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>Neil: Okay.
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>Thank you all, for what is about to be a very long presentation.
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>So Anthony and I ran some numbers, and to our best guess,
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>The Last of Us Part II is 10 to 30% longer than The Last of Us Part I.
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>However, this is the most detailed story presentation we've ever done.
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>If you think about the precision for T1,
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>where we talk about the quarantine zone in somewhat detail, and most of it changed.
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>Then it's like, here are some things that might happen with Joel and Ellie.
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>They might go into a spore-filled subway tunnel,
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>they might fight some cannibals.
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>At some point, Joel gets incapacitated-
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>This has everything figured out. Even though it might change.
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>Every character is accounted for, every cinematic is accounted for in this presentation,
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>which means this is gonna feel twice as long as the first game.
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>So when you freak out, that's normal. That's part of this.
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>This is about an hour and a half to 2 hours. So hopefully you got your pee break.
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>Okay, so we open on 15 year old Ellie.
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>This is a few weeks after the events of the first game.
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>There's a doorway leading down to this basement,
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>and Ellie sees Tommy, he just finished climbing out of this basement,
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>and he's hurt bad and he's rambling about something - needing to go after these people.
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>Ellie's trying to ask him, "What happened? Where's Joel?"
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>And he doesn't make any sense to her, she starts to go downstairs…
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>Tommy grabs her hand and tries to stop her, but he's too weak. She rips her arm away.
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>And she heads down.
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>And with each step, her heart races faster and faster as she sees this trail of blood.
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>She opens the door, revealing…
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>Joel's mutilated body.
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>And then shock sets in and screams, and tries to grab his body,
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>and Dina comes and rips her away, and in that cacophony of sounds…
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>silence.
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>Oh, we're just getting started.
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>I've been working on this game since we finished…
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>well, really been thinking about it since we finished The Last of Us.
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>Kurt: So many people were like, "Last of Us I is so perfect…
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>it should never have a sequel.
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>They shouldn't make a sequel."
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>Anthony: They're like, "Oh, it wrapped up super great."
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>But I think, actually, if you look at the ending…
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>Ellie: Swear to me that everything you said about the Fireflies is true.
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>Anthony: …Ellie is accepting a lie.
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>Joel: I swear.
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>Ellie: Okay.
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>Ashley: She has a very good bullshit detector. She knows something doesn't feel right,
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>but I think is too scared at that point to ask.
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>Anthony: How long can you really live with accepting a lie like that?
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>Neil: The Last of Us feels like an origin story for a survivor in this post-apocalyptic world.
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>Seeing how Ellie has become such a strong, unique character,
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>it really felt like, if we were to do a sequel, it'd be a shame for it not to focus on her.
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>Ellie: Move the fuck out of the way.
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>Joel: Once we're done with this whole thing, I'm gonna teach you how to play guitar.
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>Yeah, I reckon you'd really like that.
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>Whaddya say, huh?
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>Neil: Joel is gonna teach Ellie to play a guitar.
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>That always felt like this unanswered promise that was lingering at the end of the first game.
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>We did this thing called One Night Live,
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>where we had the actors come on stage and reenact certain scenes.
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>Annie: Say we get you to the Fireflies, what happens next?
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>Ashley: Marlene, she said that they have their own little quarantine zone.
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>And that doctors are still trying to find a cure.
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>Neil: I wrote this new scene that takes place after the ending of The Last of Us,
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>but it was only shown to people in the audience.
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>We cut off the stream right before we showed them this scene.
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>Troy: If I ever were to lose you
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>I'd surely lose myself
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>Try and sometimes you'll succeed
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>To make this man of me
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>… Our future days
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>Days of you and me
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>She’s yours.
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>Ashley: No no no, I don’t know the first thing about this.
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>Troy: Hey, I promised that I’d teach you how to play.
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>Neil: That scene ends with Ellie holding the guitar and playing one note.
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>That image was so strong, in my mind, that it trickled into this idea of this trailer.
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>So we started working on some concept art, kept fleshing out the story.
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>As it felt like it was gaining momentum, Uncharted 4 needed all hands on deck.
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>Emilia: Naughty Dog had always made one game.
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>And as soon as it finishes one game, works on another.
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>When I started on Uncharted 3,
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>we were starting to experiment, then, with trying to do 2 teams.
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>After we finished Uncharted 3, I jumped on to Uncharted 4.
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>At some point in time, Uncharted 4 was coming down to the wire,
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>and we had to shift resources, and pretty much everyone ended up on Uncharted
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>trying to finish it up.
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>Neil: So I said, "Okay, before I come on in full force on Uncharted 4,
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>I just wanna capture this trailer."
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>Ashley: I walk through the valley
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>of the shadow of death.
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>And I'll fear no evil
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>because I'm blind to it all.
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>Still, I walk beside the still waters and they
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>restore my soul.
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>But I can't walk on the path of the right
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>because I'm wrong.
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>Neil: During the entire production of Uncharted 4, that's all I could think about.
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>I had a lot of investment in Uncharted 4, but the day we were done with it,
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>went right back to that trailer to wrap it up.
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>Anything for this shot that's still happening?
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>Man: Not animation.
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>Ellie: ...of the shadow of death.
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>Neil: This one feels kinda strong to me. Drawing a lot of attention.
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>Can we tone that down?
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>Woman: Yep.
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>Neil: Actually, my biggest fear with this announcement is that it leaks early.
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>More than anything, I have nightmares about this trailer leaking early
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>before we get to PSX.
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>If we're gonna surprise people, PSX - the PlayStation Experience -
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>hasn't set itself up yet as a place where big titles get revealed. That's E3.
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>We're revealing the Uncharted single player content at the opening of the show.
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>No one's gonna expect a second Naughty Dog title to be revealed in the same press conference.
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>Man: Please welcome to the stage: Shawn Layden.
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>Shawn: There's one more special unveil we have for you tonight.
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>Please enjoy.
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>Neil: When we first revealed The Last of Us, the Naughty Dog logo came up
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>and the crowd erupted, and it was such a high…
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>that that's been like chasing the dragon, wanting to recapture that feeling.
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>[people exclaim and cheer]
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>Neil: Playing it at this surprising moment…
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>I'm hoping it will have a similar feel.
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>Joel: What're you doin', kiddo?
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>Neil: People outside of the studio have such an attachment to the first game,
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>and I've definitely seen fears about not wanting to make a sequel,
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>because somehow if it's bad, it will tarnish your feeling about the first game.
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>Ellie: I'm gonna find…
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>and I'm gonna kill…
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>every last one of them.
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>Neil: We're doubling down on those fears and not calling it, "The Last of Us: some subtitle"…
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>it's "The Last of Us Part II" to say it's all one story.
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>The concept for the sequel had to feel compelling enough,
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>have enough weight that it felt like this is an experience worth creating,
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>worth spending the next 3 years on.
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>I became really intrigued with the idea of the cycle of violence, and how…
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>certain events would trigger acts of violence, that then would beget more violence.
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>It's almost never satisfying. It never brings the person you love back.
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>And despite you thinking it's gonna bring some closure, it doesn't.
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>We just need more empathy.
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>Wouldn't it be awesome if we could create an experience that lets you safely explore those feelings?
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>With that theme, all of a sudden everything fell into place,
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>and this outline emerged.
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>The whole catalyst for what starts the second game is Joel killing the doctor.
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>Nurse: No!
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>Neil: And that feeds right back into that idea of the cycle of violence.
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>That sets up this whole sequence of events.
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>We're gonna start the game where you're playing a new character,
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>and that sequence ends with this character killing Joel.
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>We really have to paint her as this monster.
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>Then when you play the next chunk of the game and you're Ellie,
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>and you're gonna "pursue justice," quote-unquote,
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>you're gonna go kill this entire crew.
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>We're gonna go back in time and show you that same sequence of events.
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>This character you show as a monster, to now get you to see things from her perspective.
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>And how this crew is a bunch of people trying to survive in this world,
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>and their reasons for pursuing and finding Joel, and killing him.
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>The story was becoming very epic, ambitious…
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>and I had a few parts that I was kinda stuck on.
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>And I felt like, to shake things up, I wanted to bring in another writer.
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>Halley: I thought it was a very thoughtful story about violence and obsession.
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>He had Abby, this girl who was the daughter of the doctor…
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>and that Ellie would go on this vengeance quest.
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>And when he was like, "Then Ellie actually kills Abby,"
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>I was like, "What?! You're gonna…"
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>"Yeah, let's fucking do it!"
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>Neil: Not only is she contributing in a lot of ways, she's challenging what the story can be.
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>She's wanted to add more romantic intimacy between the characters.
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>Those are areas I've been… more uncomfortable writing that stuff.
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>After the first day, she was telling me she went home and told her husband that…
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>"I think I just got Ellie's girlfriend pregnant."
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>'Cause that was her big idea the first day,
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>and that had this trickle-down effect that actually added a lot to the story.
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>Halley: Ellie is this very relatable character.
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>I thought she was a perfect vehicle to challenge this notion…
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>that violence doesn't have a cost, because it does in reality.
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>It's going to ruin this girl.
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>Y'know, people love Joel and Ellie, and we're about to kill one
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>and make the other one a villain.
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>Neil: I was very nervous telling Troy we're going to kill off Joel.
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>In the first game, he was advocating that Joel should die.
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>Troy: When I read the ending to Part I, I was like…
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>"You're gonna piss a lot of people off."
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>Marlene: Let me go.
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>Ashley: Marlene is the closest thing to a parent Ellie has had, outside of Joel.
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>Joel: You’d just come after her.
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>Ashley: A lot of people got hurt, and Marlene would be one of those people.
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>Neil: Joel has crossed these moral lines, and therefore he deserved to die.
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>He thought it might be a more dramatic ending, and I was like,
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>"Nah, you're crazy."
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>But then in the second game, that's why I thought he would take it pretty easily.
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>Troy: He goes, "So… Joel dies."
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>He's like, "So this happens, then…" and I had to stop him like,
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>"Can you give me just a second?"
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>Because it literally was as if someone was telling me about how my friend had just died.
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>Neil: I think he took it hard. It was like… the character meant so much to him.
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>We're gonna kill off this character, his role is gonna be much smaller on this one.
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>Troy: All of a sudden it was… "Please don't take this from me yet."
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>Ashley: Ellie is scared to be alone.
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>Everybody she's loved up until that point… she's lost them.
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>Joe: It's hard to imagine the story without Joel dying.
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>You feel that hate, Ellie feels that hate.
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>You're 1-to-1. You're on the stick.
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>And that informs the rest of the story.
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>Tommy: This way, c'mon!
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>Joel: You okay?
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>Abby: Yeah.
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>Neil: We get you - through interactivity - to really connect and empathize with this character.
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>Joel: Y’all act like you’ve heard of us or something.
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>Neil: And then make you feel like, "I've led Joel to a trap."
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>Anthony: When we started out making The Last of Us Part II,
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>Neil actually wanted to be very ambitious about changing the game almost entirely.
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>In the first 4 or 5 months, it was actually an open world inspired by Bloodborne.
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>And it was purely melee focused, it was all hand-to-hand combat.
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>Emilia: It wasn't just the melee combat, we were also looking at layout structure.
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>Bloodborne had a very open space that kept getting bigger and bigger as you explored.
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>I really like that feeling you get of mastery over the world.
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>It starts to become almost a character in the game itself.
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>And so, that was also something we were looking at.
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>Anthony: We started out making it as different as humanly possible from the first game as we could.
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>And then dialing it back.
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>The open world thing didn't work with the story we were trying to tell.
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>Emilia: In pre-production. we spent a lot of time just doing setups.
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>Self-contained units that tried to expound on a single idea.
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>Trying to start out with simple shapes and building up to more complex shapes.
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>Starting out with 1 or 2 mechanics, and building up to those mechanics.
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>Izzy: Even in our experiments, we try to add as much context as we can.
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>We establish a goal we're gonna be going for, we establish beats,
225
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>so there's an emotional journey, stakes are raised.
226
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>Figuring out some traversal stuff, a lot of climbing, and balance beams, and…
227
00:20:07,907 --> 00:20:14,381
>seeing how far we can push that direction without it getting over-the-top, like Uncharted.
228
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>Emilia: More verticality.
229
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>More use of that grass, and stealth.
230
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>Arnaldo: My name is Arnaldo Licea.
231
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>Man: What do you do here?
232
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>Arnaldo: I do design.
233
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>Man: How long have you been doing it?
234
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>Arnaldo: A day!
235
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>I got an opportunity to work in QA, and that was a great learning experience.
236
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>I shipped The Last of Us and Uncharted 4.
237
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>Patrick: The thing I'm proudest of is the people who came into a quality assurance job…
238
00:20:52,719 --> 00:20:55,355
>as a contractor, which is entry level work,
239
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>and used that job to get to where they ultimately wanted to be.
