Jacob Minkoff, he got
1348
01:12:00,601 --> 01:12:02,834
this book of like
The Survivalist's Handbook,
1349
01:12:02,876 --> 01:12:05,501
and "Homemade Munitions," and
all sorts of funny stuff,
1350
01:12:05,542 --> 01:12:07,910
just to start reading about,
okay if I was just
1351
01:12:07,911 --> 01:12:10,626
wandering around in a collapsed
society in this world,
1352
01:12:10,667 --> 01:12:12,792
what's the stuff that
seems like I could find.
1353
01:12:12,834 --> 01:12:15,959
Alcohol, and sugar, you know,
if you want to make a smoke bomb.
1354
01:12:16,000 --> 01:12:19,389
It's difficult to balance the
right amount of resources
1355
01:12:19,390 --> 01:12:22,417
against what you think the
player's going to need
1356
01:12:22,459 --> 01:12:25,631
and making sure that
the player feels like
1357
01:12:25,632 --> 01:12:28,584
they're getting just enough to survive,
1358
01:12:28,626 --> 01:12:32,209
but not too much that they feel
like they're a powerhouse.
1359
01:12:32,250 --> 01:12:36,011
We wanted you to be forced
to make some choices in the
1360
01:12:36,012 --> 01:12:39,500
world that showed how
depleted the resources were.
1361
01:12:39,501 --> 01:12:39,542
He will stay inside of here.
1362
01:12:39,543 --> 01:12:43,169
So if there's a particular
point in the story where the
1363
01:12:43,170 --> 01:12:47,250
characters are having a particularly
difficult time surviving,
1364
01:12:47,292 --> 01:12:50,532
then we want you as the
player to be finding
1365
01:12:50,533 --> 01:12:53,918
fewer items, farther apart,
harder to survive.
1366
01:12:53,959 --> 01:12:57,525
We will item starve you at
the same time that those,
1367
01:12:57,526 --> 01:13:00,959
those characters are feeling
starved and worn out.
1368
01:13:01,083 --> 01:13:03,542
Then you expose something to them.
1369
01:13:03,584 --> 01:13:06,125
Oh, here's a cache and if
I can just get into that
1370
01:13:06,126 --> 01:13:08,667
cache, oh look there's a
wealth of things in here.
1371
01:13:08,709 --> 01:13:12,555
God, I was so worried,
my health was low, if I...
1372
01:13:12,556 --> 01:13:16,083
If I had run into a combat, because
it's always that thing in your head.
1373
01:13:16,125 --> 01:13:19,630
It's that Hitchcockian thing
about the danger that you see
1374
01:13:19,631 --> 01:13:22,959
is less meaningful than the
danger that's in your head.
1375
01:13:31,751 --> 01:13:33,900
When we're designing the levels,
you know, it's nice to
1376
01:13:33,901 --> 01:13:36,167
have the stuff that we know
people are going to encounter,
1377
01:13:36,209 --> 01:13:38,459
you know, we kind of call this
some of the critical path stuff.
1378
01:13:38,501 --> 01:13:40,619
These are things that nine out
of ten players are going to
1379
01:13:40,620 --> 01:13:42,667
find, their right in the way,
it's where you have to go.
1380
01:13:42,709 --> 01:13:44,664
And then whenever we design a level,
you want to
1381
01:13:44,665 --> 01:13:46,501
have that, that little
nook and cranny right,
1382
01:13:46,542 --> 01:13:48,918
you want to reward the player,
being like, oh you went over here.
1383
01:13:48,959 --> 01:13:53,167
And then you also want to have
that other, second nook and cranny.
1384
01:13:56,918 --> 01:13:59,199
The player's supposed to
go place a ladder here
1385
01:13:59,200 --> 01:14:01,292
and climb up through
the rest of the hotel.
1386
01:14:01,334 --> 01:14:06,333
But, what they can also
do is shimmy across this
1387
01:14:06,334 --> 01:14:11,334
area and I placed a really
cool like upgrade um,
1388
01:14:11,375 --> 01:14:15,125
kind of off the beaten path to
reward players for exploring.
