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These are the user uploaded subtitles that are being translated: 0 00:00:01,000 --> 00:00:03,666 The subtitles are manually created by: @Nell.aja 1 00:00:04,792 --> 00:00:08,000 The following feature documents the creation of The Last of Us. 2 00:00:08,042 --> 00:00:12,584 For maximum enjoyment, complete the game before watching. 3 00:00:15,709 --> 00:00:20,375 Yeah, making the new IP is, uh, how can I put it? 4 00:00:20,417 --> 00:00:22,292 It's just, uh, just don't do it. 5 00:00:24,626 --> 00:00:26,667 - NAUGHTY DOG AND AREA 5 PRESENT - 6 00:00:26,709 --> 00:00:30,542 It's insane, it's a very difficult process. 7 00:00:30,584 --> 00:00:33,417 You have more questions than you have answers. 8 00:00:33,459 --> 00:00:35,455 Especially when you come from, like, you've 9 00:00:35,496 --> 00:00:37,542 been making Uncharted 1 and Uncharted 2, just 10 00:00:37,584 --> 00:00:41,790 kinda like, now like things are going, you just kinda like... like 11 00:00:41,831 --> 00:00:46,332 good momentum and then suddenly that moment just drops, it stops. 12 00:00:47,918 --> 00:00:50,844 GROUNDED MAKING THE LAST OF US 13 00:00:50,885 --> 00:00:53,767 It's a very challenging process to create a new IP 14 00:00:53,808 --> 00:00:56,709 and you're going to fail over and over again. 15 00:00:56,751 --> 00:00:59,000 But that's what it takes. 16 00:00:59,834 --> 00:01:01,792 New IPs are really hard. 17 00:01:01,834 --> 00:01:07,125 They're hard because... You don't know what's fun yet. 18 00:01:07,167 --> 00:01:08,810 You're building new tech, new AI, 19 00:01:08,812 --> 00:01:11,251 establishing new characters, new art, all this. 20 00:01:11,292 --> 00:01:13,479 You don't get to get that controller 21 00:01:13,481 --> 00:01:16,335 in your hand for, like, six months to a year. 22 00:01:16,542 --> 00:01:18,000 You don't know, you don't know what it is yet. 23 00:01:18,042 --> 00:01:21,167 I remember, like, ages ago, coming on to the project and, 24 00:01:21,209 --> 00:01:23,334 what are the Infected going to do, like, what do they do? 25 00:01:23,375 --> 00:01:24,626 "They're going to behave like this." 26 00:01:24,667 --> 00:01:27,209 I'm like, "Okay," trying to imagine what's going to happen. 27 00:01:27,250 --> 00:01:29,876 Fast forward, like, four months, they don't do that at all. 28 00:01:29,918 --> 00:01:30,292 No. 29 00:01:30,334 --> 00:01:31,709 'Cause it didn't work, right? 30 00:01:31,751 --> 00:01:33,083 It's hard mode, right? 31 00:01:33,125 --> 00:01:36,000 Like, it's game development on "Expert." 32 00:01:36,042 --> 00:01:39,209 There's a big thing about making a game, right? Which is a game has to be fun. 33 00:01:39,417 --> 00:01:42,000 You got your first build where everything's working. 34 00:01:42,042 --> 00:01:44,378 You've got player mechanics, you can walk around the world, 35 00:01:44,380 --> 00:01:47,001 you can shoot, you can melee attack people, 36 00:01:47,042 --> 00:01:49,692 you've got the AI in there, theyr'e very intelligent, very 37 00:01:49,694 --> 00:01:51,793 difficult, and it's totally not fun. 38 00:01:51,834 --> 00:01:53,953 Because they snuck up behind you and murdered you 39 00:01:53,955 --> 00:01:56,752 in a second and there was no way to figure out what was going on. 40 00:01:57,792 --> 00:01:59,918 We're making a game, by the way. Hey, Jane. 41 00:02:27,125 --> 00:02:30,080 The company has grown quite a bit, since I started. 42 00:02:30,082 --> 00:02:33,376 I think I was the 12th employee back when we got started. 43 00:02:33,417 --> 00:02:37,292 But, we have tried to stay true to those smaller studio roots. 44 00:02:37,334 --> 00:02:40,292 I've been here for 16... going 16 years. 45 00:02:40,334 --> 00:02:42,535 There's just no reason to leave, I just... 46 00:02:42,537 --> 00:02:44,835 I just the environment here, it's very non-corporate. 47 00:02:44,876 --> 00:02:47,751 I think the way we work at Naughty Dog is really kind of special, 48 00:02:47,792 --> 00:02:52,456 because we don't really like hierarchy or bureaucracy 49 00:02:52,458 --> 00:02:56,084 and no one is really just a manager here. 50 00:02:56,125 --> 00:02:58,292 Naughty Dog has a very flat structure, uh, 51 00:02:58,334 --> 00:03:03,417 we pretty much all report to the co-presidents and the game directors. 