240
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>Arnaldo: When I interviewed for the QA position, I specifically said that my goal was to be a designer.
241
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>Patrick: He had formed this relationship with design where they knew they could rely on him.
242
00:21:14,107 --> 00:21:18,478
>Spending his free time designing a demo, and at the same time,
243
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>him going to them, and not being like, "Here's 50 bugs you need to fix."
244
00:21:21,815 --> 00:21:23,783
>He went to them and was like, "What do you need?"
245
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>"How do I help you? What kind of bugs do you need?"
246
00:21:26,486 --> 00:21:28,655
>For their part, they embraced him and were like,
247
00:21:28,688 --> 00:21:31,424
>"Why don't we show you how to lay out navmesh?"
248
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>Arnaldo: I am anxious to prove myself.
249
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>There's no "babying" when you start, it's just hit the ground running.
250
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>If I don't cut it I go back to QA or find something else.
251
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>We're trying to figure out at the moment how we handle big spaces.
252
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>Bigger than the first game.
253
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>Izzy: The enemies are too spread out to be considered one single, small encounter.
254
00:21:59,753 --> 00:22:04,524
>And seeing what behaviors we need to start developing for them to make it look good.
255
00:22:11,031 --> 00:22:15,669
>Neil: The opening of Seattle, that whole section was pretty slow.
256
00:22:15,735 --> 00:22:19,406
>And quite linear in the level design.
257
00:22:20,440 --> 00:22:24,044
>Let's assume that there's guys in this building.
258
00:22:24,177 --> 00:22:26,379
>Someone's starting to shoot at me from the second floor.
259
00:22:27,113 --> 00:22:28,381
>So okay, if I'm on the horse...
260
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>If I'm getting shot at, I can't take cover on the horse.
261
00:22:31,017 --> 00:22:33,520
>Probably first thing I'm gonna do is jump off.
262
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>And that's slow and clumsy. Maybe we could make that faster.
263
00:22:37,724 --> 00:22:40,960
>But once I jump off, I wanna take cover behind something.
264
00:22:41,795 --> 00:22:46,066
>I'm thinking, "I'm taking cover, now what the fuck do I do with this horse?"
265
00:22:47,400 --> 00:22:50,837
>I assume the enemies are gonna shoot at it. If they don't, that's kinda weird.
266
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>Does Dina ride off with the horse to help it stay safe?
267
00:22:54,374 --> 00:22:57,277
>Well, that sucks 'cause I'm trying to build a relationship with Dina.
268
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>If my partner leaves me, that makes me like her less.
269
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>Okay, Dina HAS to get off the horse and take cover with me
270
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>and help me engage with enemies.
271
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>Okay, but the horse is still there. What happens with this horse?
272
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>Does it ride off on its own in order to protect itself?
273
00:23:11,791 --> 00:23:16,262
>And it comes back after… or that feels too intelligent for a horse?
274
00:23:16,296 --> 00:23:17,464
>That seems a little funny.
275
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>As soon as there's ranged combat, the horse makes it fall apart.
276
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>What if we make this whole sequence on foot?
277
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>How do I approach this building? Imagine this is more dense, with cars…
278
00:23:28,274 --> 00:23:32,579
>and ferns, and interesting ways for me to close this distance.
279
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>Maybe when I get close enough, 2 militia guys come out.
280
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>I have this little fire-fight with this front,
281
00:23:40,320 --> 00:23:45,258
>before I can rush forward and go into this building, climb up, and take out the sharpshooter
282
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>that was harassing me.
283
00:23:47,327 --> 00:23:48,828
>Really simple, small fight.
284
00:23:49,129 --> 00:23:51,364
>Now there's tension. Guys could come from anywhere!
285
00:23:51,398 --> 00:23:53,600
>From this rooftop, from these windows.
286
00:23:54,200 --> 00:23:59,806
>And that really inspired us to take some pretty drastic changes as far as the flow,
287
00:24:00,040 --> 00:24:04,177
>inserting more combat, opening up the layout to give the player more options
288
00:24:04,210 --> 00:24:06,079
>for how they explore the city.
289
00:24:06,446 --> 00:24:10,383
>You can imagine this as being the hub, with it poking into streets,
290
00:24:10,417 --> 00:24:14,821
>and I could go into those streets and explore, and find those locations,
291
00:24:14,854 --> 00:24:16,523
>what we're calling "dungeons."
292
00:24:16,856 --> 00:24:20,460
>So that's the plan. Some of these changes are big, but it got us excited.
293
00:24:20,493 --> 00:24:28,068
>This feels like a true evolution of T1 as far as going more systemic and giving you options.
294
00:24:30,003 --> 00:24:35,508
>Kurt: If there's concern, it's about scale, scope, can we actually build this thing?
295
00:24:35,575 --> 00:24:37,677
>Rob: The scope is always bigger than the last game.
296
00:24:37,711 --> 00:24:40,380
>It always has been. It always will be, probably.
297
00:24:40,814 --> 00:24:44,184
>But this scope on this game is something pretty extraordinary.
298
00:24:44,751 --> 00:24:48,388
>Kurt: Everyone seems to agree the thing we're building is gonna be cool once it's done,
299
00:24:48,421 --> 00:24:50,824
>it's just that it's such a big game.
300
00:24:52,425 --> 00:24:58,131
>Anthony: Our games have become more and more ambitious, and the studio has gotten a lot bigger.
301
00:24:58,431 --> 00:25:02,268
>Neil: When I started, we were 40 people. Now we're over 300.
302
00:25:02,302 --> 00:25:04,738
>You can't handle that many people with a flat hierarchy.
303
00:25:04,771 --> 00:25:11,011
>As we grew, we've had to introduce new titles just to control management,
304
00:25:11,044 --> 00:25:14,314
>control communication, make sure things don't fall through the cracks.
305
00:25:14,347 --> 00:25:17,117
>Anthony: We have no producers at Naughty Dog.
306
00:25:17,150 --> 00:25:21,021
>Neil: There's so many talented people here that you can rely on and lean on.
307
00:25:21,054 --> 00:25:22,689
>It makes the game better.
308
00:25:22,722 --> 00:25:27,827
>And that's really the secret sauce of Naughty Dog, is how collaborative it is.
309
00:25:28,495 --> 00:25:32,032
>Rob: You find the right people who really wanna do the best they can possibly do,
310
00:25:32,065 --> 00:25:34,834
>and you give them the resources to try.
311
00:25:34,868 --> 00:25:38,204
>You're getting what you asked for - is a creative person, right?
312
00:25:38,238 --> 00:25:41,675
>You're getting the freedom to go as far as you can go.
313
00:25:41,708 --> 00:25:45,311
>But sometimes, I think, we need to be saved from ourselves a little bit.
314
00:25:45,345 --> 00:25:48,314
>Joe: With The Last of Us II, there's a real sense of opportunity.
315
00:25:48,348 --> 00:25:53,787
>This is going to be a much cleaner production than we’ve done in the past.
316
00:25:53,820 --> 00:25:55,555
>We're gonna get it right this time.
317
00:25:56,322 --> 00:26:00,293
>Neil: This is the first project that's had the proper pre-production period,
318
00:26:00,326 --> 00:26:03,496
>where we have locked down - for the most part - the story,
319
00:26:03,530 --> 00:26:06,099
>beginning, middle, and end, before we started production.
320
00:26:06,132 --> 00:26:11,371
>That hasn't happened… I don't know if that has ever happened.
321
00:26:11,404 --> 00:26:12,339
>Now that I think about it.
322
00:26:12,372 --> 00:26:14,741
>Emilia: It's a very, very messy process.
323
00:26:14,774 --> 00:26:17,711
>Which is, a lot of times, why it's really difficult to schedule.
324
00:26:17,744 --> 00:26:22,482
>I think right now, we are planning on springtime of 2018.
325
00:26:22,515 --> 00:26:27,320
>So when springtime of 2018 comes around, and The Last of Us II isn't in stores,
326
00:26:27,354 --> 00:26:33,793
>you can look back at this and say, "Well, I guess their plan wasn't exactly set in stone."
327
00:26:40,066 --> 00:26:44,771
>Anthony: Historically, we've done very poorly at being efficient
328
00:26:45,105 --> 00:26:47,774
>without the pressure of an external deadline.
329
00:26:47,807 --> 00:26:52,412
>Neil: Every time we have some showing of our games, it's gonna be seen publicly,
330
00:26:52,445 --> 00:26:56,282
>it's gotta be one of the best-looking, -playing things in the industry.
331
00:26:56,316 --> 00:26:59,252
>For example, the first trailer was coming online,
332
00:26:59,285 --> 00:27:05,091
>and that forced us to define the look of our game, define the location of where the game takes place,
333
00:27:05,125 --> 00:27:09,829
>define Ellie's look, and her age, and her hair, and her outfit.
334
00:27:10,430 --> 00:27:12,165
>We were forced to make those choices.
335
00:27:12,198 --> 00:27:14,601
>We can't just keep iterating, because there's a deadline.
336
00:27:14,634 --> 00:27:21,307
>Joe: We want to try and schedule the game using these milestones as soon as possible…
337
00:27:21,341 --> 00:27:24,344
>Emilia: …which means we gotta keep the marketing rolling.
338
00:27:24,377 --> 00:27:29,683
>Which means, next E3 6 months away, we need to look at a gameplay demo.
339
00:27:30,083 --> 00:27:35,855
>Anthony: E3. It's always been the biggest and most extravagant showing of the game industry.
340
00:27:35,889 --> 00:27:39,726
>There's something special about the energy of E3.
341
00:27:39,759 --> 00:27:41,928
>Emilia: We need to figure out the gameplay, 'cause right now
342
00:27:41,961 --> 00:27:45,632
>we've just got a bunch of cool prototypes and stuff, so it's scary.
343
00:27:45,765 --> 00:27:47,767
>But we work well under pressure.
344
00:27:48,668 --> 00:27:51,204
>Anthony: We were hoping to be really aggressive and show at E3 2017,
345
00:27:51,237 --> 00:27:55,942
>just to really kick the project into gear as fast as humanly possible.
346
00:27:58,078 --> 00:28:02,582
>Neil: We wanna break it up into a roughly 2-minute cinematic.
347
00:28:02,615 --> 00:28:08,021
>A flashback sequence that will set the emotional context for…
348
00:28:08,054 --> 00:28:12,659
>what will then go into a 5-minute gameplay sequence.
349
00:28:12,692 --> 00:28:17,430
>We wanna do this festival within Jackson.
350
00:28:17,764 --> 00:28:22,268
>There'll be a live band, and we're seeing people lively, having fun.
351
00:28:22,535 --> 00:28:26,339
>Man: For the crowd, are you thinking 30+ people?
352
00:28:26,606 --> 00:28:28,975
>Neil: Frank says we could do with 30 variations.
353
00:28:29,242 --> 00:28:31,177
>I think we could make that work with 30.
354
00:28:32,746 --> 00:28:35,215
>Dina pulls Ellie onto the dance floor.
355
00:28:35,248 --> 00:28:37,617
>Ellie's dancing with her, making all these guys jealous,
356
00:28:37,650 --> 00:28:39,886
>and then Dina says, "You wanna make them REALLY jealous?"
357
00:28:40,286 --> 00:28:42,022
>And she leans over and kisses her,
358
00:28:42,055 --> 00:28:47,060
>and on that we do a hard cut to Ellie in the middle of the woods.
359
00:28:47,761 --> 00:28:53,433
>So we shouldn't see any buildings, just woods, ankle-deep water rushing underneath her.
360
00:28:54,300 --> 00:28:56,936
>Man: What about rain? Are we still going rain?
361
00:28:57,337 --> 00:29:00,373
>Neil: I haven't discussed it with the other guys, but…
362
00:29:01,441 --> 00:29:08,048
>Christian: That demo that we show externally for the very first time is setting the bar for…
363
00:29:09,082 --> 00:29:10,750
>the rest of development.
364
00:29:10,817 --> 00:29:15,321
>But the problem is, we're also working on Uncharted 4: The Lost Legacy.
365
00:29:16,289 --> 00:29:21,695
>Waylon: So, E3 is June 13th. Which means we wanna be done 2 weeks before that.
366
00:29:22,095 --> 00:29:24,264
>Which is 4 and a half months from now.
367
00:29:24,831 --> 00:29:28,668
>Anthony: With Lost Legacy shipping at around the same time of E3,
368
00:29:28,702 --> 00:29:31,338
>there are shared resources between the 2 projects…
369
00:29:31,571 --> 00:29:35,842
>Emilia: ...especially sound and particle effects, so they were all on Uncharted.
370
00:29:36,743 --> 00:29:41,681
>Sandeep: When it comes to polish phase, we're polishing this and SP DLC at the same time.