1389
01:14:15,667 --> 01:14:17,916
So if they come all the
way over here, they're
1390
01:14:17,917 --> 01:14:20,167
going to get this really
cool training manual.
1391
01:14:20,209 --> 01:14:22,782
It's a funny little bit of trivia,
the actual... the HUD system,
1392
01:14:22,783 --> 01:14:25,000
not the menus, not like when
you hit 'start' and stuff,
1393
01:14:25,042 --> 01:14:27,000
but the actual HUD system where
you see the reticles and stuff,
1394
01:14:27,042 --> 01:14:31,083
it was literally created for an
E3 demo early in Uncharted 1
1395
01:14:31,125 --> 01:14:32,722
and that's been our HUD system...
the foundation
1396
01:14:32,723 --> 01:14:34,125
of our HUD system for
the last four games.
1397
01:14:34,167 --> 01:14:37,417
First time in Naughty Dog's history,
we hired Alex... she's awesome.
1398
01:14:37,459 --> 01:14:40,463
Uh, and she's got a
really good understanding
1399
01:14:40,464 --> 01:14:42,751
of UI and how it applies to games.
1400
01:14:42,792 --> 01:14:45,150
The thing that I hate
about any game's UI is
1401
01:14:45,151 --> 01:14:47,667
when it pulls you out of
the game for too long.
1402
01:14:47,709 --> 01:14:49,751
No one wants to spend time in menus.
1403
01:14:49,792 --> 01:14:52,375
Nobody loves UI, if we're being honest.
1404
01:14:52,792 --> 01:14:55,016
Weapon slotting has
probably gone through
1405
01:14:55,017 --> 01:14:57,083
more iterations than any other system.
1406
01:14:57,125 --> 01:14:59,334
This stuff that we finally
ended up implementing.
1407
01:14:59,375 --> 01:15:01,848
You press 'select,
' you get into this menu,
1408
01:15:01,849 --> 01:15:04,542
then you D-pad left and
right through the slots,
1409
01:15:04,584 --> 01:15:08,709
and then D-pad up and down
will change the weapon
1410
01:15:08,751 --> 01:15:11,959
and then you don't have to press 'X' or
anything, you just select out of it.
1411
01:15:12,000 --> 01:15:14,684
When you're still, like Joel
is here, that's fine, but
1412
01:15:14,685 --> 01:15:17,125
then as soon as you get
into an actual situation,
1413
01:15:17,167 --> 01:15:19,542
so I'm gonna go over here
and cause some trouble...
1414
01:15:19,584 --> 01:15:21,292
Okay, so here they come... oh God!
1415
01:15:21,334 --> 01:15:23,935
Alright so now I'm out of ammo,
now I need to, like, get
1416
01:15:23,936 --> 01:15:26,584
back in that menu... I have to,
like, run away from them.
1417
01:15:26,626 --> 01:15:30,042
Get into the menu, get out of it, and
it ends up feeling like super clunky.
1418
01:15:30,083 --> 01:15:32,761
Like again, okay, I'm out
of ammo again... get out of
1419
01:15:32,762 --> 01:15:35,292
here, I need to take out
one of my other long guns
1420
01:15:35,334 --> 01:15:38,042
and now Bill's in trouble,
Bill's in trouble over here,
1421
01:15:38,043 --> 01:15:40,751
and I've got to, like,
I'm in a menu now and it's like,
1422
01:15:40,792 --> 01:15:43,898
Aw, shit, whoever designed
this UI is so bad.
1423
01:15:43,899 --> 01:15:47,209
Like, what were they thinking?
Bill's gonna die.
1424
01:15:47,250 --> 01:15:52,584
In theory, it worked, but then in
practice it felt a little clunky.
1425
01:15:52,626 --> 01:15:56,709
We wanted it to be the absolute
minimum amount of button presses.