52 00:03:03,459 --> 00:03:10,918 I always tell people when we hire them, like, my job is to be able to trust you. 53 00:03:10,959 --> 00:03:13,105 That's what I want. I want just to give you something 54 00:03:13,107 --> 00:03:15,251 and you go with it and I know it's going to get done. 55 00:03:15,292 --> 00:03:19,125 We believe in iteration, we believe in collaboration, 56 00:03:19,167 --> 00:03:21,105 and we believe in the people making 57 00:03:21,107 --> 00:03:23,543 the game working directly with each other. 58 00:03:23,584 --> 00:03:27,250 We have designers, and artists, and animators all mixed up. 59 00:03:27,292 --> 00:03:29,640 Anybody that's working on the same tasks, 60 00:03:29,642 --> 00:03:31,710 the same characters, the same areas, 61 00:03:31,751 --> 00:03:34,626 put them next to each other so they can communicate a lot better. 62 00:03:34,667 --> 00:03:37,667 We don't have a lot of meetings because if you need something to get done, 63 00:03:37,709 --> 00:03:39,709 you just walk over and you talk and you go back 64 00:03:39,711 --> 00:03:41,126 to your desk and you finish it up. 65 00:03:41,167 --> 00:03:44,804 And I really like that, I like just walking in the office 66 00:03:44,806 --> 00:03:47,877 and I see designers talking with the programmers 67 00:03:47,918 --> 00:03:51,792 or the programmers over the animators talking to them. 68 00:03:51,834 --> 00:03:55,292 That's when the, uh, "magic" happens. 69 00:03:55,334 --> 00:03:58,214 At Naughty Dog, we really try to cultivate a culture where 70 00:03:58,216 --> 00:04:00,877 anybody can criticize anybody else's work. 71 00:04:00,918 --> 00:04:03,351 And we encourage people to be blunt about it 72 00:04:03,353 --> 00:04:05,460 and not try to sugar-coat it too much. 73 00:04:05,501 --> 00:04:09,083 It takes too long to be nice sometimes. 74 00:04:09,626 --> 00:04:14,459 It is not personal, it's based on more, like, how can we make a better game. 75 00:04:14,501 --> 00:04:16,436 We want everybody to have a voice, 76 00:04:16,438 --> 00:04:19,168 we want to cut out all the bullshit if we can. 77 00:04:19,209 --> 00:04:21,404 Making sure that people are making decisions, 78 00:04:21,406 --> 00:04:24,126 not based on ego, but what is going to benefit the game. 79 00:04:24,167 --> 00:04:27,834 When you see that people trust your opinion and that they value it, 80 00:04:27,876 --> 00:04:30,196 it's such a great feeling, you really feel like 81 00:04:30,198 --> 00:04:32,710 you're working as a team on a collaborative effort. 82 00:04:32,751 --> 00:04:36,707 We want to sort of remember where we came from and 83 00:04:36,709 --> 00:04:41,168 why we were successful then and try to continue that success now. 84 00:04:41,334 --> 00:04:42,584 We make games. 85 00:04:43,584 --> 00:04:44,876 That's what we like to do. 86 00:04:46,876 --> 00:04:50,020 Back when Uncharted 2 wrapped up and we decided that 87 00:04:50,022 --> 00:04:52,335 we were going to build the second team 88 00:04:52,375 --> 00:04:56,083 and create a new project, we kicked around a lot of ideas. 89 00:04:56,125 --> 00:04:59,584 One of the very earliest ideas was to go back to Jak and Daxter. 90 00:04:59,626 --> 00:05:02,031 It's really near and dear to us, we really love 91 00:05:02,033 --> 00:05:03,835 those characters and that universe. 92 00:05:03,876 --> 00:05:05,490 We think that there are some 93 00:05:05,492 --> 00:05:08,084 interesting stories still to be told there. 94 00:05:08,125 --> 00:05:12,047 We started to realize that it was not going to do justice 95 00:05:12,049 --> 00:05:15,835 to the franchise that the fans had fallen in love with. 96 00:05:15,876 --> 00:05:20,541 It would be shifting it so far in a new direction that, um, we felt 97 00:05:20,543 --> 00:05:25,001 that that effort would be more justified in developing a new IP. 98 00:05:26,834 --> 00:05:29,704 Neil and Bruce came to Christophe and I and 99 00:05:29,705 --> 00:05:32,834 said they wanted to do a post-apocalpytic game. 100 00:05:32,876 --> 00:05:36,543 I think the core essence of what they wanted to do, 101 00:05:36,544 --> 00:05:40,209 though, was to try to tell a story about two people, 102 00:05:40,250 --> 00:05:44,709 and how their relationship evolves over the course of that entire game. 103 00:05:44,751 --> 00:05:47,366 That potential. "Oh, wow. There is something 104 00:05:47,367 --> 00:05:49,167 very special about that game." 105 00:05:49,209 --> 00:05:50,959 This is going to be polished. 