371
00:29:42,182 --> 00:29:45,318
>I don't know if there's any specific item that needs to be worked on,
372
00:29:45,352 --> 00:29:48,521
>but there's gonna be programmer time doing both those things…
373
00:29:48,555 --> 00:29:49,956
>Travis: There's gonna be times when we're…
374
00:29:50,223 --> 00:29:54,627
>"This needs polishing in E3 and this needs polishing in SP DLC," and…
375
00:29:55,061 --> 00:29:57,630
>we're gonna have to compromise at times, maybe.
376
00:29:58,098 --> 00:30:02,635
>Anthony: We didn't have it at the forefront of our mind, that yeah, they're freaking shipping a video game.
377
00:30:02,669 --> 00:30:06,373
>It's literally the hardest part of making the game, is shipping it.
378
00:30:06,406 --> 00:30:11,911
>And we were trying to ship a demo - the second hardest thing you can do - at the same time,
379
00:30:11,945 --> 00:30:13,847
>and sharing a lot of their resources.
380
00:30:14,547 --> 00:30:19,719
>Neil: One thing that would be helpful is to find out what are the items you're most worried about.
381
00:30:19,753 --> 00:30:22,122
>Let's say, rain. We can do this thing without rain.
382
00:30:22,155 --> 00:30:26,593
>So if that helps you a ton, we can make the decision now to remove rain.
383
00:30:26,926 --> 00:30:27,827
>Eben: It'd definitely help.
384
00:30:28,061 --> 00:30:29,129
>Frank: How about wet hair?
385
00:30:29,162 --> 00:30:32,232
>Man: Well, if she's gonna be swimming, can't get around that part.
386
00:30:32,432 --> 00:30:33,667
>Frank: How about no swimming?
387
00:30:33,900 --> 00:30:34,834
>Man: Puts on a cap.
388
00:30:37,203 --> 00:30:43,610
>Joe: I got a real clear energy of the meeting, which was, "How do we shrink it?"
389
00:30:43,843 --> 00:30:45,779
>It was such an impossible task.
390
00:30:46,212 --> 00:30:52,419
>You can't help but start feeling some doubt, some anxiety about the leadership
391
00:30:52,452 --> 00:30:54,587
>not understanding the logic of it.
392
00:30:55,722 --> 00:31:01,861
>I think like anybody else here, I was ready to roll up my sleeves and figure it out.
393
00:31:03,496 --> 00:31:06,132
>Evan: Alright guys, we're gonna try to keep this pretty short.
394
00:31:09,302 --> 00:31:12,772
>So after yesterday's meeting, there were a lot of side conversations
395
00:31:12,806 --> 00:31:16,876
>and there was a sentiment about how much work there was
396
00:31:16,910 --> 00:31:19,512
>to get not only this done, but then to ship The Lost Legacy.
397
00:31:20,113 --> 00:31:26,086
>It matched up with feelings we were having, so we started discussing the…
398
00:31:26,786 --> 00:31:29,389
>responsibility of actually attempting this,
399
00:31:29,422 --> 00:31:31,758
>and started feeling it was a little bit irresponsible.
400
00:31:31,791 --> 00:31:36,963
>That if we were to try to meet both deadlines, we could probably do it,
401
00:31:36,996 --> 00:31:42,802
>but we would end up doing a lesser job on both projects, both deadlines,
402
00:31:42,836 --> 00:31:45,739
>than we would if we were doing them individually.
403
00:31:46,806 --> 00:31:51,378
>Feels like they're both important enough to give them the due attention…
404
00:31:51,811 --> 00:31:55,315
>so, the conclusion that definitely is there is…
405
00:31:55,348 --> 00:31:59,686
>that the demo that was discussed yesterday will not be presented at E3.
406
00:31:59,986 --> 00:32:00,787
>Um, yeah.
407
00:32:03,857 --> 00:32:09,729
>Frank: Does it mean that our main point should be focusing on shipping U4?
408
00:32:11,364 --> 00:32:12,032
>Evan: The Lost Legacy?
409
00:32:14,334 --> 00:32:18,405
>Yeah? Definitely. We should still try to...
410
00:32:18,471 --> 00:32:22,075
>we essentially don't want to completely halt work on this,
411
00:32:22,108 --> 00:32:26,279
>and, you know, all hands on deck on Lost Legacy.
412
00:32:26,413 --> 00:32:32,752
>Neil: It is still to finish the demo, just to give us a buffer so these 2 deadlines aren't overlapping.
413
00:32:33,286 --> 00:32:37,090
>Now we have more time to work on this demo properly, without the pressure of…
414
00:32:37,757 --> 00:32:41,461
>Joe: Once that meeting happened, it was just like, "Right, of course."
415
00:32:41,795 --> 00:32:43,396
>I'm not in the Twilight Zone.
416
00:32:45,098 --> 00:32:46,599
>It makes sense not to do this.
417
00:32:46,633 --> 00:32:50,704
>It felt really nice seeing the leadership having the team's back,
418
00:32:51,071 --> 00:32:53,573
>and seeing the logic of the situation in front of them.
419
00:32:54,140 --> 00:32:54,641
>Evan: That's it.
420
00:32:56,142 --> 00:32:56,943
>Man: Thanks.
421
00:32:59,913 --> 00:33:02,649
>Okay, so… are you pissed off?
422
00:33:03,116 --> 00:33:04,284
>Neil: Am I pissed off?
423
00:33:05,618 --> 00:33:09,689
>No, uh… What am I?
424
00:33:10,790 --> 00:33:12,926
>I guess on one sense, it's relieved.
425
00:33:12,992 --> 00:33:19,366
>'Cause there was concern of whether we could hit the quality we know we need to hit
426
00:33:19,432 --> 00:33:25,572
>for both Lost Legacy and for… what was going to be our E3 demo.
427
00:33:25,905 --> 00:33:28,408
>Then again, it's kinda disappointing, because…
428
00:33:29,309 --> 00:33:32,278
>I was excited to get this demo done and get it out there,
429
00:33:32,312 --> 00:33:35,448
>and get the reaction, and now it's gonna have to happen at some other point.
430
00:33:36,316 --> 00:33:40,353
>Anthony: What we've decided to do is deliver the demo at around the same time.
431
00:33:40,387 --> 00:33:45,158
>But that's gonna be purely internal, and the demo won't be 100% shippable.
432
00:33:45,191 --> 00:33:49,629
>Gameplay and design and animation are gonna be locked in June.
433
00:33:49,662 --> 00:33:53,099
>Then we back off, we finish Lost Legacy,
434
00:33:53,133 --> 00:33:57,303
>and then resources free up to finish the particle effects, the lighting, and the sound.
435
00:33:57,404 --> 00:34:01,074
>And then we ship just the glossiest, best-looking demo you've ever seen.
436
00:34:01,107 --> 00:34:03,943
>We burn that to a disk at the beginning of January,
437
00:34:03,977 --> 00:34:07,914
>and then we don't touch it again, and nobody sees it until E3.
438
00:34:07,947 --> 00:34:13,553
>It's going to be really interesting to see if we can really, really commit
439
00:34:13,586 --> 00:34:18,491
>to being done 5 months, 6 months in advance of E3,
440
00:34:18,591 --> 00:34:22,595
>and not be tempted to say, "Eh, could be a little better. Let's go back."
441
00:34:25,965 --> 00:34:28,568
>We really need to have the discipline not to do that.
442
00:34:29,436 --> 00:34:33,139
>Neil: But that then left us like, "Okay, what's our next marketing beat?"
443
00:34:33,173 --> 00:34:35,108
>"What are we gonna show next from this game?"
444
00:34:35,141 --> 00:34:40,947
>Emilia: So now we have a new plan, where we're going to release a cinematic around PSX time -
445
00:34:40,980 --> 00:34:42,782
>I think we're going to do it at the Paris Games Show.
446
00:34:43,016 --> 00:34:46,486
>Neil: This seemed like a pretty intriguing scene to introduce Abby.
447
00:34:47,087 --> 00:34:49,823
>That whole scene is gonna be our next marketing beat,
448
00:34:49,856 --> 00:34:54,127
>and we're not gonna say much about it - how it fits into the game or where it fits in.
449
00:35:00,400 --> 00:35:02,769
>Abby evolved over time.
450
00:35:02,802 --> 00:35:06,139
>If you look at the concept art, the character looked very different
451
00:35:06,172 --> 00:35:07,407
>than where we've ended up.
452
00:35:17,751 --> 00:35:24,324
>I don't remember at what point we decided to go with someone really muscular and broad,
453
00:35:24,357 --> 00:35:27,560
>but I remember once the idea came up, it felt very fresh.
454
00:35:28,261 --> 00:35:31,097
>Ashley: Once we nailed down the body of Abby,
455
00:35:31,131 --> 00:35:34,768
>we played around with different ideas of how we wanted to…
456
00:35:34,801 --> 00:35:37,404
>accentuate her arms or not.
457
00:35:38,071 --> 00:35:42,175
>Neil: There's something interesting in Abby feeling a lot like Joel.
458
00:35:49,382 --> 00:35:53,219
>Laura: When I got cast, Neil was joking around and he was like,
459
00:35:53,253 --> 00:35:55,188
>"You should probably beef up in order to play her,"
460
00:35:55,221 --> 00:35:57,090
>and I'm like, "Haha, yeah it's mocap, whatever."
461
00:35:57,123 --> 00:35:58,892
>And he goes, "No, really, you should probably beef up to play her."
462
00:35:58,925 --> 00:36:03,930
>And I'm like, "Oh, yeah, you're right, I should totally start deadlifting as much as possible."
463
00:36:04,097 --> 00:36:06,866
>So I did, and I was training like crazy,
464
00:36:07,000 --> 00:36:08,268
>and then I got pregnant.
465
00:36:08,668 --> 00:36:09,769
>Eh, what're you gonna do.
466
00:36:10,470 --> 00:36:12,238
>Neil: We need to separate her from Ellie.
467
00:36:12,272 --> 00:36:14,574
>It shouldn't feel like I'm playing a reskinned Ellie.
468
00:36:14,607 --> 00:36:19,145
>Abby should - in many ways, - look, behave, fight differently.
469
00:36:28,188 --> 00:36:32,459
>So in gameplay, we've discussed she needs to have different upgrade trees.
470
00:36:32,759 --> 00:36:36,629
>It means we have to make the investment of capturing a whole different moveset for Abby,
471
00:36:36,663 --> 00:36:39,165
>we can't just remap Ellie's animation onto Abby.
472
00:36:43,370 --> 00:36:44,437
>Abby has a fear of height,
473
00:36:44,471 --> 00:36:46,940
>and there's stuff we're doing with the camera to make you feel vertigo.
474
00:36:51,411 --> 00:36:54,381
>That helps build empathy, it makes this character real.
475
00:36:55,982 --> 00:36:57,050
>Abby: We let you both live…
476
00:36:58,585 --> 00:37:00,086
>and you wasted it!
477
00:37:00,120 --> 00:37:05,225
>Ashley: She's, aesthetically, a very intriguing and iconic and powerful character.
478
00:37:05,859 --> 00:37:07,127
>Mel: Abby, who are these kids?
479
00:37:08,495 --> 00:37:09,462
>Abby: They saved my life.
480
00:37:11,431 --> 00:37:12,365
>Can you take a look at her?
481
00:37:13,333 --> 00:37:16,503
>Neil: Once she killed Joel, what is Abby's motivation?
482
00:37:16,536 --> 00:37:17,971
>What is she trying to achieve?
483
00:37:18,004 --> 00:37:20,640
>Her redemption is really taking care of Yara and Lev -
484
00:37:20,674 --> 00:37:23,276
>these 2 kids who are from a warring faction.
485
00:37:24,077 --> 00:37:29,049
>Halley: She has been taught to hate them, an inherent xenophobic reaction to them.
486
00:37:29,582 --> 00:37:31,818
>It's about saying, "Can you come to love your enemy?"
487
00:37:32,152 --> 00:37:33,420
>Abby: Scars built all this?
488
00:37:33,787 --> 00:37:34,654
>Lev: Seraphites.
489
00:37:34,954 --> 00:37:36,756
>Abby: Yeah, I was gonna say that…
490
00:37:37,090 --> 00:37:41,227
>Ashley: These are kids that grew up in a very different context as Ellie,
491
00:37:41,261 --> 00:37:45,298
>and how they live their lives and experience the world is totally different.
492
00:37:48,201 --> 00:37:49,903
>Halley: I'm getting really attached to Lev.
493
00:37:49,936 --> 00:37:53,373
>He's been able to keep his head up, despite losing so much himself…
494
00:37:53,406 --> 00:37:55,342
>in a world that is so harsh.
495
00:37:56,209 --> 00:37:57,277
>Lev: We’re taking too long.
496
00:37:58,144 --> 00:37:59,379
>Abby: Can’t move any faster.
