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The subtitles are manually created by: @Nell.aja
The following feature documents the creation of The Last of Us.
For maximum enjoyment, complete the game before watching.
Yeah, making the new IP is, uh, how can I put it?
It's just, uh, just don't do it.
- NAUGHTY DOG AND AREA 5 PRESENT -
It's insane, it's a very difficult process.
You have more questions than you have answers.
Especially when you come from, like, you've
been making Uncharted 1 and Uncharted 2, just
kinda like, now like things are going, you just kinda like... like
good momentum and then suddenly that moment just drops, it stops.
GROUNDED MAKING THE LAST OF US
It's a very challenging process to create a new IP
and you're going to fail over and over again.
But that's what it takes.
New IPs are really hard.
They're hard because... You don't know what's fun yet.
You're building new tech, new AI,
establishing new characters, new art, all this.
You don't get to get that controller
in your hand for, like, six months to a year.
You don't know, you don't know what it is yet.
I remember, like, ages ago, coming on to the project and,
what are the Infected going to do, like, what do they do?
"They're going to behave like this."
I'm like, "Okay," trying to imagine what's going to happen.
Fast forward, like, four months, they don't do that at all.
No.
'Cause it didn't work, right?
It's hard mode, right?
Like, it's game development on "Expert."
There's a big thing about making a game, right? Which is a game has to be fun.
You got your first build where everything's working.
You've got player mechanics, you can walk around the world,
you can shoot, you can melee attack people,
you've got the AI in there, theyr'e very intelligent, very
difficult, and it's totally not fun.
Because they snuck up behind you and murdered you
in a second and there was no way to figure out what was going on.
We're making a game, by the way. Hey, Jane.
The company has grown quite a bit, since I started.
I think I was the 12th employee back when we got started.
But, we have tried to stay true to those smaller studio roots.
I've been here for 16... going 16 years.
There's just no reason to leave, I just...
I just the environment here, it's very non-corporate.
I think the way we work at Naughty Dog is really kind of special,
because we don't really like hierarchy or bureaucracy
and no one is really just a manager here.
Naughty Dog has a very flat structure, uh,
we pretty much all report to the co-presidents and the game directors.
I always tell people when we hire them, like, my job is to be able to trust you.
That's what I want. I want just to give you something
and you go with it and I know it's going to get done.
We believe in iteration, we believe in collaboration,
and we believe in the people making
the game working directly with each other.
We have designers, and artists, and animators all mixed up.
Anybody that's working on the same tasks,
the same characters, the same areas,
put them next to each other so they can communicate a lot better.
We don't have a lot of meetings because if you need something to get done,
you just walk over and you talk and you go back
to your desk and you finish it up.
And I really like that, I like just walking in the office
and I see designers talking with the programmers
or the programmers over the animators talking to them.
That's when the, uh, "magic" happens.
At Naughty Dog, we really try to cultivate a culture where
anybody can criticize anybody else's work.
And we encourage people to be blunt about it
and not try to sugar-coat it too much.
It takes too long to be nice sometimes.
It is not personal, it's based on more, like, how can we make a better game.
We want everybody to have a voice,
we want to cut out all the bullshit if we can.
Making sure that people are making decisions,
not based on ego, but what is going to benefit the game.
When you see that people trust your opinion and that they value it,
it's such a great feeling, you really feel like
you're working as a team on a collaborative effort.
We want to sort of remember where we came from and
why we were successful then and try to continue that success now.
We make games.
That's what we like to do.
Back when Uncharted 2 wrapped up and we decided that
we were going to build the second team
and create a new project, we kicked around a lot of ideas.
One of the very earliest ideas was to go back to Jak and Daxter.
It's really near and dear to us, we really love
those characters and that universe.
We think that there are some
interesting stories still to be told there.
We started to realize that it was not going to do justice
to the franchise that the fans had fallen in love with.
It would be shifting it so far in a new direction that, um, we felt
that that effort would be more justified in developing a new IP.
Neil and Bruce came to Christophe and I and
said they wanted to do a post-apocalpytic game.
I think the core essence of what they wanted to do,
though, was to try to tell a story about two people,
and how their relationship evolves over the course of that entire game.
That potential. "Oh, wow. There is something
very special about that game."
This is going to be polished.
You're not sure if it's gonna work or not and you have doubts.
Should we be doing it again, should we be doing
a first-person shooter... whatever.
You ask yourself all those questions.
And the creative director and the game director are
the core of the team that have to really see eye-to-eye.
That's why you have that balance between Bruce and Neil.
And Neil's going to try to push the story and the characters,
and Bruce is going to try to push that with the gameplay as well.
And so it's kind of like they're... those guys are
trying always to find the right balance between the two.
It's a very delicate process.
We feel that the interactive medium has an untapped
potential to touch the feelings of the player.
You have that connectivity, the fact that I'm actually in the world
and participating in what's happening on the screen in front of me...
Gives us some sort of an advantage to make
you feel connected with what's actually happening.
At Naughty Dog that's what we're trying to do
is pair a story and gameplay together.
If we can make you feel like you're actually
with these characters on that journey,
and you're invested in those stories and those characters,
then you're feeling in theory the same thing they're feeling.
As the story evolved and took different shapes and different
forms, the thing that was always there was Joel and Ellie.
And because of that everything kind of, uh, grew out of that relationship.
We've seen kind of that role of the anti-hero change,
especially over the last three to five years
where before it was the thick-necked mercenary kind of guy.
For this game specifically... or this story... we needed something new.
The reason we didn't want to make Ellie Joel's daughter from
the get-go was because it wouldn't have anywhere to go.
'Course at that point he'd be willing to do anything for his daughter
because that is what a dad would do for his daughter.
If they didn't even know each other at the beginning
of this story, then we start from scratch...
It's almost like the player has the same relationship to Ellie as Joel does,
and we can take our time to build our relationship between these characters
and if we do it right, the player would be feeling
that same growth that Joel does
and we're kind of mirroring that emotional relationship between the two.
What are you doing?
Killing time.
Well, what am I supposed to do?
I am sure you will figure that out.
Your watch is broken.
It's exciting that Neil wrote something like this, where he's like,
"I don't want to make the stereotypical characters."
I want to make real people in this crazy situation and
they're forced to make decisions that are really tough.
Like what would we be like in those situations?
I mean, we weren't consciously trying to pick male or female for characters.
You just try to pick characters and just be honest
with who they are. It almost doesn't matter, right?
Joel's daughter could've been Joel's son, Ellie
could've been a boy and Joel might've been Tess.
You could've swapped those roles and I think the story would've still worked.
The focus on female strength, it's so unique.
You get to see what's so powerful about
a woman through all of these female characters
which makes this game wonderful and unique.
There's a crew of Fireflies that'll meet you at the Capital Building.
That's not exactly close.
You're capable.
You hand her off, come back, the weapons are yours.
Double what Robert sold me.
Speaking of which, where are they?
Back in our camp.
We're not smuggling shit until I see them.
I want Joel to watch over her.
- Bullshit, I'm not going with him! - Whoa, I don't think that's the best idea.
Ellie!
How do you know them?
I do think having a strong female character,
especially like Ellie, is so rare in videogames.
And as a gamer, and more specifically a female gamer, it's frustrating to me
because I'll see sort of the stereotypical female
character where she's amazingly beautiful and huge boobs
and she's there to be either the love interest, or just
because they're like "well we need to throw a chick in here."
We've seen the strong woman, or we've seen the weak woman.
We haven't necessarily seen the empowered
woman from this kind of standpoint.