1426
01:15:56,751 --> 01:15:59,392
You don't say to yourself,
"Oh, I'm never going to be
1427
01:15:59,393 --> 01:16:02,083
able to do this in time,
so I'm just going to give up.
1428
01:16:02,125 --> 01:16:04,792
I'll die, I'll restart,
let me try again."
1429
01:16:04,834 --> 01:16:07,423
You want to always make the
player feel that there is a
1430
01:16:07,424 --> 01:16:09,876
way to survive if they can
just do this fast enough.
1431
01:16:09,918 --> 01:16:12,334
And like, what's going to go in now
1432
01:16:12,375 --> 01:16:16,626
if you just left-right-D-pad through
this stuff you swap out your guns.
1433
01:16:16,667 --> 01:16:18,250
Like, between long gun and short gun.
1434
01:16:18,292 --> 01:16:22,751
If you're now on this gun and you
were to hold 'X' to pick your gun.
1435
01:16:22,792 --> 01:16:27,375
So it all happens within the same system
that you're using to slot the weapons.
1436
01:16:27,417 --> 01:16:29,542
The first iteration I did
on that was awful.
1437
01:16:29,584 --> 01:16:33,834
I just took way too long to get in,
it was just a mess.
1438
01:16:33,876 --> 01:16:36,626
QA was so upset at me,
like, all the time.
1439
01:16:36,667 --> 01:16:39,459
I'm sure they hate me now
because of that system.
1440
01:17:05,209 --> 01:17:08,584
I think the way the industry is kind
of maturing and changing in general,
1441
01:17:08,626 --> 01:17:14,501
you're seeing a lot more focus and
importance on refinement and polish.
1442
01:17:14,542 --> 01:17:17,167
So having internal QA really helps.
1443
01:17:17,209 --> 01:17:20,596
The industry is kind of changing
from QA being this, like,
1444
01:17:20,597 --> 01:17:24,042
"Tighten up the graphics on
level three, bro," kind of vibe
1445
01:17:24,083 --> 01:17:28,667
to like, really being a more technical,
mental, investigative job.
1446
01:17:28,709 --> 01:17:31,743
On the publisher's side,
it's more reactive towards the
1447
01:17:31,744 --> 01:17:34,834
code being delivered in a stable,
controlled environment
1448
01:17:34,876 --> 01:17:38,459
Whereas, on the developer's side,
especially at Naughty Dog,
1449
01:17:38,501 --> 01:17:44,167
we are going beneath the art and the
design. We're given enough weight where
1450
01:17:44,209 --> 01:17:46,730
we can go up to somebody
and be like, "Look, you
1451
01:17:46,731 --> 01:17:49,459
have to fix this." "Why?"
"Come over I'll show you."
1452
01:17:49,501 --> 01:17:52,626
That kind of feedback I would
love to be able to say, like,
1453
01:17:53,667 --> 01:17:56,330
"That was us," but it gets
so diffused throughout the
1454
01:17:56,331 --> 01:17:59,292
iteration process, that you really,
you're just kinda like,
1455
01:17:59,334 --> 01:18:02,567
adding your, uh, I guess like
1456
01:18:02,568 --> 01:18:04,521
genes into the gene pool and just
1457
01:18:04,522 --> 01:18:07,126
seeing what happens,
you know what I mean?
1458
01:18:14,083 --> 01:18:16,709
Everyone's working all the time now. Um,
1459
01:18:16,751 --> 01:18:21,834
like, I tell people, seven weeks and
then you can have tons of time off.
1460
01:18:21,876 --> 01:18:23,250
Enjoy the sun, you know?
1461
01:18:23,292 --> 01:18:27,459
But, for now, it's like...
this... for everybody.
1462
01:18:29,083 --> 01:18:31,334
THE LAST FIVE WEEKS
1463
01:18:52,334 --> 01:18:55,834
Crunching has been... is
part of making games.
1464
01:18:55,876 --> 01:18:57,584
I feel it's human nature, right?
1465
01:18:57,626 --> 01:18:59,005
If I'm going to have a guest at
1466
01:18:59,006 --> 01:19:00,397
home, that's going to come
for a couple of weeks.