497
00:37:59,879 --> 00:38:01,881
>It won’t do your sister any good if we’re both dead.
498
00:38:02,415 --> 00:38:04,217
>Halley: I really like his dynamic with Abby.
499
00:38:05,085 --> 00:38:10,090
>Her having this… fuckin' brassy little sidekick who calls her on her shit
500
00:38:10,123 --> 00:38:11,991
>in a way that nobody else can.
501
00:38:12,926 --> 00:38:15,328
>Lev: What’s going on between you and your friend Owen?
502
00:38:15,729 --> 00:38:17,464
>Abby: Oh my god, Lev! Now?
503
00:38:17,997 --> 00:38:19,332
>Lev: It seemed really awkward!
504
00:38:19,366 --> 00:38:20,433
>Abby: Just go!
505
00:38:20,934 --> 00:38:26,072
>Halley: …Who understands the sense of being orphaned, in the way that a lot of people can't.
506
00:38:26,639 --> 00:38:28,141
>Abby: How long have you two been on the run for?
507
00:38:29,309 --> 00:38:30,043
>Lev: Two days.
508
00:38:30,577 --> 00:38:31,611
>Abby: What the hell did you do?
509
00:38:32,445 --> 00:38:33,680
>Lev: I shaved my head.
510
00:38:35,115 --> 00:38:37,150
>Abby: They want to kill a little boy because he shaved his head?
511
00:38:38,018 --> 00:38:42,489
>Halley: I am not trans, so it's a very delicate thing to tell…
512
00:38:42,856 --> 00:38:44,958
>a story of an experience that I have not had.
513
00:38:45,692 --> 00:38:48,428
>And that's something we wanna take seriously.
514
00:38:48,895 --> 00:38:50,897
>Lev: Did you hear what they called me?
515
00:38:52,232 --> 00:38:52,632
>Abby: Yeah.
516
00:38:54,200 --> 00:38:55,669
>Lev: Do you want to ask me about it?
517
00:38:56,636 --> 00:38:58,438
>Abby: Do you want me to ask you about it?
518
00:39:00,106 --> 00:39:00,607
>Lev: No.
519
00:39:01,975 --> 00:39:02,375
>Abby: Okay.
520
00:39:03,443 --> 00:39:06,780
>Halley: It's really about trying to create a multifaceted character…
521
00:39:06,813 --> 00:39:10,617
>who is trans, and that absolutely is an important part of who he is,
522
00:39:10,650 --> 00:39:14,254
>but also a PART of who he is, not the whole of who he is.
523
00:39:19,592 --> 00:39:24,364
>Neil: As far as the Paris cutscene, pretty stressed out.
524
00:39:26,800 --> 00:39:30,370
>We have 13 days, less than 2 weeks, to finish this thing,
525
00:39:30,403 --> 00:39:32,238
>and there are still some big ticket items.
526
00:39:43,583 --> 00:39:47,654
>Lost Legacy turned out to be a much bigger project than we originally envisioned.
527
00:39:47,687 --> 00:39:50,023
>But now that it's done, everyone is now on board.
528
00:39:52,625 --> 00:39:54,561
>Anthony: We've got the greenlight demo done.
529
00:39:56,262 --> 00:39:58,998
>Jesse: She’s uh… putting on quite the show.
530
00:40:01,634 --> 00:40:04,104
>Neil: It's very real. We're in full production now, I guess that's…
531
00:40:04,537 --> 00:40:06,539
>the short of it, we're in full production now.
532
00:40:13,747 --> 00:40:16,683
>Man: Hey everybody, PlayStation's live at Paris Games Week 2017.
533
00:40:16,816 --> 00:40:19,452
>We've got a huge show for you, starting now.
534
00:40:24,357 --> 00:40:27,861
>Jim: Well, what a great way to open Paris Games Week.
535
00:40:28,561 --> 00:40:34,734
>Let's have the first in-depth look at a much anticipated and exclusive title.
536
00:40:34,968 --> 00:40:38,571
>Marlon: Last of Us II! Last of Us II, please!
537
00:40:40,173 --> 00:40:41,408
>Please be Last of Us II.
538
00:40:41,641 --> 00:40:45,845
>Anthony: Our fans, they wanna know every last thing about what's gonna be in this game.
539
00:40:45,879 --> 00:40:47,447
>O.C. Deidre: Is this The Last of Us?
540
00:40:48,014 --> 00:40:54,320
>Anthony: Neil has taken the way he creates an arc - this sense of drama, this sense of mystery,
541
00:40:54,354 --> 00:40:59,659
>or this dramatic tension - and, crazily, has brought it to marketing.
542
00:40:59,693 --> 00:41:02,162
>Neil: I view marketing as part of the game.
543
00:41:02,195 --> 00:41:08,134
>It's very calculated what we put out there, and how we want you to connect different marketing assets.
544
00:41:10,236 --> 00:41:12,505
>When we first released the teaser trailer,
545
00:41:13,006 --> 00:41:15,408
>too many people right off the bat said Joel is dead.
546
00:41:15,909 --> 00:41:21,047
>Halley: The blown-out light really… fucked us in a way I don't think any of us saw coming.
547
00:41:23,249 --> 00:41:25,719
>Neil: We actually underestimated our audience a little bit.
548
00:41:25,752 --> 00:41:29,723
>They're so sophisticated now, so you have to get MORE sophisticated, like,
549
00:41:29,756 --> 00:41:32,726
>"How am I still gonna surprise players and viewers?"
550
00:41:32,992 --> 00:41:35,462
>Anthony: You start on characters you've never seen before,
551
00:41:35,495 --> 00:41:38,865
>in a world that could be The Last of Us, could be anything.
552
00:41:41,768 --> 00:41:44,371
>That creates a really cool sense of tension.
553
00:41:45,705 --> 00:41:48,742
>Neil: At no point are we gonna market that you play as this other character…
554
00:41:48,808 --> 00:41:49,809
>Marlon: What is this?
555
00:41:50,977 --> 00:41:52,212
>Yo, that looks good though.
556
00:41:52,612 --> 00:41:56,316
>Laura: I was so excited about working on it, and I couldn't say anything!
557
00:41:56,750 --> 00:41:57,917
>It was so rough!
558
00:41:58,785 --> 00:42:00,787
>O.C. Deidre: Oh, is she gonna cut a baby out of her belly?!
559
00:42:01,254 --> 00:42:05,091
>Neil: In Uncharted 4, you find a comic book that shows Ellie's mom, pregnant.
560
00:42:05,158 --> 00:42:08,395
>So people already had theories that The Last of Us Part II was gonna have Ellie's mom.
561
00:42:08,428 --> 00:42:13,333
>Oh, if we just black out the letters, she has the same number of letters as "Anna,"
562
00:42:13,366 --> 00:42:14,467
>Ellie's mom's name…
563
00:42:15,335 --> 00:42:17,170
>We'll get people to think this is Ellie's mom.
564
00:42:18,338 --> 00:42:20,440
>O.C. Deidre: Oh my god, girl's got a good…
565
00:42:22,542 --> 00:42:24,544
>That hammer's from the outbreak poster.
566
00:42:24,978 --> 00:42:29,282
>Anthony: So we had a poster with the forearm of a character you've never seen before
567
00:42:29,315 --> 00:42:31,885
>with this wolf's head in the background, what does that mean?
568
00:42:31,918 --> 00:42:34,187
>Prompting this mystery…
569
00:42:34,387 --> 00:42:38,858
>Neil: You want people to feel like they've figured everything out, and then…
570
00:42:38,992 --> 00:42:40,860
>have the story surprise them.
571
00:42:44,364 --> 00:42:46,299
>Marlon: Man, if this is The Last of Us II, bro…
572
00:42:48,034 --> 00:42:49,035
>I'm'a go crazy.
573
00:42:51,304 --> 00:42:53,473
>Oh my god, oh my god…!
574
00:42:55,342 --> 00:42:56,242
>Last of Us II?!
575
00:42:57,877 --> 00:42:58,945
>Yeah!
576
00:42:59,379 --> 00:43:03,149
>O.C. Deidre: Yes, bitch! I fucking knew it!
577
00:43:03,383 --> 00:43:06,319
>Neil: Everything we put out there is shaping expectations.
578
00:43:06,353 --> 00:43:09,322
>And then the final game, hopefully if we did the job right,
579
00:43:09,356 --> 00:43:11,925
>should subvert those expectations in an interesting way.
580
00:43:17,197 --> 00:43:20,900
>We knew we were pushing boundaries with that cinematic.
581
00:43:20,934 --> 00:43:23,937
>We are making a violent game, we're not gonna shy away from how violent it is.
582
00:43:23,970 --> 00:43:25,872
>It is part of what we're trying to say.
583
00:43:25,905 --> 00:43:30,744
>And I thought it was a great discussion, initially, about what is the appropriate level of violence.
584
00:43:30,777 --> 00:43:34,314
>When is something so violent that it turns you off…
585
00:43:34,347 --> 00:43:36,783
>where you just don't wanna experience it at all?
586
00:43:36,816 --> 00:43:38,885
>I liked that they were wrestling with those things,
587
00:43:38,918 --> 00:43:43,323
>I didn't like some of the insinuations about the trailer being misogynistic…
588
00:43:44,057 --> 00:43:45,859
>towards the female characters.
589
00:43:47,594 --> 00:43:51,131
>Laura: I don't think this story ever glorifies violence against women.
590
00:43:51,164 --> 00:43:53,233
>There's no bias towards women or men,
591
00:43:53,266 --> 00:43:56,803
>it just so happens that the 2 protagonists of this story are female.
592
00:43:57,270 --> 00:43:59,606
>And therefore that's what you're going to see the most of.
593
00:44:00,273 --> 00:44:05,278
>Halley: There has to be failstates in video games, which means a character has to be capable of being hurt.
594
00:44:08,548 --> 00:44:11,618
>So does that mean there can be no female protagonists in video games?
595
00:44:13,286 --> 00:44:15,655
>Because that feels super sexist to me.
596
00:44:15,855 --> 00:44:19,759
>And frankly, women ARE the victims of violence,
597
00:44:19,793 --> 00:44:23,296
>and don't we want to see women fucking fight back once in a while?
598
00:44:30,303 --> 00:44:36,876
>Emilia: That character, her hand getting hurt has consequences for hours of gameplay to come.
599
00:44:40,180 --> 00:44:45,518
>Neil: One article even asked the question, "Were any women involved in the making of this?"
600
00:44:45,685 --> 00:44:47,520
>And it's like… yeah.
601
00:44:47,554 --> 00:44:51,524
>The co-writer, the lead character designer, the lead character artist…
602
00:44:51,558 --> 00:44:54,160
>All the actresses that worked on that scene…
603
00:44:57,464 --> 00:45:02,802
>Halley: I… I am so fucking…!
604
00:45:03,203 --> 00:45:06,039
>Here's what I hate about that article.
605
00:45:06,239 --> 00:45:07,107
>I'm sorry.
606
00:45:07,841 --> 00:45:14,180
>Do a modicum of fucking research! Just a modicum of research, just a little bit,
607
00:45:14,314 --> 00:45:19,386
>before you put something out there to suggest that no woman could have worked on this
608
00:45:19,419 --> 00:45:23,123
>because of the level of violence, because there was violence against women,
609
00:45:23,156 --> 00:45:25,658
>because it is a video game.
610
00:45:27,293 --> 00:45:29,229
>It's so fucking sexist!
611
00:45:30,263 --> 00:45:34,534
>I like watching graphic violence. Does that make me less female?
612
00:45:35,402 --> 00:45:39,773
>I like having a conversation about what power is.
613
00:45:40,407 --> 00:45:43,209
>Does that make me less fucking female?
614
00:45:43,243 --> 00:45:46,346
>I like working on a video game, I like playing video games.
615
00:45:46,379 --> 00:45:48,314
>Does that make me less fucking female?
616
00:45:48,615 --> 00:45:49,783
>Suck a dick!
617
00:45:50,183 --> 00:45:51,184
>…Don't put that in.
618
00:45:51,217 --> 00:45:53,319
>I can't… I can't…
619
00:45:54,020 --> 00:45:55,388
>Neil's gonna say, "Put it in," but don't.
620
00:45:56,589 --> 00:46:02,696
>I also don't represent all women, but I can represent this and say, "I fucking wrote this."
621
00:46:02,929 --> 00:46:15,308
>I wrote this. I literally wrote the sentence, "And then Yara eviscerates his esophagus from his throat."
622
00:46:15,942 --> 00:46:18,144
>I wrote that sentence. That is in the script.
623
00:46:18,178 --> 00:46:19,713
>And I fucking stand by it.
624
00:46:22,816 --> 00:46:26,319
>I'm afraid of being turned into a token rather than the truth,
625
00:46:26,353 --> 00:46:29,823
>which is we are being thoughtful about the female narrative.