There's that beautiful scene where Joel finds her inside
the house and she's reading through this girl's journal, going,
"Is this really what they used to worry about?
What shirt do I wear and what boy am I gonna go out with?"
And to be met with those first-world problems that
we deal with every day and go "how trivial is all of this?"
And I think it's going to resonate a lot, not just with
a female audience, but with a male audience as well.
The thing that was intriguing to me, after the fact, is knowing
that we're kind of creating a female action hero in a way.
This is her origin story, with Ellie.
To sort of be such a strong female character
that is completely normal looking.
Regular t-shirt and jeans, and she's 14, and she's still a total badass.
It's really exciting to be a part of that.
There's so few non-sexualized women in videogames, especially in the main role,
that we were kind of proud that we were creating one,
who's very complex, and without the players knowing it,
she becomes the protagonist by the end of the story.
And that's why she's on the front of the box, and that's why
we've been promoting the two of them together so much.
Who's there?
It is a dual-protagonist game, and, uh, yeah...
I guess I get nervous when I think about it in that way.
We couldn't talk about it. In fact in interviews
we've been lying about saying you never play as Ellie
because it was so important for that to be a surprise.
Sorry, journalists.
Here we go.
Sorry.
Hold on. That's it.
The tone of the game was set pretty early on that
we knew that we wanted to make a really grounded story,
we knew that we wanted to make the player
feel the sense of tension, and dread,
and go through the same emotional rollercoaster
that Joel and Ellie are going through.
One of the things we kind of struggled with is to say,
well if we really want to ground this world and make it so, like, realistic,
maybe we shouldn't have anything that could be perceived as a monster.
Maybe, like, just having an infection that just killed people
and it's all about humans and how they deal with this post-apocalyptic society,
and how different people decide to survive.
Maybe that would be enough.
And what we realized is, because we're making an action game,
a lot of the storytelling happens on the joystick
and once we removed the infected, all of a sudden
now we can't tell the story through gameplay
of what happened to the world.
And that's when we kind of went back and kinda brought the infected back in
because it lets you see, once you're fighting them,
the threat that people had to deal with,
that otherwise would just be very cerebral and people could talk about it,
but you couldn't necessarily experience it yourself.
In a novel that might work, in a game, for us,
and specifically an action game, it didn't work.
And from there, we started kicking around
those ideas, and we were just like,
"what would be cool just to play?"
The early inception for it really came from
a BBC video we saw called "Planet Earth,"
where they were talking about a Cordyceps fungus.
This Cordyceps fungus gets inside of the brain and
controls these ants and mandibles start chomping.
They go up to higher areas, Cordyceps
fungus sprouts out and then it germinates.
And, essentially, uses them to spread its infection and
take over whole colonies, sometimes wiping them out.
As soon as we saw that we were intrigued by
the idea of, "What if it jumped to humans?"
What would happen? How would people react? What would happen to society?
As we were trying to develop the look of the infected,
um, we went through so many different iterations.
Some that looked really alien and sub-human, um,
some that looked just, essentially, like zombies
and we couldn't find, like, an original place for them.
But one of our artists just did this kind of photo mash-up
where he took a bunch of images of diseases, images of fungal overgrowth
and he kind of mashed it all together and he threw it on this person.
It was a very iterative process, making sure
that the fungus felt properly integrated,
like it was part of the body, growing out of the body.
And not just fungus growing on the head, but it's tearing the face apart.
Cleft down the middle, this gaping maw of a mouth with the crooked teeth.
And it's in great agony as it's humanity
and its brain is still somewhat functioning.
You still have some human
cognitive abilities or thought process back here.
This isn't some decaying corpse on the ground, this is a
living thing that's going to be coming after you in the world.
The fungus is always the focal point.
So you can see from a distance, oh, this
guy's infected, I can tell straight away.
In fungus, they have these beautiful saturated colors.
We really like that concept of this... something so horrific that it's
going to, like, stop at nothing, it's this relentless, force of death
and yet, elements of it are beautiful.
It's not just about gore, it's not just about everything about it being scary
because to us it's actually scarier when things
on it are somewhat benign, or somewhat beautiful.
It was evident that we were on to something that was quite a bit different
and something that we hadn't really seen before
which was eerily human, but very disturbing.
And it seemed so creepy and so unique,
right away we gravitated towards it, like, this is our base
infected, everything should kind of come out of this look.
So once we had this idea of this face-splitting kind of look
that eventually became what we call the "Clicker stage,"
We went to great lengths to create a full biological cycle for these things.
So, in the early stages you don't actually see too
many signs of the fungus surfacing out of the skin.
It's kind of underneath it, like, people have lumps starting to show.
The eyes will be kind of cloudy, um, or lopsided
because the fungus kind of originates inside the head.
That moves into the next phase, which is the Clicking phase.
And if they mess with the eyes, we end up saying, well, how do they get around?
Oh, echolocation.
And they use a form of echolocation to track down their enemies.
Just like bats or even some blind people can see by making a clicking sound.
A sound that, on its own, wouldn't be very scary.
And then to associate it with something that
people in this world are very fearful of
so that as you're exploring an environment,
all of a sudden you hear this "click,"
and you're seeing everybody just get frightened,
just everybody ducks, everybody hushes.
Ah, great.
And the Bloater is the most severe of the stages.
So, large pieces of the body has been
replaced by these, kind of, fungal plates.
The fungus completely takes over the body and blooms.
They're kind of covered in things that have been growing
on them, things like moss, and life on life, kind of.
What the fuck is that?
A goddamned bloater!
When an infected feels like it's going to die, it finds
like a dark corner and it becomes part of the environment.
The human elements aren't there anymore.
And then the body is gone.
They lay down, and sprout, and then spew spores.
And if people can breath those spores, they become infected as well.
It all had to kind of make sense of how each state flowed from one to the other.
And that's hopefully how we've created a world that you can
kind of look through it and understand the science behind it
and say, "I could buy this. I can get into this."
Mandatory evacuation.
Evacuate to where?
Where do you think?
Quarantine zone.
See, some places got a heads-up before the infection showed up.
Most didn't.
Over the course of Joel and Ellie's journey
through this game, across America.
You find all these different societies, all this different enclaves.
And you get to see how do they deal with the infected.
Without the manifestation of this infection, you can't
have these people making those interesting choices.
The world, we decided, was actually its own character.
Really grounded with a lot of texture.
What happens, you know, after 20 years of the fall
of man when no one's taking care of anything?
This book called "The World Without Us" describes in detail
how much fighting on a day-to-day basis we have to do to keep nature back.
And once you stopped doing that, how quickly nature can reclaim that.
They talk about New York and how every day
they pump water out of the subway system.
That system breaks down, within two days that whole city is flooded,
and once water gets introduced, then structures collapse pretty quickly.
Trees will sprout and wind will carry those seeds over.
And gutters get clogged and when it rains water fills up and
then pretty soon you have vegetation growing over there
and once you have vegetation, concrete breaks pretty easily
for... when there's a tree and roots breaking through them.
Even some of the stuff we did on Uncharted, you
know, exploration on how temples were ruined,
what if you took those ideas and put them in Pittsburg or Boston?
And obviously right when that happened, you can
imagine that being pretty terrible to look at.
But you think about twenty years later, and
with rain water filling up thos sinkholes
and those becoming little marshes with lilly pads in them.
We had this wonderful piece of concept art we developed really early on
and there are all of these wild animals that have escaped
from a zoo and over the past twenty years have bred
and now they have herds roaming these cities.
And that's something that tells you that
life goes on and this world is worth saving.
Shhh, don't scare it.