1467
01:19:00,409 --> 01:19:03,367
I'm probably going to clean their room
just the day before they arrive, right?
1468
01:19:03,409 --> 01:19:05,182
And they think it's the
same thing, and it's
1469
01:19:05,183 --> 01:19:07,076
just like everything comes
together at the end.
1470
01:19:07,118 --> 01:19:08,659
I personally enjoy crunch.
1471
01:19:08,701 --> 01:19:10,798
I think you get this,
like, absolute laser focus
1472
01:19:10,799 --> 01:19:12,701
because it has to come together.
1473
01:19:13,118 --> 01:19:14,409
There's a comraderie, also...
1474
01:19:14,450 --> 01:19:16,450
There's a comraderie, totally. Yeah.
1475
01:19:16,492 --> 01:19:18,200
The vibe is everywhere,
you know what I mean?
1476
01:19:18,242 --> 01:19:21,283
Everyone's kind of, like,
giving it 150% at this point.
1477
01:19:21,325 --> 01:19:24,118
We're getting there, right?
You start to get these glimmers.
1478
01:19:24,159 --> 01:19:27,201
And, I don't think anyone
who doesn't make games
1479
01:19:27,202 --> 01:19:30,742
realizes how late in the process
you get those glimmers.
1480
01:19:30,784 --> 01:19:32,826
One week before we
shipped that press demo,
1481
01:19:32,867 --> 01:19:35,580
we're all like, "This kinda sucks.
1482
01:19:35,581 --> 01:19:38,409
What's going on here? We need
to dig down here and find this."
1483
01:19:38,450 --> 01:19:40,867
And in one week... like, one week...
The fun came together.
1484
01:19:40,909 --> 01:19:43,325
You're shooting at a guy and
then somebody flanks you
1485
01:19:43,367 --> 01:19:46,076
and you hit him, and you avoid
the other guy who's shooting you
1486
01:19:46,118 --> 01:19:48,367
and then you flank and go
behind cover and you're like,
1487
01:19:48,409 --> 01:19:53,534
"Oh, that five seconds in that 15-hour
game was really, really fun."
1488
01:19:53,575 --> 01:19:57,200
How do we make that five seconds
happen thousands more times?
1489
01:19:57,242 --> 01:20:00,367
My favorite videogame
is making videogames.
1490
01:20:00,409 --> 01:20:04,159
It is as challenging and as
complex and as interesting.
1491
01:20:04,200 --> 01:20:06,325
We had to try all the
things that didn't work.
1492
01:20:06,367 --> 01:20:09,167
What's hard about crunch, it's like
1493
01:20:09,168 --> 01:20:11,534
marching through that swamp
of it not working.
1494
01:20:11,909 --> 01:20:14,031
I mean nothing's ever
really final because
1495
01:20:14,032 --> 01:20:15,909
you can always make something better.
1496
01:20:16,409 --> 01:20:21,283
Always. So we're constantly changing
and constantly reiterating
1497
01:20:21,325 --> 01:20:25,242
and trying to make it better and better
and better pretty much until we ship.
1498
01:20:25,617 --> 01:20:28,159
As an artist, you're never
really happy with your work.
1499
01:20:28,200 --> 01:20:31,268
You can be given, like,
a hundred years to work on something,
1500
01:20:31,269 --> 01:20:33,992
you'll still find things to
nitpick and things to fix.
1501
01:20:34,034 --> 01:20:36,120
Yeah you can work on
the game for 10 years
1502
01:20:36,121 --> 01:20:38,159
and you'll still be
crunching at the end.
1503
01:20:38,200 --> 01:20:42,242
So, it's like... okay.
1504
01:20:42,742 --> 01:20:44,080
All of a sudden, as
I'm getting ready one
1505
01:20:44,081 --> 01:20:45,325
morning in the shower, and I was like,
1506
01:20:45,367 --> 01:20:47,500
"Oh yeah! I'm about to ship
1507
01:20:47,501 --> 01:20:49,450
another title and this is going
to be a really good title."