626
00:46:31,658 --> 00:46:34,928
>These characters are more than just their vaginas.
627
00:46:36,162 --> 00:46:40,867
>If you wanna have a serious debate about feminism and feminism in video games,
628
00:46:40,900 --> 00:46:46,439
>and female depiction of violence, then you need to…
629
00:46:47,607 --> 00:46:49,909
>not see it as a binary conversation.
630
00:46:50,176 --> 00:46:54,581
>It is an incredibly nuanced conversation, you cannot make blanket statements.
631
00:46:54,781 --> 00:46:56,483
>And you cannot make presumptions!
632
00:46:56,816 --> 00:46:58,585
>Fucking do your homework!
633
00:47:03,923 --> 00:47:06,192
>I'm right here! I'm tweeting!
634
00:47:21,174 --> 00:47:24,544
>John: The tone of the violence in the game has always been…
635
00:47:25,445 --> 00:47:29,549
>important to portray as realistically as possible.
636
00:47:30,817 --> 00:47:36,756
>Ashley: Our job, outside of just drawing up concepts, is really pushing our reference pipeline
637
00:47:36,856 --> 00:47:41,394
>to make sure the character artists are getting the most realistic examples of
638
00:47:41,428 --> 00:47:42,962
>whatever they're working on.
639
00:47:43,596 --> 00:47:48,568
>We can't find certain things, so we make the reference ourselves.
640
00:47:49,336 --> 00:47:52,205
>John: Simulating brain on wall.
641
00:47:54,808 --> 00:47:57,043
>How does that drip fall down?
642
00:47:57,077 --> 00:47:59,579
>Ashley: What does canvas looked like when it's soaked in blood?
643
00:48:03,583 --> 00:48:05,985
>Splashing blood on them, dripping blood on them.
644
00:48:11,291 --> 00:48:14,394
>John: We put down some wet mud, and pooled blood onto it
645
00:48:14,427 --> 00:48:18,198
>to see how blood would react to a wet dirt surface.
646
00:48:18,965 --> 00:48:24,437
>So there's little pieces of grass and twigs and things that're carried through,
647
00:48:24,471 --> 00:48:28,742
>like there's actually movement following the edge.
648
00:48:30,010 --> 00:48:36,016
>Ashley: One of the animators got a piece of lamb and we stuck it in Yara's shirt sleeve
649
00:48:36,082 --> 00:48:37,283
>and hit it with a hammer…
650
00:48:37,450 --> 00:48:38,051
>Eric: Here we go.
651
00:48:46,159 --> 00:48:47,460
>Yeah, we have a break.
652
00:48:48,962 --> 00:48:54,100
>She's gonna need to hold this as straight, 'cause if she does this it's gonna…
653
00:48:55,535 --> 00:48:58,204
>just the weight of it's gonna wanna make it fold.
654
00:48:58,872 --> 00:49:00,940
>So, I'm trying to keep it as straight as possible.
655
00:49:01,441 --> 00:49:08,081
>John: This past week's shoot was specific for the infected eating people's jugulars,
656
00:49:08,114 --> 00:49:10,784
>and there was a concept that was done with blood running down the mouth,
657
00:49:10,817 --> 00:49:12,752
>but would that happen? Let's find out.
658
00:49:17,857 --> 00:49:24,597
>I got on the ground and pretended to eat away at a bloody, soaked rag that we made.
659
00:49:33,573 --> 00:49:35,742
>It produced some pretty surprising results.
660
00:49:35,775 --> 00:49:38,645
>Most of my face got covered in blood.
661
00:49:39,079 --> 00:49:40,480
>Ashley: Look up a little, John.
662
00:49:41,314 --> 00:49:41,648
>Teeth.
663
00:49:46,286 --> 00:49:51,358
>People here will go to that length of trying to make sure things feel as real as possible.
664
00:49:52,325 --> 00:49:53,993
>Yeah, we do a lot of crazy stuff here.
665
00:49:54,027 --> 00:49:55,328
>Nobody gets hurt, but…
666
00:49:58,164 --> 00:50:01,634
>It's really hard to see these characters that you spend so much time with,
667
00:50:01,668 --> 00:50:06,706
>and, for lack of a better word, birthing into existence…
668
00:50:06,973 --> 00:50:08,541
>tortured and abused…
669
00:50:25,058 --> 00:50:27,327
>Neil: We're shooting the Joel death scene,
670
00:50:27,360 --> 00:50:29,496
>which is like the catalyst of the opening of the game.
671
00:50:29,996 --> 00:50:32,332
>This scene has all of Abby's crew.
672
00:50:32,832 --> 00:50:37,671
>It's a complicated scene, because it's the most actors we've ever had in a single shot.
673
00:50:38,538 --> 00:50:40,173
>Man: Y’all act like you’ve heard of us or something.
674
00:50:40,974 --> 00:50:41,675
>Woman: It's 'cause they have.
675
00:50:53,420 --> 00:50:54,187
>Fuck, he's out.
676
00:50:54,654 --> 00:50:58,191
>Troy: Or… or, Joel doesn't die.
677
00:51:04,831 --> 00:51:05,398
>Woman: Minor line change.
678
00:51:05,398 --> 00:51:08,802
>Troy: So then what happens is all of us become friends…
679
00:51:09,602 --> 00:51:13,540
>Knowing what was going to happen and knowing how it was going to happen…
680
00:51:15,041 --> 00:51:16,409
>I got very fearful.
681
00:51:17,177 --> 00:51:18,778
>Neil: There's so much weight to this scene.
682
00:51:19,479 --> 00:51:23,316
>This scene has to be right, it's really difficult to re-shoot if we need to.
683
00:51:24,384 --> 00:51:29,723
>In the first game, having to call Troy and Hana back to re-shoot Sarah's death
684
00:51:29,756 --> 00:51:31,758
>was very, very, very difficult for me.
685
00:51:32,692 --> 00:51:34,694
>Troy: The last time I tried to do a big, emotional scene…
686
00:51:35,562 --> 00:51:40,934
>Don't do this! Please, don't do this! Don't do this! Please, god, no!
687
00:51:45,105 --> 00:51:47,040
>…That didn't go too well.
688
00:51:47,073 --> 00:51:48,341
>And we had to re-shoot it.
689
00:51:48,842 --> 00:51:52,912
>Don't do this to me, baby. C'mon...
690
00:51:58,485 --> 00:52:01,054
>How the hell am I gonna play this? Like, how are we gonna do this?
691
00:52:01,087 --> 00:52:02,288
>I don't know if I can do this.
692
00:52:02,589 --> 00:52:05,725
>I don't know if I have the… the chops.
693
00:52:05,759 --> 00:52:08,361
>Am I gonna put Laura through this?
694
00:52:08,762 --> 00:52:10,497
>Because I know how hard it's gonna be on her.
695
00:52:15,268 --> 00:52:16,036
>Woman: Take 1. Marks.
696
00:52:17,137 --> 00:52:17,570
>Neil: Action.
697
00:52:24,144 --> 00:52:26,046
>Laura: Joel Miller…
698
00:52:30,750 --> 00:52:31,885
>Troy: Who are you?
699
00:52:33,420 --> 00:52:34,120
>Laura: Guess.
700
00:52:39,059 --> 00:52:44,664
>Troy: Why don't you get out whatever speech you rehearsed and get this over with?
701
00:52:50,704 --> 00:52:52,105
>Laura: You don’t get to rush this.
702
00:52:55,842 --> 00:52:57,610
>Neil: At the end, I really loved what he brought to it.
703
00:52:59,813 --> 00:53:05,552
>Ashley: I couldn't wait to get back into Ellie's shoes again, because it's where…
704
00:53:06,019 --> 00:53:09,022
>weirdly, I feel most comfortable in a lot of ways.
705
00:53:09,055 --> 00:53:14,561
>Because it feels like a character that feels the most like me that I've ever played.
706
00:53:14,961 --> 00:53:16,363
>Which is a little disturbing.
707
00:53:16,396 --> 00:53:18,765
>I mean, minus the murder and the killing.
708
00:53:19,165 --> 00:53:22,635
>Neil: So it's a bit of a step forward, like you're about to lunge and shoot.
709
00:53:23,169 --> 00:53:24,404
>Ashley: Okay. Sweet.
710
00:53:27,240 --> 00:53:29,843
>Neil: The biggest change that has happened since initial pitch is
711
00:53:30,143 --> 00:53:31,711
>Ellie is there when Joel is killed.
712
00:53:31,945 --> 00:53:33,813
>It used to be she came across the body,
713
00:53:33,880 --> 00:53:37,017
>and then she had to rely on Tommy's testimony of what happened.
714
00:53:37,417 --> 00:53:41,654
>And we shifted it, which made it much more dramatic and intense for her.
715
00:53:42,055 --> 00:53:48,528
>It puts more of it on-screen, and allows you to better understand why she needs to pursue these people.
716
00:53:53,667 --> 00:53:58,471
>Troy: The hardest part for me… was looking over at Ashley.
717
00:53:59,072 --> 00:54:01,441
>Ashley: No!
718
00:54:03,643 --> 00:54:09,449
>Knowing that Troy was not gonna be a part of it as much was really hard.
719
00:54:10,083 --> 00:54:15,455
>Knowing that Joel was not gonna be in Ellie's life anymore, it was just…
720
00:54:15,722 --> 00:54:16,523
>it was hard.
721
00:54:16,690 --> 00:54:21,294
>So much of that day feels like a blur 'cause there were so many feelings involved in it.
722
00:54:23,163 --> 00:54:25,231
>Troy: What I had to do, I felt was very, very little.
723
00:54:25,465 --> 00:54:28,702
>There's one reaction, then beyond that we're on Ashley.
724
00:54:29,302 --> 00:54:35,075
>There was no acting, there was pure, raw emotion.
725
00:54:35,709 --> 00:54:37,310
>I'm staring in the face of it.
726
00:54:37,811 --> 00:54:38,611
>Ashley: Joel!
727
00:54:45,051 --> 00:54:46,686
>Why are you doing this?!
728
00:54:47,287 --> 00:54:48,955
>Get the fuck off me!
729
00:54:49,589 --> 00:54:51,524
>I'd lost a little bit of my voice.
730
00:54:51,591 --> 00:54:57,163
>I couldn't scream as loud as I wanted to to get that frustration and sadness out.
731
00:54:57,530 --> 00:55:03,770
>Laura: Ashley was behind, crying and…
732
00:55:06,673 --> 00:55:11,244
>knowing Abby was taking this away from her was very difficult.
733
00:55:14,014 --> 00:55:17,017
>And so, I was crying while we were filming that scene.
734
00:55:22,489 --> 00:55:23,990
>Yeah, it was very emotional.
735
00:55:27,260 --> 00:55:28,428
>You want what I want, right?
736
00:55:31,898 --> 00:55:33,566
>Patrick: End it. Now.
737
00:55:33,867 --> 00:55:35,068
>Ashley: Wait, please stop!
738
00:55:35,402 --> 00:55:38,505
>No! Joel, Joel!
739
00:55:42,809 --> 00:55:43,510
>No…
740
00:55:50,083 --> 00:55:55,622
>Neil: We want him to die in this really unforgiving sort of way -
741
00:55:55,655 --> 00:55:58,358
>it needs to feel senseless for you to say,
742
00:55:58,992 --> 00:56:02,429
>"Fuck these people, I'm gonna pursue them to the end of the earth and make them pay."
743
00:56:10,070 --> 00:56:11,671
>Ashley: I'll fucking kill you…
744
00:56:13,907 --> 00:56:16,609
>Neil: If the scene doesn't work with what we captured on the stage,
745
00:56:16,643 --> 00:56:18,678
>almost nothing we do in post is gonna make it work.
746
00:56:20,213 --> 00:56:23,983
>Joe will take a pass at the scene, and I'll give high level notes.
747
00:56:24,284 --> 00:56:29,155
>Joe: But he's doing it without animated cameras, without character models, without environment.
748
00:56:29,189 --> 00:56:31,791
>So it's a bit of a guessing game to see if this will work.
749
00:56:35,495 --> 00:56:39,566
>Neil: I like the concept. I…
750
00:56:39,899 --> 00:56:42,335
>felt like there was a lot of repetition, and it felt long.
751
00:56:42,369 --> 00:56:46,706
>Once Joel's head gets smashed, I don't want a closeup look of him.
752
00:56:46,740 --> 00:56:47,207
>Matt: Okay.
753
00:56:47,440 --> 00:56:50,510
>Neil: What if we could do the smash from the back of his head?
754
00:56:50,744 --> 00:56:51,244
>Matt: Yeah…
755
00:56:51,644 --> 00:56:54,848
>Neil: So it'd be a black shape and you see a silhouette change,
756
00:56:54,881 --> 00:56:58,518
>and blood starts pouring out, but I don't focus on it, I don't see the details.