I won't, I won't.
What are you doing?
There's something really pretty about nature
reclaiming its domain once we are gone.
So fucking cool.
We have another level of OCD of the logic
that goes into some of these environments.
Water damage seeps in and that creates some little moss growing on the floor,
or a tree radiates energy from its base and that,
over time, starts to melt the snow around it
and that's the reason why you'd see those
rings of leaves showing through in the snow.
That gives it that extra, you know, believability.
This is pitch art. I'll try to start with an idea
that conveys sort of the feel of the environment.
Something like this... very brush stroke-y, very painterly.
You can see not a lot of detail, just energy and conveying a mood.
This is sort of just a conversation starter, and then this
would be more of an actual space, so you start talking about,
is this too tight of a space right here? Would the player
even fit through there? Do we even want to include water?
Those are conversations you start having a little bit later.
And then it usually needs several more passes
back and forth in order to be tightened up
to be the experience that you would see in the final product.
So, dude, I was actually trying to figure out right
here, there should probably be some dead foliage.
It might be kinda cool to see some of the dead stuff around the
edges of the green or, like, even spilling out into the street.
Maybe what we do is, in some of these areas we use it
as like a transition to form from the actual concrete
up to the side of the building, so they're
actually sitting on top of a bed of dead foliage.
Yeah. Like the really rich, kind of, orange-y brown color.
Sienna or something would be nice.
Something really cheddary.
That's how you know you're done.
The end product often ends up being stronger
because that bouncing back off somebody else
gives you a result that maybe you wouldn't
have even thought of in the first place.
Alright, there's the bridge... that's our way out of here.
As far as concept art goes, definitely, the ultimate
goal is just helping everybody as much as possible.
Me and the background artist will work together.
I'll often just go to them, 'cause they've got,
like a really, really good visual imagination.
At some point, he came in, almost like flat on.
So that's kind of good, because the bus
station is right in your peripheral view,
and you're probably going to enter the bus station,
you're probably not going to get lost.
But it doesn't at all utilize this cool architecture here,
like the bus station sign, like that's a really distinctive silhouette
and it's a really interesting sort of architectural detail.
So we changed the entrance.
Look at that... another city, another abandoned quarantine zone.
I think it's a better composition, anyway. It's not so, like, symmetrical.
And I think that was done so this sign read better.
If you can't see the word "BUS" on it, you might
not know it's a bus station, so I think it helps.
Everything we're doing in the environments is relaying back to
what you should be feeling in the story or what's happening to these characters.
Well, is that everything you hoped for?
Jury's still out.
But, man, you can't deny that view.
C'mon, this way.
When we first came up with Ellie and Joel, we
had this idea in our heads of who they would be
but we didn't necessarily know the voice.
Took us a while to find our Joel, but for Ellie,
I think Ashley was the second or third
candidate to walk in, and right away we knew.
Why are you so scared all of a sudden?
Because I'm a coward, okay?
So just get your shit and let's get out of here.
Damn it.
I'm not like her, you know?
What?
You think I'm gonna end up like your daughter.
The way she delivered her lines, the way she just embodied that
character is like, that's Ellie, there's no question about it.
I saw the character artwork and I related to her a lot.
I mean, she's kind of a tomboy and she's kind of tough and,
I mean, obviously I'm not fourteen and I think
that's the main difference between the two of us.
I read the scenes and I was like, "I need to play this part."
You wanna be my hero?
Forget the whole bit about saving my life,
buy me a stack of these bad boys instead.
Where'd you get that?
Back at Bill's.
I mean all this stuff was just lying around.
And then once we had her, we said, "Okay, we're going to do another round."
We're going to have Ashley this time, in the casting sessions.
The chemistry of these two characters was imperative to get right.
Troy was a really interesting casting for Joel, because,
when you see Troy, he doesn't look like Joel at all.
You know, he's so handsome, and he had like, you know, the frosty hair and
totally looked like Final Fantasy, and so...
I'm like, I don't know, he's like this tall, pretty, um...
it didn't seem right.
I walked into the room fully aware that I was the
youngest person that they were seeing for this role.
There was a line that was on the audition side that says that
Joel has few moral lines left to cross.
And so that became the anchor point to the character.
But then as soon as he spoke and he had that grit in his voice...
Warm, yet kind of dangerous.
And his movement, you just bought into it.
Why are you so scared all of a sudden?
Because I'm a big coward, okay? Now pack up your shit and let's go!
Goddamnit!
I'm not her, you know?
What?
You think I'm gonna end up like your daughter.
Now, Ellie, you are treadin' on some very thin ice right now.
It was Ellie and Joel.
After he read, it was just like that was... that was it.
I've done some videogames in the past, but to be handed the
mantle of a franchise like this was a pretty big honor.
Is she alive?
She's alive.
She's David's newest pet.
Where?
In the town! She's in the town.
Now you mark it on the map. And it better be
the same exact spot your buddy points to.
Neil pulled me aside one day and he said, "I have some ideas."
And as you're well aware, Neil is a little twisted.
He came up with this character and, you know, I just jumped at it.
It was such a departure from everything I've
done here for Naughty Dog, to say the least.
Name's David.
This here's my friend, James.
We're from a larger group.
Women, children. We're all very, very hungry.
To be able to put on a voice that hopefully a lot of
people won't know, won't notice that it's even me.
'Cause we didn't want it to be Drake.
Drake eating people, that's... that's a whole 'nother game.
How did you put it?
Tiny pieces.
See ya tomorrow, Ellie.
Ya know, certain voices that I can do wouldn't fit David's artwork,
but he showed me the art, and I said, "Maybe it's something
like this where everything's, you know, is very quiet.
And you know, he's not really sure and the voice can break a little."
And he just looked and he goes, "Yeah, that's it."
So I'd love to tell you that we hashed it over and we talked... no.
It was... I looked at the picture and I tried something and he said, "Yeah."
A few weeks back, I sent a group of men out.
Nearby town to look for food.
Only a few came back.
And turns out that... the others had been, uh... slaughtered
by a crazy man.
And get this, he...
he was with... a little girl.
You see?
Everything happens for a reason.
Clear.
Ashley, she brought humor to it.
She just has some really great comedic timing.
The way she reacts to the things around the world with a little bit of sarcasm.
That teen, kind of like trying to get a rise out of you.
Now watch your step as you're going up, 'cause it's gonna be a little...
Pfft.
It just brought a certain levity to the story that the story needed.
We didn't even realized it needed it until
she started doing some of that stuff.
Oh, I'm sure your friend will be missing this tonight.
Mm hmm.
It's, uh, light on the reading, but it's got some interesting photos
Now, now, Ellie, that ain't for kids.
Woah! How the hell would you even walk around with that thing?
Get rid of that!
Hold your horses, I want to see what all the fuss is about.
Oh, why're these all stuck together?
Uhm...
I'm just fucking with you.
Bye bye, dude.
Throughout the course of shooting over these past couple years,
Ellie and I have kind of morphed into each
other, which I know sounds so cheesy.
Neil always asks, "Well, what would you do in this situation?"
The most important thing that Ashley brought is a sense of
capability to Ellie's character that wasn't there in the beginning.
The very first thing we shot involved her
being pulled out of a car and attacked
and Joel was supposed to go save her.
It was written that Ellie sort of was just kinda watching
on the side, just waiting 'till he was done, and...
I was a little frustrated because I was like...
well, I... if this were real life, I would do something.
We did a couple takes, and at some point she walked up to me and she said,
"I feel like I'd hit him."
So we added in a part, like, you know, right there off the bat.