106 00:05:51,000 --> 00:05:54,167 You're not sure if it's gonna work or not and you have doubts. 107 00:05:54,209 --> 00:05:56,752 Should we be doing it again, should we be doing 108 00:05:56,753 --> 00:05:58,501 a first-person shooter... whatever. 109 00:05:58,542 --> 00:06:01,501 You ask yourself all those questions. 110 00:06:01,542 --> 00:06:04,981 And the creative director and the game director are 111 00:06:04,982 --> 00:06:08,751 the core of the team that have to really see eye-to-eye. 112 00:06:08,792 --> 00:06:13,959 That's why you have that balance between Bruce and Neil. 113 00:06:14,000 --> 00:06:18,125 And Neil's going to try to push the story and the characters, 114 00:06:18,167 --> 00:06:23,083 and Bruce is going to try to push that with the gameplay as well. 115 00:06:23,125 --> 00:06:25,466 And so it's kind of like they're... those guys are 116 00:06:25,467 --> 00:06:28,083 trying always to find the right balance between the two. 117 00:06:28,125 --> 00:06:30,876 It's a very delicate process. 118 00:06:30,918 --> 00:06:34,748 We feel that the interactive medium has an untapped 119 00:06:34,749 --> 00:06:38,209 potential to touch the feelings of the player. 120 00:06:38,250 --> 00:06:42,254 You have that connectivity, the fact that I'm actually in the world 121 00:06:42,255 --> 00:06:46,375 and participating in what's happening on the screen in front of me... 122 00:06:46,417 --> 00:06:48,170 Gives us some sort of an advantage to make 123 00:06:48,171 --> 00:06:50,250 you feel connected with what's actually happening. 124 00:06:50,292 --> 00:06:52,637 At Naughty Dog that's what we're trying to do 125 00:06:52,638 --> 00:06:54,626 is pair a story and gameplay together. 126 00:06:54,667 --> 00:06:58,506 If we can make you feel like you're actually 127 00:06:58,507 --> 00:07:01,834 with these characters on that journey, 128 00:07:01,876 --> 00:07:04,944 and you're invested in those stories and those characters, 129 00:07:04,945 --> 00:07:08,167 then you're feeling in theory the same thing they're feeling. 130 00:07:11,626 --> 00:07:14,528 As the story evolved and took different shapes and different 131 00:07:14,529 --> 00:07:17,334 forms, the thing that was always there was Joel and Ellie. 132 00:07:17,375 --> 00:07:21,542 And because of that everything kind of, uh, grew out of that relationship. 133 00:07:28,125 --> 00:07:30,694 We've seen kind of that role of the anti-hero change, 134 00:07:30,695 --> 00:07:32,834 especially over the last three to five years 135 00:07:32,876 --> 00:07:35,918 where before it was the thick-necked mercenary kind of guy. 136 00:07:35,959 --> 00:07:39,000 For this game specifically... or this story... we needed something new. 137 00:07:44,834 --> 00:07:47,420 The reason we didn't want to make Ellie Joel's daughter from 138 00:07:47,421 --> 00:07:49,834 the get-go was because it wouldn't have anywhere to go. 139 00:07:49,876 --> 00:07:52,534 'Course at that point he'd be willing to do anything for his daughter 140 00:07:52,535 --> 00:07:54,584 because that is what a dad would do for his daughter. 141 00:07:54,626 --> 00:07:56,384 If they didn't even know each other at the beginning 142 00:07:56,385 --> 00:07:57,876 of this story, then we start from scratch... 143 00:07:57,918 --> 00:08:00,876 It's almost like the player has the same relationship to Ellie as Joel does, 144 00:08:00,918 --> 00:08:04,792 and we can take our time to build our relationship between these characters 145 00:08:04,834 --> 00:08:07,496 and if we do it right, the player would be feeling 146 00:08:07,497 --> 00:08:09,167 that same growth that Joel does 147 00:08:09,209 --> 00:08:12,667 and we're kind of mirroring that emotional relationship between the two. 148 00:08:18,918 --> 00:08:20,000 What are you doing? 149 00:08:20,167 --> 00:08:21,375 Killing time. 150 00:08:22,876 --> 00:08:24,918 Well, what am I supposed to do? 151 00:08:25,250 --> 00:08:27,501 I am sure you will figure that out. 152 00:08:36,709 --> 00:08:38,167 Your watch is broken. 