757
00:56:59,452 --> 00:57:06,226
>When the club comes down and she's screaming, I feel like we could take all their audio out.
758
00:57:06,359 --> 00:57:07,660
>And music can take over.
759
00:57:07,694 --> 00:57:11,631
>We're trying to build more rage than sadness to really set up our journey.
760
00:57:11,664 --> 00:57:12,132
>Matt: Okay.
761
00:57:14,167 --> 00:57:16,803
>Neil: I'll come back, and there'll be another version of the scene.
762
00:57:17,370 --> 00:57:18,071
>Okay, play.
763
00:57:19,673 --> 00:57:20,840
>Ellie: Joel, fucking get up.
764
00:57:23,443 --> 00:57:24,244
>Please stop!
765
00:57:26,379 --> 00:57:27,447
>Please don’t do this…
766
00:57:29,382 --> 00:57:30,717
>Joel, please get up!
767
00:57:30,750 --> 00:57:31,518
>Nooo!
768
00:57:41,528 --> 00:57:42,962
>Neil: Overall, it's fucking awesome.
769
00:57:43,530 --> 00:57:47,233
>I got emotional at the part where he gets killed, it feels so fucking tense.
770
00:57:48,935 --> 00:57:50,804
>Joe: There certainly is still a ton to do.
771
00:57:51,104 --> 00:57:55,709
>We still have like… 45 scenes that haven't even been looked at yet.
772
00:57:56,643 --> 00:57:58,845
>It's terrifying given our deadline.
773
00:58:01,181 --> 00:58:03,316
>The process right now is just getting Neil.
774
00:58:03,416 --> 00:58:05,685
>We need to get Neil into the room.
775
00:58:05,919 --> 00:58:09,122
>Sam: Which one are we showing first? We've got essentially 3 versions.
776
00:58:09,155 --> 00:58:13,793
>The one that I did - and this would work with what we're talking about doing with this scene.
777
00:58:14,127 --> 00:58:14,928
>And then…
778
00:58:16,162 --> 00:58:17,430
>Joe: Ah! Close one.
779
00:58:18,798 --> 00:58:20,533
>Matt: I would probably say…
780
00:58:20,567 --> 00:58:21,568
>Joe: There are people standing here!
781
00:58:21,568 --> 00:58:25,572
>Matt: This, yours, Mel, or Mel's, yours, this.
782
00:58:24,104 --> 00:58:24,804
>Man: I got bad news.
783
00:58:25,638 --> 00:58:26,406
>Joe: He's cancelling?!
784
00:58:26,439 --> 00:58:26,906
>Man: He's cancelled.
785
00:58:26,940 --> 00:58:28,975
>Joe: But we have the cameras set!
786
00:58:29,042 --> 00:58:30,944
>He's supposed to come in, he's the highlight…
787
00:58:30,477 --> 00:58:33,146
>Man: Actually, it's good we're getting this on camera.
788
00:58:33,146 --> 00:58:35,115
>Matt: This is what it's not about!
789
00:58:34,647 --> 00:58:35,915
>Joe: This is what it's about.
790
00:58:37,684 --> 00:58:40,987
>Man: Yeah, he has some melee stuff to review today, and he said let's pick up tomorrow.
791
00:58:42,322 --> 00:58:43,623
>Joe: So yeah, that's what happens.
792
00:58:43,823 --> 00:58:48,495
>So it's like, "Okay… Alright. That's fine, I don't care."
793
00:58:52,665 --> 00:58:53,133
>Yeah.
794
00:59:04,878 --> 00:59:07,414
>Arnaldo: I get called up to Neil's office one day…
795
00:59:12,385 --> 00:59:13,753
>and there's an empty seat.
796
00:59:14,454 --> 00:59:18,792
>And Neil goes, "Sit down." I'm like, "Oh my god, I did something wrong."
797
00:59:18,858 --> 00:59:21,494
>He's like, "Do you know why you're here?"
798
00:59:22,262 --> 00:59:26,433
>And I'm like… "No, are we gonna talk about one of my levels?"
799
00:59:26,900 --> 00:59:30,337
>And he laughs and goes, "No, you're gonna work on the E3 demo."
800
00:59:30,837 --> 00:59:34,374
>It's always been a dream of mine, working on an E3 demo,
801
00:59:34,407 --> 00:59:35,675
>seeing it on stage…
802
00:59:36,309 --> 00:59:39,846
>Is this a joke? Am I getting pranked right now?
803
00:59:40,480 --> 00:59:43,883
>Man: So speaking of E3 demos, remember way back when when you guys said
804
00:59:43,917 --> 00:59:47,087
>you were going to lock that content and not touch it?
805
00:59:47,120 --> 00:59:47,721
>How'd that go?
806
00:59:48,688 --> 00:59:49,189
>Anthony: Well…
807
00:59:50,156 --> 00:59:53,727
>And then we ship just the glossiest, best-looking demo you've ever seen.
808
00:59:53,760 --> 00:59:56,629
>We burn that to a disk at the beginning of January,
809
00:59:56,663 --> 01:00:00,400
>and then we don't touch it again, and nobody sees it until E3.
810
01:00:00,433 --> 01:00:03,603
>Well, I think we knew at the time…
811
01:00:04,304 --> 01:00:08,375
>that we weren't going to NOT touch it.
812
01:00:08,441 --> 01:00:15,382
>It's going to be really interesting to see if we can really, really commit to being done…
813
01:00:15,448 --> 01:00:19,052
>and not be tempted to say, "Eh, could be a little better. Let's go back."
814
01:00:19,119 --> 01:00:26,126
>The game's been making progress for 10 months since we locked that demo down.
815
01:00:26,493 --> 01:00:29,329
>A lot of advancements have been made, a lot of new ideas, new mechanics.
816
01:00:29,362 --> 01:00:31,765
>We really need to have the discipline not to do that.
817
01:00:31,831 --> 01:00:36,670
>Honestly, it feels like we are addicted to being late.
818
01:00:39,706 --> 01:00:41,041
>Neil: Okay, we're starting.
819
01:00:41,074 --> 01:00:43,543
>I don't know exactly what we're gonna do today, other than...
820
01:00:44,344 --> 01:00:45,478
>come up with a really long list.
821
01:00:46,079 --> 01:00:48,848
>We're gonna try to limit it to an hour, so…
822
01:00:48,882 --> 01:00:51,017
>we'll be done at 4, no matter where we're at.
823
01:00:53,186 --> 01:00:54,521
>Looking at the cinematics first.
824
01:00:54,921 --> 01:00:59,159
>Because we did it so early and had a rough version of it a year in advance,
825
01:00:59,192 --> 01:01:00,427
>we got a bit complacent.
826
01:01:09,502 --> 01:01:12,072
>Jesse: She’s uh… putting on quite the show.
827
01:01:13,740 --> 01:01:15,875
>[laughter]
828
01:01:16,776 --> 01:01:17,544
>Neil: Sure is.
829
01:01:18,912 --> 01:01:21,281
>Where are we on getting physics on these strands?
830
01:01:21,815 --> 01:01:22,615
>Man: We're working on it.
831
01:01:23,983 --> 01:01:26,453
>Neil: So for next time?
832
01:01:26,886 --> 01:01:27,387
>Man: Yes.
833
01:01:28,788 --> 01:01:30,890
>Neil: We didn't scramble to figure out what it is we're going to show,
834
01:01:30,924 --> 01:01:35,228
>and we had the structure of the festival, going into this fight in the woods in Seattle.
835
01:01:35,295 --> 01:01:38,064
>But it was harder to build the momentum we usually have,
836
01:01:38,098 --> 01:01:40,567
>and I think that panic wakes everybody up…
837
01:01:40,700 --> 01:01:43,903
>and felt like it took a bit longer to get there this time.
838
01:01:44,804 --> 01:01:49,642
>Daniel: So then you're going as if to kill this guy, see somebody over there.
839
01:01:52,045 --> 01:01:54,581
>Breaks… 30% of the time.
840
01:01:54,981 --> 01:01:56,516
>But use your imagination.
841
01:02:02,522 --> 01:02:04,224
>Man: Go in a bit slower to give some time.
842
01:02:04,691 --> 01:02:06,626
>The animation is breaking the melee system.
843
01:02:06,793 --> 01:02:07,060
>Daniel: Okay.
844
01:02:08,762 --> 01:02:12,198
>Anthony: I'm confident in the demo if we finish it.
845
01:02:16,336 --> 01:02:18,104
>I'll be frank, it’s not looking great.
846
01:02:19,906 --> 01:02:21,574
>Neil: Okay, this is totally broken.
847
01:02:21,608 --> 01:02:25,145
>For next week, let's make sure it's all there so we could actually review it.
848
01:02:27,814 --> 01:02:28,648
>Okay, thanks everyone.
849
01:02:30,483 --> 01:02:31,918
>Anthony: I feel like this demo is cursed.
850
01:02:38,324 --> 01:02:41,961
>Arnaldo: The E3 demo was a version of our original greenlight demo.
851
01:02:43,730 --> 01:02:46,800
>But I had to make it fully playable and shippable.
852
01:02:51,237 --> 01:02:56,309
>The first thing I did was basically take that space, made by another level designer,
853
01:02:56,409 --> 01:02:58,812
>and put enemies in it and start fighting.
854
01:02:58,878 --> 01:03:02,449
>But when I started playing it, I remember it just wasn't there.
855
01:03:02,515 --> 01:03:06,186
>That parking structure was way smaller, so it felt more cramped.
856
01:03:10,457 --> 01:03:13,693
>I remember going to Neil's office and being like…
857
01:03:14,227 --> 01:03:16,029
>"How much can I change this?"
858
01:03:16,096 --> 01:03:18,131
>And he's like, "Well, what are you thinking?"
859
01:03:18,631 --> 01:03:22,402
>I'm like, "I'm thinking this big thing…" and just brand new design,
860
01:03:22,469 --> 01:03:25,372
>I'm just throwing it out, everything - I wanna do this, I wanna do that,
861
01:03:25,405 --> 01:03:29,376
>I wanna make sure that it feels like a sandbox, that it feels like this big space,
862
01:03:29,409 --> 01:03:34,114
>multiple paths, like something we haven't really done before in The Last of Us.
863
01:03:34,147 --> 01:03:36,716
>And he just goes, "Go for it. Let's do it."
864
01:03:44,024 --> 01:03:50,363
>John: We picked a location in Seattle that is probably the hardest lighting scenario…
865
01:03:50,397 --> 01:03:52,232
>we would have to pull off in the game.
866
01:03:54,034 --> 01:03:59,305
>I wanted to get the overcast look nailed, 'cause so much of the game's dependent on that.
867
01:03:59,372 --> 01:04:02,308
>How do we pull off this look? Can we pull off this look?
868
01:04:03,143 --> 01:04:09,015
>Neil: Everything felt a little muted, we were losing that next gen quality of our engine.
869
01:04:09,349 --> 01:04:13,687
>For a second, we actually turned the sun on in the demo.
870
01:04:16,289 --> 01:04:19,426
>But we lost the mood of that overcast, blue look.
871
01:04:21,161 --> 01:04:25,331
>John: That moment was really rough for me.
872
01:04:25,732 --> 01:04:30,403
>Just felt like years of my life that potentially would've just been wasted on this..
873
01:04:30,804 --> 01:04:32,605
>this pipe dream of a look.
874
01:04:33,440 --> 01:04:34,708
>Man: Well we were struggling with…
875
01:04:34,741 --> 01:04:37,877
>like, last summer, it was a fine balancing act.
876
01:04:38,745 --> 01:04:41,448
>John: Is this whole thing just gonna crumble?
877
01:04:41,481 --> 01:04:45,251
>Is the whole direction now gonna have to change for the game? Not just this demo.
878
01:04:45,785 --> 01:04:47,687
>Have I steered this company wrong?
879
01:04:47,921 --> 01:04:52,726
>Neil: Took some really big iterations and tried some crazy ideas 'til we came up with a hack.
880
01:04:53,059 --> 01:04:59,165
>John: Talked with the programmers and found a few settings that actually gave us exactly what we wanted.
881
01:04:59,232 --> 01:05:00,400
>It was really one thing.
882
01:05:00,567 --> 01:05:03,370
>Neil: We faked the sunlight within this ambient look.
883
01:05:03,403 --> 01:05:05,438
>We could get some directionality on the lighting.
884
01:05:05,739 --> 01:05:09,175
>John: But it was like, if we do this one thing, it got us the look we wanted.
885
01:05:09,943 --> 01:05:11,544
>So I'm glad that happened.
886
01:05:14,414 --> 01:05:19,386
>Artem: For this game, there was a major push to make a new volumetric fog system.
887
01:05:19,686 --> 01:05:24,791
>It's not just an overlay on top of the screen, that's why it's called "volumetric."