She's not just this damsel in distress, right there she
wanted to fight back from her very first day of shooting.
We didn't have it right initially.
She needs to be more capable than initially we thought she would be,
and actually that made us go back and rethink
combat, and rething a lot of the areas in the game.
And now, she was going to take a much more active part.
Anything that requires, you know, a lot of body
movement we do with the actors on the mocap stage.
And we try as much as possible to use our actual principle actors...
Use their body motion as well as their voice.
We capture it all at once there on the stage.
Having the actors perform as well as being recorded at the
same time was imperative to get an accurate performance.
'Cause every time you split up the performance
in any way, you lose some of that magic
where they did a gesture or they delivered a line a certain way.
And those things have to be in synch or there's
just something subconscious that's just, like,
off-putting about the performance when you don't do it that way.
You are treadin' on mighty thin ice here.
I'm sorry about your daughter, Joel.
But I have lost people, too.
You have no idea what "loss" is.
Everyone I have cared for has either died or left me.
Everyone... fucking except for you.
So don't tell me that I would be safer with someone
else because the truth is I would just be more scared.
It gives you the most authentic, most realistic performance
because you're actually there... not just making your own choices
but making your own choices based on the other people involved in that scene.
So you get this truly natural approach to things, and it shows up.
It's like theatre in the round... you can do anything from any angle
and the smallest, most subtle thing we'll be able to pick up.
There's no place to hide.
So you have to be as prepared as possible
because you have no idea which moments they're going to use.
There are these little improv moments and, you know, little nuances
that you get that probably isn't scripted that just
comes out of play, you know, while they're performing.
That... that mistake that just blossomed into a really good idea.
Did we improv on The Last of Us?
Yes. Yes, we did.
Doing this was a whole lot lot being five,
playing in the backyard with a stick, you know,
and this is my machine gun and, you know, a pinecone is my hand grenade.
It's all your imagination.
I'm doing the exact same shit that I did
45 years ago, I just get paid for it now.
We square?
We're square.
Then get the fuck out of my town.
I don't do a lot fo voice-over work, so for me, it was
nice to be able to work off of your other actors.
I can't imagine it working any other way
I'd never done mocap before, I didn't know what to expect.
The suits were crazy.
Yeah, the suit gave me wedgies.
Like, deep wedgies that I had to pick out with my middle finger.
Too much information.
Just how damn sexy I look in a motion capture suit.
I look like ten pounds of sausage in a five-pound casing in that thing, man.
Once you get passed the fact that, like, everybody else,
and you, look like weird clown people
with these little dots and stuff, once you give over to that
it really was pretty easy to make it just feel
like you're in the moment and in the scene.
Everyone that was on this is a slam dunk.
This isn't just another gig to them.
And that creates a really cool energy for people
to really start experimenting and playing jazz.
Floor's yours.
And...
Action.
Get the fuck off her!
Hey, hey!
Let her go!
Don't worry, this is fixable.
But I can't come with you.
Well, then I'm staying.
Ellie.
I want Joel to watch over her.
- Oh, no, no... absolutely not, this has gone too... - Bullshit! I am not going with him!
Ellie!
Look. Just take her to the north tunnel and wait for me there.
Jesus Christ.
Just cargo, Joel.
How do you know them?
We craft the scene out until it has a good feel
and then we pass it off to animation to clean it up.
Real-life motions don't necessarily always translate into gameplay
There's something that's usually missing, so
we have to, you know, maybe enhance a gesture
or enhance the shoulder movements or a breath that you want to be able to feel
but you don't really see it, so you can't really feel it unless you see it.
Is everything alright?
Yeah, everything's fine.
I could have him lean in here a little bit more, like this...
Take his hand down.
When they're on stage, they don't necessarily have windows, you know
so that weight of, like, really pushing and leaning
in, it's something we would have to accentuate.
You know, give him a little bit more weight on
that turn, or put his head down a little bit more
There's a lot of dialogue that gets said between the two characters.
We have to bring that alive through animation,
and we have what we're using is gestures.
Why would they mow down all these people?
Can't let everyone in.
If you turned off the sound, you'd know they were talking to each other
and that really helps accentuate the relationship that the two have together.
We have certain animations that play in the beginning of the game on Ellie.
She's travelling with Joel who she doesn't really know.
There's a lot of gestures to make her look nervous, just her overall stance.
Later on in the game, they develop a relationship
through the animation, not just the dialogue.
You can see that she's more comfortable around him.
If that reads well with the player, then,
you know, we're doing our job right.
We want her to look scared... when she gets a
gun, we want her to look scared of the gun.
If she's going to aim, she wouldn't be, like, super trained aim...
She would be more, like, scared.
But at the same time it needs to look cool
and feel cool to the player that plays.
It's really just these little tiny details that we're
doing, and it's coming across, it's working out well.
We don't do facial capture, we don't track eye
movements on stage, it's just the motion capture data.
Everything that you see on the faces is hand keyed.
You can see this is all of her mocap data.
And so when I'm doing something like this, I go
back and forth to the performance she was giving
and I watch just this section over, and over, and over again.
So this is our default face. I can make everything super extreme and
make her all squinty and angry.
Turn her frown down.
I can open her mouth.
Stick her tongue out.
It's listen, watch, ok, where is her mouth at this point
like is it open, is it... is she making like a grimace?
About Tess... I don't even know where...
Here's how this thing's going to play out.
You don't bring up Tess.
Ever.
Matter of fact, we can just keep our histories to ourselves.
We shoot all of it to just get the body motion,
then we will do a second pass with the cameras.
The scene is playing back on an overhead projector,
but it's also playing back on a monitor that's attached to my rig.
Shaun and I would go to the stage and motion
capture the camera filming the scene.
So he would get a whole wide shot, a whole close-up for the scene.
You can change your lenses, you can use your standard 35, 85, 50s... whatever.
All that sort of, live action camera
cinematography... you can apply it. On stage.
We make sure to go back in and add flaws.
We keep the confinements of the room so the camera can't go past a certain wall.
'Cause then we have this cheated perspective.
If the cameraman bumps into the wall, we keep it.
Missing focus hits when you're pulling focus,
going too close to the character and reframing.
Those little moments in there kind of keeps it cinema verite.
If everything was too perfect, you
wouldn't be able to put your finger on it,
but you would be able to feel it, it would just feel off.
It's very much about grounding it, despite
having the option to do whatever we want.
Being able to place the cameras anywhere we want after the motion capture
gives us both advantages and disadvantages.
The biggest advantage is it means that we just
have to nail the best performances we can get
and the luxury that we can always swap it.
The 3D world gives you limitless opportunities with
cameras and movements, exposures... all that stuff.
Most of these cameras are sort of set up like real-world cameras
So we have lens, we have f-stop that will create the depth of field.
We have aperture to, you know, set our film back and all that stuff.
A master, I have my close-ups, my over-the-shoulders...
sort of just like a live-action production.
Let's go to Camera 30, at the 23.458,
then I get that kind of weird, you know, bend across his back.
The closer I bring the camera, the more bend I get, which is, you know,
doesn't look right, it doesn't look as... it looks less cinematic,
than if I I do that, which flattens the whole thing.
And I'm trying to also catch Ellie,
like if you scrub a little more, you know, catch her in the
back here, so I want a longer lens for that kind of stuff.
Since I only had experience working with
live-action before I got into videogames,
it was kind of a cool adjustment to be able
to have this extra flexibility in post.
To swap a line of dialogue for something different, even
though that's not what the actors said at that time,
and to be able to still have a close-up on them while they said it.