153 00:08:39,667 --> 00:08:43,709 It's exciting that Neil wrote something like this, where he's like, 154 00:08:43,751 --> 00:08:45,709 "I don't want to make the stereotypical characters." 155 00:08:45,751 --> 00:08:50,314 I want to make real people in this crazy situation and 156 00:08:50,315 --> 00:08:54,959 they're forced to make decisions that are really tough. 157 00:08:55,000 --> 00:08:57,459 Like what would we be like in those situations? 158 00:08:57,709 --> 00:09:01,918 I mean, we weren't consciously trying to pick male or female for characters. 159 00:09:01,959 --> 00:09:04,104 You just try to pick characters and just be honest 160 00:09:04,105 --> 00:09:06,292 with who they are. It almost doesn't matter, right? 161 00:09:06,334 --> 00:09:08,953 Joel's daughter could've been Joel's son, Ellie 162 00:09:08,954 --> 00:09:11,626 could've been a boy and Joel might've been Tess. 163 00:09:11,667 --> 00:09:14,375 You could've swapped those roles and I think the story would've still worked. 164 00:09:14,417 --> 00:09:17,667 The focus on female strength, it's so unique. 165 00:09:17,709 --> 00:09:20,044 You get to see what's so powerful about 166 00:09:20,045 --> 00:09:22,918 a woman through all of these female characters 167 00:09:22,959 --> 00:09:26,042 which makes this game wonderful and unique. 168 00:09:26,209 --> 00:09:28,626 There's a crew of Fireflies that'll meet you at the Capital Building. 169 00:09:29,501 --> 00:09:31,334 That's not exactly close. 170 00:09:31,834 --> 00:09:33,000 You're capable. 171 00:09:34,292 --> 00:09:36,459 You hand her off, come back, the weapons are yours. 172 00:09:37,250 --> 00:09:38,751 Double what Robert sold me. 173 00:09:38,792 --> 00:09:40,459 Speaking of which, where are they? 174 00:09:41,167 --> 00:09:41,959 Back in our camp. 175 00:09:44,959 --> 00:09:47,250 We're not smuggling shit until I see them. 176 00:09:48,542 --> 00:09:49,876 I want Joel to watch over her. 177 00:09:49,918 --> 00:09:52,477 - Bullshit, I'm not going with him! - Whoa, I don't think that's the best idea. 178 00:09:52,478 --> 00:09:53,959 Ellie! 179 00:09:54,709 --> 00:09:55,834 How do you know them? 180 00:09:56,167 --> 00:09:59,498 I do think having a strong female character, 181 00:09:59,499 --> 00:10:03,125 especially like Ellie, is so rare in videogames. 182 00:10:03,167 --> 00:10:08,501 And as a gamer, and more specifically a female gamer, it's frustrating to me 183 00:10:08,542 --> 00:10:11,930 because I'll see sort of the stereotypical female 184 00:10:11,931 --> 00:10:15,792 character where she's amazingly beautiful and huge boobs 185 00:10:15,834 --> 00:10:18,859 and she's there to be either the love interest, or just 186 00:10:18,860 --> 00:10:22,209 because they're like "well we need to throw a chick in here." 187 00:10:22,250 --> 00:10:25,125 We've seen the strong woman, or we've seen the weak woman. 188 00:10:25,167 --> 00:10:28,532 We haven't necessarily seen the empowered 189 00:10:28,533 --> 00:10:31,417 woman from this kind of standpoint. 190 00:10:31,459 --> 00:10:33,991 There's that beautiful scene where Joel finds her inside 191 00:10:33,992 --> 00:10:36,834 the house and she's reading through this girl's journal, going, 192 00:10:36,876 --> 00:10:39,739 "Is this really what they used to worry about? 193 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 195 00:10:46,114 --> 00:10:49,334 we deal with every day and go "how trivial is all of this?" 196 00:10:49,375 --> 00:10:51,730 And I think it's going to resonate a lot, not just with 197 00:10:51,731 --> 00:10:53,959 a female audience, but with a male audience as well. 198 00:10:54,000 --> 00:10:57,859 The thing that was intriguing to me, after the fact, is knowing 199 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, 207 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 210 00:11:36,672 --> 00:11:38,667 we've been promoting the two of them together so much. 211 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 216 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 231 00:12:44,167 --> 00:12:48,834 and it's all about humans and how they deal with this post-apocalyptic society, 232 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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