888
01:05:24,824 --> 01:05:26,226
>You feel the volume of it.
889
01:05:26,259 --> 01:05:28,661
>Fog's gonna be a little bit thicker near the ground, right,
890
01:05:28,695 --> 01:05:32,132
>because you'll see grass getting through it.
891
01:05:35,702 --> 01:05:38,004
>Fog also allows you to see the light.
892
01:05:38,838 --> 01:05:41,875
>Fog adds atmosphere, atmosphere brings everything together.
893
01:05:45,178 --> 01:05:48,314
>Now with this game, we did add recently some new tech that…
894
01:05:48,381 --> 01:05:51,751
>allows us to make some of the water drips more dynamic,
895
01:05:51,785 --> 01:05:57,057
>meaning if you have a car, you will see water follow the glass, follow the hood,
896
01:05:57,090 --> 01:05:59,759
>and then from the bumper you're gonna start seeing dynamic droplets.
897
01:05:59,826 --> 01:06:06,199
>So that was really cool, and then we can now also use this technology to drive blood.
898
01:06:06,533 --> 01:06:10,804
>Now we can have blood dripping, and we have water dripping.
899
01:06:12,372 --> 01:06:17,310
>The water trail can pick up where it is bloody, and it can change its own color,
900
01:06:17,444 --> 01:06:18,812
>and start dripping more red.
901
01:06:19,045 --> 01:06:21,181
>And on top of it, we also clear out blood.
902
01:06:21,214 --> 01:06:26,119
>So you will see bloody area, you will see water trails going down,
903
01:06:26,152 --> 01:06:31,324
>and you will see the water trails washing out the blood, picking up the redness and going down.
904
01:06:31,624 --> 01:06:32,659
>Really, really cool.
905
01:06:33,426 --> 01:06:38,098
>Kurt: In the E3 demo, we do wanna show our next gen animation system.
906
01:06:43,570 --> 01:06:50,176
>Jeremy: One of the biggest animation upgrades we wanted to add to this project was motion matching.
907
01:06:53,246 --> 01:06:57,684
>The way that it works is it takes a pool of animation data,
908
01:06:57,717 --> 01:07:05,759
>and it picks the most appropriate clip to blend together and create very fluid and organic movement.
909
01:07:07,460 --> 01:07:11,865
>We want these characters to feel grounded and believable in the world,
910
01:07:11,898 --> 01:07:15,368
>properly shifting their weight and moving the way a real human would.
911
01:07:23,576 --> 01:07:27,580
>In order to capture all of those on the stage, we use something called a dance card.
912
01:07:27,614 --> 01:07:31,418
>A choreographed set of patterns that the actor can move on the floor.
913
01:07:31,451 --> 01:07:35,121
>Anthony: Basically, that's creating this bank of little pieces of animation.
914
01:07:35,155 --> 01:07:40,360
>The motion matching system pulls from that bank all the animations necessary to have them move perfectly,
915
01:07:40,393 --> 01:07:41,761
>in any arbitrary way.
916
01:07:41,795 --> 01:07:46,733
>When it works, it's so far-and-away better than any other animation technique.
917
01:07:46,766 --> 01:07:49,969
>It's like a quantum leap of the highest order, in terms of quality.
918
01:07:58,111 --> 01:08:01,014
>Neil: Any one mechanic is not maybe anything you haven't seen before,
919
01:08:01,047 --> 01:08:04,884
>it's the combination of how it all comes together, the way it works with the animations system…
920
01:08:04,918 --> 01:08:08,355
>Anthony: The new stuff we're talking about is like, you can be in grass…
921
01:08:11,524 --> 01:08:14,894
>One of the biggest things we do in the demo is jump a gap.
922
01:08:19,299 --> 01:08:22,602
>It's tough to be like, "Oh crap, you can jump?!" It's like…
923
01:08:22,736 --> 01:08:24,371
>But it's new to OUR game.
924
01:08:24,404 --> 01:08:28,341
>Kurt: We have to have the best prone mechanic of all time.
925
01:08:32,912 --> 01:08:37,717
>No one's ever seen when I aim in prone, and she rolls up on her back and aims like this.
926
01:08:41,421 --> 01:08:43,423
>It can never clip through geometry.
927
01:08:46,459 --> 01:08:48,661
>Being able to rotate 360, in all directions.
928
01:08:49,362 --> 01:08:54,134
>It can never do a janky thing when she's reloading while doing it, or aiming.
929
01:08:55,101 --> 01:08:58,638
>In water, there's an IK thing that will lift her chest and head up,
930
01:08:58,905 --> 01:09:03,376
>and then if it gets too deep, now we're in a special prone underwater moveset thing.
931
01:09:09,215 --> 01:09:12,752
>Her chest and arms and everything are matching ground plane.
932
01:09:13,453 --> 01:09:15,422
>Things that a player will never notice.
933
01:09:15,655 --> 01:09:17,190
>And it's because we purposely did it.
934
01:09:17,891 --> 01:09:25,598
>There's no such thing as, "Oh you know, it's not as good as this other game's one, but it's fine."
935
01:09:25,632 --> 01:09:30,036
>No, it's fuckin' Naughty Dog, we have to have the best version of the thing,
936
01:09:30,070 --> 01:09:31,004
>whatever that is.
937
01:09:41,614 --> 01:09:43,883
>Anthony: E3 overall was amazing.
938
01:09:44,184 --> 01:09:47,187
>The press conference was in a very different venue -
939
01:09:47,220 --> 01:09:49,589
>usually they have them in these big auditoriums,
940
01:09:49,956 --> 01:09:51,891
>and this was almost like a pop-up.
941
01:09:59,833 --> 01:10:01,935
>Kurt: It was more like a theme park idea,
942
01:10:01,968 --> 01:10:05,605
>but in a parking lot in a tent in Los Angeles in downtown.
943
01:10:09,109 --> 01:10:11,978
>They built a whole, crazy church thing…
944
01:10:12,012 --> 01:10:14,314
>which was pretty rad.
945
01:10:15,415 --> 01:10:18,051
>Neil: It was super cool, it was better than we expected.
946
01:10:36,736 --> 01:10:40,206
>You could feel the tension of people trying to figure out, "What is this press conference?"
947
01:10:40,240 --> 01:10:42,609
>"What's going on? What game are they gonna show here?"
948
01:10:55,021 --> 01:10:57,157
>On the Naughty Dog logo, you get this big cheer.
949
01:10:57,190 --> 01:10:59,059
>On the Ellie reveal, you get this big cheer.
950
01:11:06,132 --> 01:11:10,904
>Every moment that we've constructed and planned meticulously for…
951
01:11:11,371 --> 01:11:13,306
>really a year now, hit.
952
01:11:13,473 --> 01:11:15,141
>And hit the way we wanted it to hit.
953
01:11:16,142 --> 01:11:17,444
>Dina: Maybe they’re jealous of you.
954
01:11:20,080 --> 01:11:24,517
>Ellie: I’m... just a girl. Not a threat.
955
01:11:27,087 --> 01:11:29,055
>Dina: I think they should be terrified of you.
956
01:12:02,889 --> 01:12:03,656
>Ellie: Fucker…
957
01:12:08,795 --> 01:12:10,997
>Anthony: One of the biggest reactions was when the HUD came on.
958
01:12:13,800 --> 01:12:16,603
>They looked at that forest and thought,
959
01:12:16,636 --> 01:12:19,205
>"There's no way it can look this good, that's impossible."
960
01:12:19,239 --> 01:12:20,473
>But when we flashed the HUD, it's like,
961
01:12:20,507 --> 01:12:22,342
>"Yeah, that's it. This is the real game."
962
01:12:22,375 --> 01:12:24,411
>People are not ready for this. This is gonna fuck you up.
963
01:12:40,260 --> 01:12:42,362
>Dina: See? I told you.
964
01:12:47,033 --> 01:12:48,335
>They should be terrified.
965
01:13:01,448 --> 01:13:03,383
>Anthony: It was electric.
966
01:13:04,184 --> 01:13:06,286
>My skin was tingling the whole time.
967
01:13:06,753 --> 01:13:09,989
>Kurt: As soon as it's done playing, I'm on my phone.
968
01:13:10,557 --> 01:13:13,026
>Arnaldo: It was wild to see it just everywhere -
969
01:13:13,026 --> 01:13:15,061
>see it on YouTube, see people commenting on it.
970
01:13:25,638 --> 01:13:28,274
>It was a really special moment.
971
01:13:29,242 --> 01:13:32,312
>I shipped something as a level designer.
972
01:13:34,214 --> 01:13:37,751
>Kurt: There was such a reaction to the animation fidelity.
973
01:13:37,784 --> 01:13:39,819
>"Holy crap, this is the best-looking animation I've ever seen,
974
01:13:39,853 --> 01:13:40,754
>are you kidding me?"
975
01:13:41,154 --> 01:13:44,124
>Joe: We're on the forums, going through the messages,
976
01:13:44,157 --> 01:13:46,159
>seeing how much people think it's amazing.
977
01:13:46,192 --> 01:13:49,295
>Someone's like, sort of cynically, that our stuff was fake.
978
01:13:50,230 --> 01:13:52,599
>Neil: I guess it's a compliment to the animation team,
979
01:13:52,632 --> 01:13:55,168
>for someone to say it's fake when they're working so hard.
980
01:13:55,201 --> 01:13:58,438
>Right away I responded like, "Don't respond, don't do anything."
981
01:13:58,738 --> 01:14:00,807
>It's just not professional.
982
01:14:00,874 --> 01:14:02,642
>Joe: I was a little anxious about it 'cause…
983
01:14:02,742 --> 01:14:05,445
>it's a LITTLE fake. You know?
984
01:14:05,979 --> 01:14:07,514
>Kurt: "Fake" is an interesting word.
985
01:14:07,547 --> 01:14:09,349
>There's an argument that he's right.
986
01:14:09,416 --> 01:14:10,650
>Neil: It's not the final, polished game.
987
01:14:10,684 --> 01:14:14,020
>You can't play this demo in any way, you have to play it in this very specific way.
988
01:14:14,354 --> 01:14:16,523
>But before we even showed the demo, it was like,
989
01:14:16,623 --> 01:14:19,125
>"Let's not put anything in there we feel like we can't do."
990
01:14:19,192 --> 01:14:21,661
>Kurt: There was no thing of like, "We don't know how we're gonna do that."
991
01:14:21,695 --> 01:14:25,098
>It was just we don't have it systemic yet.
992
01:14:25,265 --> 01:14:28,335
>Like systemically, a guy pulling you out from underneath a car…
993
01:14:29,302 --> 01:14:30,570
>We didn't have that hooked up yet.
994
01:14:34,808 --> 01:14:36,009
>Ellie: Motherfucker!
995
01:14:39,079 --> 01:14:40,680
>Kurt: Now we have it hooked up in the game…
996
01:14:43,416 --> 01:14:44,084
>Scar Male D: It's her!
997
01:14:59,866 --> 01:15:01,868
>Neil: Ultimately, as we're building the rest of the game,
998
01:15:01,901 --> 01:15:05,238
>if anything feels like it's not the right call for the game,
999
01:15:05,338 --> 01:15:06,573
>we don't mind changing it.
1000
01:15:06,606 --> 01:15:10,744
>We had certain things in the demo for the first Last of Us,
1001
01:15:10,777 --> 01:15:14,147
>where Joel picks up a pistol and takes out the individual bullets from it
1002
01:15:14,180 --> 01:15:15,248
>and then pockets it.
1003
01:15:15,548 --> 01:15:17,851
>And we could've done that, it just took too long.
1004
01:15:17,884 --> 01:15:19,986
>So for gameplay purposes, we cut that out.
1005
01:15:20,420 --> 01:15:22,088
>Joe: I was talking to other animators, and they were like,
1006
01:15:22,122 --> 01:15:24,991
>"Yeah man, they think it's fake. They have no idea. It's awesome."
1007
01:15:25,091 --> 01:15:27,827
>Anthony: The same animators who made this demo are gonna make the final game,
1008
01:15:27,861 --> 01:15:29,062
>so I dunno what you're talking about.
1009
01:15:30,230 --> 01:15:32,132
>Joe: They were confident, which I'm glad.
1010
01:15:32,932 --> 01:15:37,070
>Jeremy: We knew what we were doing and how special it was.
1011
01:15:38,972 --> 01:15:41,741
>It was a little bit of a microphone drop to the industry.
1012
01:15:41,775 --> 01:15:45,378
>For many it was inspirational, and they were excited to…
1013
01:15:45,512 --> 01:15:49,482
>be able to add some of those details to their future games.
1014
01:15:49,516 --> 01:15:52,819
>And for some of them, it absolutely freaked them out.
1015
01:15:53,153 --> 01:15:58,425
>To see that this might be the new bar that's expected for other games that follow.