You get to make it probably more perfect
than you could ever make it in live-action.
How far are we gonna take this?
As far as it needs to go!
Where was this lab of theirs?
Because our actors are both the voice and their
body, they get to play, they get to try things,
they get to work with our director to kind of come up with new ideas.
Or even our director will have a new idea on
the spot that wasn't there in the script,
but realizing when he sees it, "Oh, well this would
actually be better, this might feel better."
And those changes all just happen organically there on the set.
He could even lead straight into his thing
He's like, no shit, yup. Didn't wanna do that, so
we rented two Harleys and we drove cross-country.
Keep it pretty succinct, like, "We got the bikes, rode them cross-country."
Cool.
It's shocking to me that this is Neil's first time directing.
There was a specific tone and a specific approach
that Niel and Bruce wanted to take with this.
It came down to nobody knows the story better than you and
there's nobody that knows these characters better than you,
why don't you just do this?
He and I actually had a conversation about it.
He said, "I think I'm going to try this myself and I'm not sure."
Neil was fantastic.
The floor is yours.
Okay, so remember you've been running away from this turret-mounted truck.
You come to this dead end, you're gonna look up and see a potential way out.
And... action.
Hey, check it out.
Here.
I mean his writing is honest, and it's dangerous, and it's natural.
And I love his economy of words.
He doesn't hit everything on the nose
so he leaves it open for you to interpret and
bring some nuances and things like that.
The entire process is collaborative, but really
it's led by Neil's willingness to change,
and flow, and decide something doesn't work...
you know, fix it right there in the moment.
And it is something that's very foreign to the way that TV and film is done now,
where everything has been micromanaged by
the time you get it to the table read.
And no one wants you to change anything, and everything's very precious
and has been rewritten with notes from 20 people in suits.
And you can't do that just anywhere in entertainment these days.
Yeah, I just want to make sure, I think I swung too far over to this way
and now it's a little bit of... making jokes about it.
And if I bring it back to...
Yup.
...to center a little bit.
Okay.
There's one scene in the game where we see Joel, um,
not as a ruthless survivor, but as a father.
I knew from the very beginning that he was going to lose his daughter,
and I just told Neil, it's like when that day comes for us to shoot that,
I need a heads up.
About a week before, he said, "It's time. We're gonna do that scene."
I was like, okay, because I knew that I was going to have to go to this place
that, that you don't really want to go to as an actor.
You want to find some aspect of reality that
you can empathetically draw from, you know?
Troy and I were both kinda just walking around for
a while and, just, kind of getting into the zone
and he... and... well, my grandpa died when I was eight. He was like my dad
and so that's always what I use to get into that, that place.
You know, I started recalling all of those
memories and started pulling up all those feelings
and they're just right, right underneath the surface.
When I walk back in, everyone realized something was
different and they kinda like calmed down, you know?
You could feel the energy just, like, drop a little bit more.
It... was brutal.
And I just... I lose my shit, I mean, just completely break down.
Don't do this. Don't do this. Don't do this! PLEASE God no!
God no!
Cut.
And the soundstage was deathly still.
It was the first take and I felt really good about it
and Neil said, "Okay, let's do it again."
And so you do it again and automatically you feel like you're manufacturing
'cause you're trying to go back to that place
and you're in that actor nightmare of,
you know, trying to get back to that reality.
And we go through it again, and fifth, and sixth, and seventh take
and I'm just exhausted, I'm crying between takes.
And I'm looking at Neil going, "This is really, really hard."
And, um, finally after, like, the eighth or ninth take he said,
"Alright, I think we got it."
I was like, "Oh, thank God!"
And I went outside and I was just jacked up for the rest of the day.
Just, just, I mean, a wreck emotionally.
But we got it.
Then two weeks later, he calls me.
And he says, "So we need to reshoot a scene."
I'm like, "Cool, what scene are we doing?"
And he just looks at me and I said, "Dude, don't do this to me."
And you can either, at that moment, throw your hands
up in the air and say, "Fuck this" and walk away.
Or you can say, "Okay, this is an opportunity to get it more right."
I'm like, "Okay, alright, yeah. You think you got it? I'm
gonna show you that you got it. We've got it in the can."
And so we go through it again, and it just feels fake, feels artificial.
And Neil goes, "Go through it again." So I start doing it again.
And I'm getting madder and madder with each
take, and finally, about the fourth take...
Neil comes over to me... I love him so much... he goes...
"So I'm picking up on some resistance."
I was like, "You're damn right you're picking up on
some resistance. We've got this in the can already.
And we're just wasting our time and we're
wasting all this effort and energy."
And then he started talking me through this scene, and he's like,
"What I need you to do is I need you to just strip yourself of all these ideas
and I need you to hit this beat, and this
beat, and this beat, and this beat."
Which just makes it sound so mechanical in such an emotional scene.
So we start going through it and literally I am
mindlessly doing these things at this point.
I know it hurts, baby.
I know, I'm gonna lift you up,
I'm gonna lift you up, I'm gonna get you over here.
C'mon, baby, c'mon work with me, please!
God... Baby...
Sarah.
SARAH!
Don't do this to me, baby. Don't do this to me, baby, c'mon.
Don't...
And he stops and goes, "Now we got it."
And I realized that the reason why I wanted that first take to work
was 'cause I wanted everyone to look at me and go,
"Wow, what an actor."
And that's not what the scene needed.
Those moments where you just have to, sort of, calm
your ego down and just go back and do your work.
That scene actually works... not because of me, but in spite of me
and that really is the marker and
definition of working with a true... Truly good director.
There are many like it.
But this one is yours.
Why don't you have a seat.
Alright. Everybody calm down, calm down.
Thanks, guys.
This is the director's chair.
Alright.
Working on the project, we knew we wanted
to have a pretty minimalist soundtrack.
And we had a folder where we just threw music in there.
Looked at the folder one day and we saw, "We have
a lot of stuff here from Gustavo Santaolalla."
We're looking for a composer, what if we reached out to him?
Oh no...
Sarah...
Move your hands, baby.
I know, baby, I know.
Listen to me, I know this hurts...
You're gonna be okay, baby. Stay with me!
Okay I'm gonna pick you up,
I know, baby. I know it hurts.
C'mon baby, please. I know baby, I know!
Sarah...
Baby...
Fucker...
My life has been, and still is kind of like a road movie.
I grew up in Argentina.
I came to the United States in 1978,
because we had a horrible political situation in Argentina.
We had a military dictatorship where 30,000
people disappeared at the hands of the government
and many other more were tortured, and I was blacklisted.
It was just impossible for me to keep on living there.
I've been in jail many times since I was probably 15 years old
just because I had long hair and I play an electric guitar.
So I had to embark on this trip.
I can relate to that, kind of,
need of movement and going to the next, next place,
and the next place, and the next step.
I'm always attracted to the possibility of
getting involved with a project from the very beginning.
I like to work from the script and talking to the director.
It's never been, "Oh, give me a piece like
this, or give me a music that's this."
It's just been very high level.
Here's what the story's about.
Here are the themes.
Go write some stuff.
Since I don't know how to really read or write music,
but the way I produce music is actually recording it.
So I like to come early in the projects and I did in The Last of Us.
One thing that was fantastic from the very, very beginning,
was the freedom that I had to try and to do whatever I felt could work, you know?
As the story was still being written.
You could listen to this piece of music and just
get a sense of where this needs to go tonally.
Because, the music was still inspiring the story.
So that was the great thing of having the music written so far in advance.
At the beginning, mean I was going really out with some things.
And sometimes some of those things were the
ones that they liked the most, you know?