1508
01:20:49,492 --> 01:20:51,242
And it gets you excited and
you're like, "Alright!"
1509
01:20:51,450 --> 01:20:52,534
Do I think the game's gonna be good?
1510
01:20:52,575 --> 01:20:53,701
Yeah, it's gonna be awesome.
1511
01:20:53,742 --> 01:20:57,159
I think it was good a little while ago,
and now we're gonna make it...
1512
01:20:57,283 --> 01:20:58,617
- ...kind of amazing.
- Extra good.
1513
01:20:58,909 --> 01:21:02,325
What'll it take to get there
in these next five weeks?
1514
01:21:03,118 --> 01:21:03,909
It's going to be a lot.
1515
01:21:03,951 --> 01:21:05,826
I'm excited, I have faith.
1516
01:21:05,909 --> 01:21:08,826
Every time we're shipping
a game, it's terrifying.
1517
01:21:08,867 --> 01:21:10,409
You just hope for the best.
1518
01:21:10,450 --> 01:21:12,866
You don't know, right?
I mean, like, people have
1519
01:21:12,867 --> 01:21:15,283
different opinions, we
have to go with our guts.
1520
01:21:15,325 --> 01:21:17,076
But, I trust the team
just to pull it off.
1521
01:21:20,450 --> 01:21:24,409
This, hands down, is the hardest,
most challenging thing I've ever done.
1522
01:21:24,450 --> 01:21:28,575
We sweat a lot, and we worked a lot,
and we all went home tired, you know?
1523
01:21:28,617 --> 01:21:30,573
But I think that's what's...
you're gonna see
1524
01:21:30,574 --> 01:21:32,701
that on the screen.
I think that's gonna pay off.
1525
01:21:35,283 --> 01:21:36,076
Ellie?
1526
01:21:40,450 --> 01:21:41,200
Ellie?
1527
01:21:41,242 --> 01:21:42,317
What?
1528
01:21:42,784 --> 01:21:44,450
The ladder, c'mon.
1529
01:21:44,701 --> 01:21:45,826
Right.
1530
01:21:49,701 --> 01:21:52,701
After David, Ellie's visibly distant.
1531
01:21:52,742 --> 01:21:55,104
You could've done a cutscene
to show, "Hey, you're
1532
01:21:55,105 --> 01:21:57,283
being very distant," and
she's not responding.
1533
01:21:57,325 --> 01:22:00,180
But to also do that in gameplay
to where something that you've
1534
01:22:00,181 --> 01:22:02,992
done just countless times
throughout the game with, you know,
1535
01:22:03,034 --> 01:22:04,947
let me boost you up here,
get the ladder, bring
1536
01:22:04,948 --> 01:22:06,742
it down, so we can do
this systemic thing...
1537
01:22:08,367 --> 01:22:10,330
and the character responds with that and you
1538
01:22:10,331 --> 01:22:12,076
have to actually go over to her and go,
1539
01:22:12,617 --> 01:22:15,992
"Hey, come on, the ladder?
We've done this, let's do this."
1540
01:22:16,034 --> 01:22:17,450
It's a subtle choice.
1541
01:22:17,492 --> 01:22:18,951
Bruce and I talked in the beginning, it was like,
1542
01:22:18,992 --> 01:22:22,367
we have these mechanics, how can we exploit them in a narrative sense.
1543
01:22:22,409 --> 01:22:24,951
And that's one of those opportunities.
1544
01:22:25,450 --> 01:22:28,367
I just think it's incredible that happens in game, it's not a cinematic.
1545
01:22:28,409 --> 01:22:31,370
You know, it's something that adds weight
1546
01:22:31,371 --> 01:22:33,909
to that controller they're playing.
1547
01:22:35,118 --> 01:22:37,034
Waah! So good!
1548
01:22:37,867 --> 01:22:38,492
Let's go eat.
1549
01:22:38,701 --> 01:22:39,367
Let's go eat.135362
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