So I really felt very motivated to work.
And I enjoyed immensely working.
There was this very organic back and forth experience where
one element was inspiring the other and vice a versa.
I needed to go into some more dark places.
And more textural and not necessarily melodic.
I'm always trying to sort of push myself into
playing instruments that I don't know how to play.
There's an element of a danger and innocence.
Lenin once said, "You know give me a tuba and I will be able to
do something, I'm an artist. I should be able to do something.
I like to put myself in that situation.
So, these are just PVC pipes, the ones used in construction.
Or instruments that I know, kind of twist them.
From the concept of the prepared piano, you know.
I mean, I've worked with prepared guitar.
To stick things into a guitar and things like that.
And also in The Last of Us in particular,
I worked with a de-tuned guitar.
So I really tuned the guitar extremely low and the
result is, you know, strings that are very loose.
And will produce not only sound, but produce noise.
Because I believe, you know, every environment has its own sound,
we have in our, you know, small studio, we have actually the
possibility to record almost anywhere including the bathroom.
And we have done some fabulous recording especially in the kitchen.
When you score to picture, which is something that I
don't do, then you know what you're going to expect.
But when you provide people with music, like
I've done in all the films that I've done.
And then you see, how the director decided to use that, you know.
In what particular way he used it, or where they edit it.
It's always fascinating to me.
I watch a scene and I'm going, you know, it's fantastic how they used this piece.
I would have never of all the music that I've done,
probably, I would have never used this piece there.
But, it works, you know, great.
So, I like that feeling of collaboration.
I think, you know, the guys, also that work in
programming and adapting that music to the game.
They should share a lot of the credit for the end result.
In the beginning, their was silence.
Yes.
- Then they hired sound designers, then they regret, - Then the dinosaurs came.
regretted that decision.
Hold it steady.
Ha, got you!
In a much quieter environment like that,
We all had to fill out the soundscape with much more natural sounds,
much more detailed, delicate sounds.
The tension comes from the lack of sound, in a way.
Your brain is thrown off, because we expect to hear busses and crowds.
All a sudden I hear wind and leaves rustling.
Again, its creepy and beautiful at the same time.
'Cause, it's almost like I'm going on a hike, but I'm in a downtown area.
To kneel on Neil, when we were going the iterations so that
he'd just did not want like yells, and screeches,
and what you call like, you know, kinda witchy qualities.
- Right. - The cackling witch.
He didn't want anything like that.
It was a little bit of a head scratcher to figure out,
Okay, How do we make it sound human but not human.
Yeah.
We really did not want to use any animals.
We wanted these all to be human.
Derrick and I basically decided to hire a couple of voice actors,
who did some interesting work, uh, vocally,
to see if they can come up with something.
And we worked with this girl, Misty Lee.
She started giving us these really great screeches.
That's no process.
Yeah, that's just her voice.
And it started going into this little click.
We also used a little bit of Phil's voice.
We combined that also with an occasional, um...
Derrick.
That's just me, you know, moving my tongue, just...
And what that kinda did was it sort of grounded it all, like...
Like, maybe in the mouth area, the wetness, all that kind of stuff.
And it adds a nice texturing, actually.
This is a composite of all the bits I just told you about.
It sounds like a Snapple bottle.
Oh, the lid.
Like the lid, yeah.
Hey, that's a good idea!
Fuck, where were you guys like months ago?
Why didn't we think of that.
Why didn't we think of that.
Stupid, stupid, stupid, stupid.
Viewers at home.
You're probably wondering what this is.
Let me tell ya.
About ten years ago, I saw this Synthi A suitcase synth.
I wanted to get one.
This finally arrived in January just in time to start using.
I thought, "Well, what can I do with this?"
Uh, in Lakeside, there's a white out that happens.
And this thing has a noise generator,
which gives really convincing wind sound.
Uh, the military still has technology.
There's sirens, and alarms, so I wanted to try some new concepts.
Man...
What?
Nothing, it's just... I've never seen anything like this, that's all.
You mean the woods?
Yeah. Never walked through the woods. It's kinda cool.
Huh.
We consciously take in consideration lighting in the beginning.
Most of the game, we don't really have any real man made light sources.
So everything is naturally lit.
In the past, you know, we could use a lot of artificial light.
But the world has no electricity.
We have to hide most of the time and that
requires getting very close to certain assets.
Just stay back.
Another way.
Damnit.
Detail's expensive.
And if you build up to much of it, you end
up running into technical problems, right.
Your engines slows down.
When the framerate goes down, everyone can bring up the profiling tools
and see which parts of the frame actually
caused the drop of the frame rate.
This is the profiling tool, these are all the
SPUs, here's the GPU, and then here's the PPU.
You can see like, here's the main process and
here's all the subprocesses, and you can see...
It tells you like how many milliseconds and cycles it's taking.
The programmers are a whiz at modifying this stuff and realizing,
"Oh my God, why is this thing so big? We're
taking ten milliseconds on this thing."
And then that's when they come over and find
somebody and hit them over the head with a club
and be like, "Why are you doing this?"
I love... we put the 30 frames-per-second
goal, 'cause that's what we shoot for.
Someone nicely put the 60 frames-per-second
goal. It's like, yeah, we're not gonna hit that.
Lighters usually can come up with different
lighting setup that still looks great,
but is less costly in terms of performance.
Um, did you talk to the character artist about her hand?
'Cause her face is getting a lot of spec,
but then her arm is just bone dry.
You think something we can tweak in shader or have to
send back to character team... Michael... to take a look?
I can play with the lights and see if that creates more light spec.
Yeah
I've never ever focused so much on lighting and
how much sensitivity their is to that here.
One of the first lighting scenarios I had to do was like 7am overcast.
I'd like wake up early and like take photos with my phone.
What color the shadows, what color's the light?
It is a masters course onto itself of how to deal with ambient lighting.
Because I've never had to use it so much.
Man, this is kinda sad.
What is?
All this music that's just sitting here.
No one's around to listen to it.
I don't know, doesn't seem right.
All the characters cast soft shadows onto the environment.
Even when there's no direct sunlight or no direct light sources.
We still have nice, fuzzy shadows.
When you're walking down a hallway and you see your soft shadow
goes along with you, projecting it on a wall on
the environment, that makes everything look real.
Follow me, through here.
Okay.
The flashlight brought a whole new spin on it.
So some of the environments end up being really, really dark.
And you need the flashlight to get around.
Give me your hand.
We want to have the environment be really dark.
But also at the same time have colorful surfaces that are sort of hidden
So when the flashlight hits one of those it bounces off onto the ceiling.
If you shine a light on a red wall it will bounce
the red lighting on the whole environment.
And it's very difficult to do, very expensive, but we did it.
Everything should have bounce lighting.
Otherwise the world is going to feel dry and unrealistic.
I guess this is where the assholes sleep.
I mean, slept.
This engine is really driven in a way towards a very
high level of cinematic control over each frame.
And hopefully, if we achieve our goal, you'll see it is beautiful.
There are these truly beautiful moments amid all this chaos and destruction.
Yeah, once we're done with this whole thing
I'm gonna gonna you how to play a guitar.
What do you say, huh?
Ellie, come on.
I got you.
Damn it, Bill.
What just happened?
Another one of Bill's stupid traps!
There, that fridge, it looks like that's the counter-weight.
Okay.
This story really dictates sort of the arc of the overall pacing.
The storytelling would always want to be subtle.
They would always want to keep the world grounded in reality.
But gameplay has requirements.
Where the player needs to see this thing.
The player needs to immediately know that the enemy is attacking,
that this room is dangerous, that this
room is a puzzle, that you have to solve.
What are the things that we can do on the
joystick to make you feel the same way
that these characters gonna feel when we
get to this next pinch point in the story.
There's a turn in a scene that we need these characters to take.
And we need you to feel it or understand that and that means you have to play it.
SAM!
Oh, thank God.
We gotta keep running!
Doorway, over there!
Run!
We really want to make sure that there's that contrast between
the negative space and then the high tension spikes.
A lot of times we won't play music.
Or we'll play very minimal music just to let you know kind of the
state where you're still in stealth, or combat has broken out.
Hearing someones footsteps or hearing a person breathing
on the other side of the door has so much tension to it.
Hear that?
Sh, sh. Quiet.
You feel the tension of the world.
Make you question whether you want to engage with
these guys or kind of try to stealth around them.
That's another reason why we don't have traditional cover in the game.
You smoothly move around everything contextualizing
with the environment, but you're never locked down.
We want the player to... with that crafting
system, with the scavenging system,
with all of the abilities available to them to constantly
be moving around and changing as the moment arises.
Gameplay is all about, I have a limited set of tools,
and how am I going to use those tools
and those limitations to overcome this obstacle in front of me.
That obstacle might be infected, might be another
class of humans that wants to kill me for
a bottle of alcohol and my shoes.
It was important for us that we don't underplay the violence.
Because then the threat doesn't seem as real.
We see video games as this incredible medium to tell stories.
We want to treat it as equals to books or comics or tv or movies.
This is subject matter that would not be considered out of the ordinary
to tell in one of those other forms of entertainment.
Fuckin' hunters.
See, this coulda been us.
We wanted you to buy just the desperation of these people
and why they're behaving this way, because it's so...
brutal.
And at the same time we didn't want to make it so over
the top stylizing it so then it doesn't become as real.
It was important for us to actually hit that
middle ground where it's kind of disturbing.
That glint that's happening on that curvature,
It'd be good if there was a way that we can
guarantee that, from this angle, we're seeing it.
But it's, overall, too bright and opaque.
Yeah, it looks like paint.
Yeah, see that blood on the ground works really well.
It's something about the other shader is messed up in
this environment. We gotta fix that to unify the look.
It shouldn't make you giggle or laugh or any of that.
You should be kind of appalled by what you have
to do, but you understand why you're doing it.
You want to feel each hit.
You want to feel each concussive strike.
Lives are at stake.
You want a death animation to have impactful
performance, not just have a guy keel over in a ragdoll.
In real life a guy hitting a guy takes a half a second, but in
the game world you want that to be as instantaneous as possible.
I live my whole life in this very ugly test level.
Basically, I just fight dudes in here all the time.
Almost every move is divided between an intro and a swing,
and one of the many things I have to end up doing is, like,
counting frames and be like, "Okay on frame 18,
I want you to get out of here, I want you to be able to start moving.
Every hit reaction that an NPC plays, they
are not necessarily in the correct pose.
When you strike them the next time, we just
pop them with a 0 frame animation change.
Which is usually kind of a no-no, you know what I mean.
You normally want a characters to blend
smoothly and realistically into animations.
But what we found is that you can cover that pop up with a heavy impact.
They can go from almost any pose into the pose that the impact starts from
and your eye just covers up the transition for you.
So if you throw a brick at a guy, it puts him
in this like kind of staggering, stunned state.
And that changes the moves that you do when you come up and punch him.
So now I'm going to come up and punch him.
And now when you're punching him, because you've
hit him down, you get this like auto aim moment.
Where you get like a free head shot.
I try to make it so that, you know, if you kind of know what you're doing
that you can set yourself up for one plus two equals three.
Right here!
Memory on a console is a very precious resource.
All of Joel's animations with every weapon, all
the NPC animations, the stealth kills, you know,
all of that stuff happening needs to fit within a 4meg to 5meg memory footprint.
This is a list of everything that's loaded
in game and how much memory it's taking
because memory is our most precious resource right now.
So we have a level. We call it the bookstore. It's in Hunter City.
And this is a zone for example, so when I set an AI
to this zone he will never leave its boundaries.
I want guys to guard this exit, where you have to go through, so,
I'll zone a couple guys around there to make sure that
they, you know, they can fight you and use all this cover
but they want to stay around this door.
This is another key component of the AI. It's what we call the nav mesh.
This defines the overall play space of where an AI knows he can or cannot go.
Hey look, that's where a cover used to be and
there's a hole cut out for it, I gotta fix that.
Here's some other wonderful things.
See these little red polygons?
Yeah, that means they're not linking right for some reason,
so that means they can't really walk through here properly.
It's a bug and I need to fix it.
Welcome to my life.
Surrounded!
Surrounded! Hey!
If you look at a lot of games, NPC's are usually only alive for...
you know, a few seconds before the player
ends up shooting them and then they're dead.
Uh, we want our guys to be much more dangerous and much more threatening.
Which means they have to be alive for longer.
They need to uh, exist in the world for longer,
which means you as the player can witness them
acting out their behaviors longer.
So we've been working really hard on our AI systems.
Back of the box, biggest bullet is going to be like AI.
So we tried a number of different prototypes with the buddies, uh
including having Ellie be super independent of you.
She would try to flank the enemies, get
behind them, or get between you and them.
And a lot of times those decisions should surprise you just
like a real person or a real character would surprise you.
And we discovered after many different prototypes the best
thing for her to do, generally, is to stay very near you.
You need the exploration and you need the scavenging,
you need something to say like, okay, if
we just crank it to eleven the whole time
then it's pinned up there and there's no time to breath,
no time to assess, or analyze, no time to really contrast.
There's no way of shifting the pacing.
Puzles are really werid. Especially Naughty Dog puzzles, I think.
Like, they're very simple and satisfying.
Most of this puzzle is strict exploration... you can
see the ladder here, you can see the pallett there.
You can see a clear route up to the ladder.
So you're like, "Okay, maybe I have to get Ellie to the pallett,
push the pallett over to this side and, like,
Ellie will climb up and lower the ladder."
So that whole part is, like, not a puzzle,
it's not regarded as a puzzle, but
when you feel like you've got to the solution,
like, okay I've got to climb this ladder.
And you climb it and it breaks off...
Hopefully then the player will feel a little bit stumped and
they'll be like, "I'm not really sure what I'm meant to do now."
This is where the puzzle starts.
Hopefully at this point, like, all of the elements
that the player needs to solve the puzzle
are very familiar to them, 'cause they've
been through the previous exporation beats,
they're improvising with elements that are at their disposal.
That's a really sort of, like, strong theme throughout "The Last of Us,"
you're a survivor, you'll take whatever tools you're
given and use them in creative ways to survive.
We set out to create something kind of new
to Naughty Dog, uh, this crafting system.
Our lead designer, uh, Jacob Minkoff, he got
this book of like The Survivalist's Handbook,
and "Homemade Munitions," and all sorts of funny stuff,
just to start reading about, okay if I was just
wandering around in a collapsed society in this world,
what's the stuff that seems like I could find.
Alcohol, and sugar, you know, if you want to make a smoke bomb.
It's difficult to balance the right amount of resources
against what you think the player's going to need
and making sure that the player feels like
they're getting just enough to survive,
but not too much that they feel like they're a powerhouse.
We wanted you to be forced to make some choices in the
world that showed how depleted the resources were.
He will stay inside of here.
So if there's a particular point in the story where the
characters are having a particularly difficult time surviving,
then we want you as the player to be finding
fewer items, farther apart, harder to survive.
We will item starve you at the same time that those,
those characters are feeling starved and worn out.
Then you expose something to them.
Oh, here's a cache and if I can just get into that
cache, oh look there's a wealth of things in here.
God, I was so worried, my health was low, if I...
If I had run into a combat, because it's always that thing in your head.
It's that Hitchcockian thing about the danger that you see
is less meaningful than the danger that's in your head.
When we're designing the levels, you know, it's nice to
have the stuff that we know people are going to encounter,
you know, we kind of call this some of the critical path stuff.
These are things that nine out of ten players are going to
find, their right in the way, it's where you have to go.
And then whenever we design a level, you want to
have that, that little nook and cranny right,
you want to reward the player, being like, oh you went over here.
And then you also want to have that other, second nook and cranny.
The player's supposed to go place a ladder here
and climb up through the rest of the hotel.
But, what they can also do is shimmy across this
area and I placed a really cool like upgrade um,
kind of off the beaten path to reward players for exploring.
So if they come all the way over here, they're
going to get this really cool training manual.
It's a funny little bit of trivia, the actual... the HUD system,
not the menus, not like when you hit 'start' and stuff,
but the actual HUD system where you see the reticles and stuff,
it was literally created for an E3 demo early in Uncharted 1
and that's been our HUD system... the foundation
of our HUD system for the last four games.
First time in Naughty Dog's history, we hired Alex... she's awesome.
Uh, and she's got a really good understanding
of UI and how it applies to games.
The thing that I hate about any game's UI is
when it pulls you out of the game for too long.
No one wants to spend time in menus.
Nobody loves UI, if we're being honest.
Weapon slotting has probably gone through
more iterations than any other system.
This stuff that we finally ended up implementing.
You press 'select, ' you get into this menu,
then you D-pad left and right through the slots,
and then D-pad up and down will change the weapon
and then you don't have to press 'X' or anything, you just select out of it.
When you're still, like Joel is here, that's fine, but
then as soon as you get into an actual situation,
so I'm gonna go over here and cause some trouble...
Okay, so here they come... oh God!
Alright so now I'm out of ammo, now I need to, like, get
back in that menu... I have to, like, run away from them.
Get into the menu, get out of it, and it ends up feeling like super clunky.
Like again, okay, I'm out of ammo again... get out of
here, I need to take out one of my other long guns
and now Bill's in trouble, Bill's in trouble over here,
and I've got to, like, I'm in a menu now and it's like,
Aw, shit, whoever designed this UI is so bad.
Like, what were they thinking? Bill's gonna die.
In theory, it worked, but then in practice it felt a little clunky.
We wanted it to be the absolute minimum amount of button presses.
You don't say to yourself, "Oh, I'm never going to be
able to do this in time, so I'm just going to give up.
I'll die, I'll restart, let me try again."
You want to always make the player feel that there is a
way to survive if they can just do this fast enough.
And like, what's going to go in now
if you just left-right-D-pad through this stuff you swap out your guns.
Like, between long gun and short gun.
If you're now on this gun and you were to hold 'X' to pick your gun.
So it all happens within the same system that you're using to slot the weapons.
The first iteration I did on that was awful.
I just took way too long to get in, it was just a mess.
QA was so upset at me, like, all the time.
I'm sure they hate me now because of that system.
I think the way the industry is kind of maturing and changing in general,
you're seeing a lot more focus and importance on refinement and polish.
So having internal QA really helps.
The industry is kind of changing from QA being this, like,
"Tighten up the graphics on level three, bro," kind of vibe
to like, really being a more technical, mental, investigative job.
On the publisher's side, it's more reactive towards the
code being delivered in a stable, controlled environment
Whereas, on the developer's side, especially at Naughty Dog,
we are going beneath the art and the design. We're given enough weight where
we can go up to somebody and be like, "Look, you
have to fix this." "Why?" "Come over I'll show you."
That kind of feedback I would love to be able to say, like,
"That was us," but it gets so diffused throughout the
iteration process, that you really, you're just kinda like,
adding your, uh, I guess like
genes into the gene pool and just
seeing what happens, you know what I mean?
Everyone's working all the time now. Um,
like, I tell people, seven weeks and then you can have tons of time off.
Enjoy the sun, you know?
But, for now, it's like... this... for everybody.
THE LAST FIVE WEEKS
Crunching has been... is part of making games.
I feel it's human nature, right?
If I'm going to have a guest at
home, that's going to come for a couple of weeks.
I'm probably going to clean their room just the day before they arrive, right?
And they think it's the same thing, and it's
just like everything comes together at the end.
I personally enjoy crunch.
I think you get this, like, absolute laser focus
because it has to come together.
There's a comraderie, also...
There's a comraderie, totally. Yeah.
The vibe is everywhere, you know what I mean?
Everyone's kind of, like, giving it 150% at this point.
We're getting there, right? You start to get these glimmers.
And, I don't think anyone who doesn't make games
realizes how late in the process you get those glimmers.
One week before we shipped that press demo,
we're all like, "This kinda sucks.
What's going on here? We need to dig down here and find this."
And in one week... like, one week... The fun came together.
You're shooting at a guy and then somebody flanks you
and you hit him, and you avoid the other guy who's shooting you
and then you flank and go behind cover and you're like,
"Oh, that five seconds in that 15-hour game was really, really fun."
How do we make that five seconds happen thousands more times?
My favorite videogame is making videogames.
It is as challenging and as complex and as interesting.
We had to try all the things that didn't work.
What's hard about crunch, it's like
marching through that swamp of it not working.
I mean nothing's ever really final because
you can always make something better.
Always. So we're constantly changing and constantly reiterating
and trying to make it better and better and better pretty much until we ship.
As an artist, you're never really happy with your work.
You can be given, like, a hundred years to work on something,
you'll still find things to nitpick and things to fix.
Yeah you can work on the game for 10 years
and you'll still be crunching at the end.
So, it's like... okay.
All of a sudden, as I'm getting ready one
morning in the shower, and I was like,
"Oh yeah! I'm about to ship
another title and this is going to be a really good title."
And it gets you excited and you're like, "Alright!"
Do I think the game's gonna be good?
Yeah, it's gonna be awesome.
I think it was good a little while ago, and now we're gonna make it...
- ...kind of amazing. - Extra good.
What'll it take to get there in these next five weeks?
It's going to be a lot.
I'm excited, I have faith.
Every time we're shipping a game, it's terrifying.
You just hope for the best.
You don't know, right? I mean, like, people have
different opinions, we have to go with our guts.
But, I trust the team just to pull it off.
This, hands down, is the hardest, most challenging thing I've ever done.
We sweat a lot, and we worked a lot, and we all went home tired, you know?
But I think that's what's... you're gonna see
that on the screen. I think that's gonna pay off.
Ellie?
Ellie?
What?
The ladder, c'mon.
Right.
After David, Ellie's visibly distant.
You could've done a cutscene to show, "Hey, you're
being very distant," and she's not responding.
But to also do that in gameplay to where something that you've
done just countless times throughout the game with, you know,
let me boost you up here, get the ladder, bring
it down, so we can do this systemic thing...
and the character responds with that and you
have to actually go over to her and go,
"Hey, come on, the ladder? We've done this, let's do this."
It's a subtle choice.
Bruce and I talked in the beginning, it was like,
we have these mechanics, how can we exploit them in a narrative sense.
And that's one of those opportunities.
I just think it's incredible that happens in game, it's not a cinematic.
You know, it's something that adds weight
to that controller they're playing.
Waah! So good!
Let's go eat.
Let's go eat.
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