1016
01:16:03,096 --> 01:16:06,032
>Kurt: Part of me is like, "Oh shit, they're fuckin' calling us out."
1017
01:16:06,499 --> 01:16:08,435
>It's like, we have to deliver this.
1018
01:16:10,737 --> 01:16:13,673
>We always were gonna, but people have called us out…
1019
01:16:14,107 --> 01:16:18,378
>so we HAVE to do a full-body throw animation
1020
01:16:18,445 --> 01:16:19,946
>when you pick up a bottle and you're running,
1021
01:16:19,979 --> 01:16:21,448
>and not just a partial animation.
1022
01:16:21,514 --> 01:16:22,882
>Because that guy fuckin' called us out.
1023
01:16:30,256 --> 01:16:35,095
>Anthony: The real challenge is making the whole game look as good as this one controlled situation.
1024
01:16:35,161 --> 01:16:39,165
>Neil: We come out of E3, and hopefully we've set the standard
1025
01:16:39,199 --> 01:16:41,368
>for this is what the rest of the game needs to feel like.
1026
01:16:51,077 --> 01:16:54,214
>Kurt: When you already know exactly what you're supposed to do in a game,
1027
01:16:54,247 --> 01:16:55,415
>you memorized everything…
1028
01:16:56,182 --> 01:16:58,752
>it's hard to have a true experience with it.
1029
01:16:59,152 --> 01:17:02,655
>We have to bring in people from the outside to play it fresh.
1030
01:17:12,032 --> 01:17:14,934
>Emilia: We try to start playtesting as early as possible.
1031
01:17:16,236 --> 01:17:18,872
>We've got testers in bright and early, they're gonna start playing the game.
1032
01:17:19,205 --> 01:17:21,041
>They're actually just right across the hall over here.
1033
01:17:34,487 --> 01:17:36,523
>Patrick: It is a fire drill.
1034
01:17:42,729 --> 01:17:44,864
>Because things have to work.
1035
01:17:52,639 --> 01:17:56,609
>Pete Ellis: I'm currently watching 10 people that we have in at the moment focus testing.
1036
01:17:57,177 --> 01:18:01,014
>I've got all of their screens up so I can watch…
1037
01:18:01,514 --> 01:18:03,183
>all of them at the same time,
1038
01:18:03,249 --> 01:18:06,186
>generally to keep track of any kind of recurring patterns
1039
01:18:06,219 --> 01:18:08,922
>or how long people generally take in certain areas.
1040
01:18:09,622 --> 01:18:11,825
>Patrick: They do things we haven't thought of.
1041
01:18:11,891 --> 01:18:13,393
>And it really shows us where our holes are,
1042
01:18:13,460 --> 01:18:15,895
>like, "Hm, maybe I should change this, maybe I should try that."
1043
01:18:16,830 --> 01:18:19,933
>Michael: This player's pretty lost, trying to figure out this puzzle here
1044
01:18:19,966 --> 01:18:21,668
>and they're trying to jump on a truck.
1045
01:18:21,968 --> 01:18:25,171
>He's got a really awesome solution here where he's putting…
1046
01:18:25,505 --> 01:18:29,075
>this plank on a dumpster and moving the dumpster around.
1047
01:18:29,809 --> 01:18:32,746
>We'll probably have to go in there and try to fix some of that stuff up,
1048
01:18:32,812 --> 01:18:36,750
>but we'd rather figure that out now than in 6 months.
1049
01:18:41,154 --> 01:18:42,822
>Pete Ellis: So things like puzzles like this one -
1050
01:18:43,189 --> 01:18:44,924
>although they're figuring out the puzzle,
1051
01:18:45,458 --> 01:18:49,329
>they're actually not doing it in the order that I'd like.
1052
01:18:49,362 --> 01:18:52,932
>What would be better is if they came into the space and realized,
1053
01:18:52,966 --> 01:18:57,470
>"Okay, that's the thing I need to be climbing up to or getting to."
1054
01:18:57,737 --> 01:19:01,007
>Then they can kind of work backwards from there and go,
1055
01:19:01,041 --> 01:19:04,010
>"Well if I need to get there, how do I get up? Oh, I can get up from this thing."
1056
01:19:07,414 --> 01:19:11,217
>It's quite heartbreaking when you see people who are really confused or don't get it,
1057
01:19:11,251 --> 01:19:14,754
>and it's something you think should be obvious, but it's not at all.
1058
01:19:17,490 --> 01:19:18,858
>But it's good data.
1059
01:19:21,961 --> 01:19:24,798
>Neil: We've had a few people on the team that have been really passionate about…
1060
01:19:24,864 --> 01:19:29,035
>making our games even more accessible for people with different kinds of disabilities
1061
01:19:29,069 --> 01:19:31,838
>and making sure as many people as possible can experience our game.
1062
01:19:34,240 --> 01:19:37,310
>Emilia: Accessibility's something that really touches a lot of people.
1063
01:19:37,410 --> 01:19:42,649
>As we get older, pretty much all of us are going to have some sort of accessibility need.
1064
01:19:43,183 --> 01:19:47,220
>Matthew: It's important to welcome people with disabilities into all of our public spaces,
1065
01:19:47,253 --> 01:19:51,624
>into our shared culture, and video games are a rich part of that.
1066
01:19:52,025 --> 01:19:57,497
>Paul: I love this, that you don't have to have a 2 button feature to keep her crouched down.
1067
01:19:57,964 --> 01:19:59,632
>This is awesome, I love that.
1068
01:20:01,167 --> 01:20:03,903
>Emilia: Brandon Cole, he said, "I heard you announced this game…
1069
01:20:04,204 --> 01:20:08,108
>What's the possibility of someone like myself being able to play it?"
1070
01:20:08,141 --> 01:20:09,676
>And Brandon is blind.
1071
01:20:09,976 --> 01:20:12,012
>I hadn't really thought about that before.
1072
01:20:12,078 --> 01:20:15,982
>I don't even know if it's even possible, but I wanna try 'cause that sounds interesting.
1073
01:20:17,484 --> 01:20:23,223
>If you click on the L3 button, it turns the screen and character towards your…
1074
01:20:23,690 --> 01:20:24,691
>the next objective.
1075
01:20:25,291 --> 01:20:27,694
>You're able to instantly flip.
1076
01:20:28,261 --> 01:20:31,765
>Matthew: It was very much inspired by the talk you gave last time you were here.
1077
01:20:31,798 --> 01:20:34,534
>Brandon: I figured. That's a beautiful thing.
1078
01:20:35,702 --> 01:20:39,272
>Matthew: We had this feature that let you navigate along the golden path,
1079
01:20:39,606 --> 01:20:43,076
>and we also had this other feature, you could put out this sonar pulse
1080
01:20:43,109 --> 01:20:45,645
>and you'd hear where all the items and enemies are located.
1081
01:20:49,082 --> 01:20:50,650
>But Brandon was playing that, and was like,
1082
01:20:50,684 --> 01:20:54,654
>"This navigation feature is great, but I don't wanna just follow the golden path…
1083
01:20:54,721 --> 01:20:56,256
>I wanna navigate to other things."
1084
01:20:56,289 --> 01:20:59,059
>It occurred to us, "We can combine these 2 features."
1085
01:20:59,159 --> 01:21:02,095
>We can let you scan for items, and then navigate to that item.
1086
01:21:02,429 --> 01:21:04,464
>Brandon: This gives you more room if you do it this way,
1087
01:21:04,497 --> 01:21:06,866
>for different types of sounds for different types of items.
1088
01:21:06,900 --> 01:21:11,671
>You know what I'm saying? Different sounds for parts, explosives, keys...
1089
01:21:12,172 --> 01:21:14,074
>Matthew: Craftables and collectibles…
1090
01:21:14,107 --> 01:21:15,742
>Brandon: Yes. Exactly.
1091
01:21:16,376 --> 01:21:18,945
>But since we wanna hunt for secrets just like anyone else,
1092
01:21:19,346 --> 01:21:24,084
>we're also gonna wanna know, "Hey there's SOMETHING way over there."
1093
01:21:24,250 --> 01:21:26,519
>Matthew: Players with disabilities still want to have challenge.
1094
01:21:26,553 --> 01:21:28,955
>Emilia: It's not about just making an easy mode.
1095
01:21:29,589 --> 01:21:31,491
>Matthew: What happened there was an auto-vault.
1096
01:21:31,725 --> 01:21:34,327
>So you pressed into a wall and it automatically vaulted.
1097
01:21:34,694 --> 01:21:35,729
>Brandon: I feel happy about this.
1098
01:21:36,496 --> 01:21:40,900
>Matthew: This is an example of the good part of the studio culture which is self-empowered,
1099
01:21:40,934 --> 01:21:44,437
>that I think allowed us to do this crazy thing,
1100
01:21:44,471 --> 01:21:48,408
>this thing that I couldn't tell you if it makes business sense to some degree,
1101
01:21:48,441 --> 01:21:50,577
>but it was something we were passionate about and interested in.
1102
01:21:50,810 --> 01:21:52,645
>There was a way we saw we could make the game better,
1103
01:21:52,679 --> 01:21:56,483
>it was something we saw we could push the frontiers of and we went with it.
1104
01:21:58,018 --> 01:21:59,452
>Studio leadership was supportive of us,
1105
01:21:59,452 --> 01:22:02,422
>but it really was a bottom-up kind of initiative.
1106
01:22:02,522 --> 01:22:03,156
>Emilia: Yeah, absolutely.
1107
01:22:03,189 --> 01:22:07,293
>And I think that early success really helped to build momentum
1108
01:22:07,327 --> 01:22:08,695
>for the rest of the project.
1109
01:22:09,996 --> 01:22:14,567
>Neil: Shielding everybody from the costs and the budget of these decisions
1110
01:22:14,601 --> 01:22:16,736
>helps them focus on their discipline.
1111
01:22:16,803 --> 01:22:19,906
>Don't worry about money, worry about making the best game possible.
1112
01:22:19,939 --> 01:22:22,442
>Trust that there are people at the top that are looking at the budget,
1113
01:22:22,475 --> 01:22:23,677
>and considering that.
1114
01:22:28,314 --> 01:22:31,418
>Anthony: At a certain point in the project, we start offering dinners to the team.
1115
01:22:35,488 --> 01:22:39,125
>And it's an acknowledgement of, "Okay there's a lot of hard work to get done" …
1116
01:22:44,898 --> 01:22:47,167
>when we know people are probably gonna want to be staying late.
1117
01:22:52,839 --> 01:22:54,074
>Now we are crunching.
1118
01:22:58,478 --> 01:22:59,479
>This is crunch.
1119
01:23:11,091 --> 01:23:16,796
>Neil: I must've felt it for months, that this release date is not realistic with how big the game is.
1120
01:23:19,099 --> 01:23:21,101
>People were asking us, "Is this a real date?"
1121
01:23:21,134 --> 01:23:22,969
>because it's not feeling like a real date anymore.
1122
01:23:23,003 --> 01:23:25,705
>So we felt like we had to react pretty soon.
1123
01:23:27,240 --> 01:23:32,746
>Then at some point it just felt like because people were starting to put in longer hours…
1124
01:23:32,779 --> 01:23:36,783
>it wouldn't have been fair to not figure this stuff out sooner than later.
1125
01:23:42,222 --> 01:23:45,358
>Kurt: (sighs) Are we ever gonna finish this game?
1126
01:23:47,727 --> 01:23:50,163
>Neil: If you work hard for longer, that could have a toll on you.
1127
01:23:53,967 --> 01:23:55,735
>We told everybody, pace yourselves.
1128
01:23:57,103 --> 01:23:59,439
>It's a marathon, it's not a sprint.
1129
01:24:04,144 --> 01:24:06,179
>We settled on a February release date.
1130
01:24:08,715 --> 01:24:10,417
>We'll leave some gas in the tank.
1131
01:24:13,953 --> 01:24:19,592
>Anthony: Right now, we are dancing a very intricate and dangerous dance.
1132
01:24:20,160 --> 01:24:23,563
>We have something like 6 months left to finish the game.
1133
01:24:23,763 --> 01:24:26,533
>And we are also showing a demo to the press.
1134
01:24:27,200 --> 01:24:30,403
>The longest playable demo we've ever done -
1135
01:24:30,437 --> 01:24:32,272
>2 separate levels of the game.
1136
01:24:32,505 --> 01:24:35,475
>A level towards the beginning of the game where you play…
1137
01:24:35,709 --> 01:24:38,712
>with Dina on patrol outside of Jackson.
1138
01:24:39,813 --> 01:24:43,650
>And then the second part of the demo is in a level that's super duper challenging -
1139
01:24:43,750 --> 01:24:46,353
>Ellie by herself, murder mode.
1140
01:24:47,320 --> 01:24:51,091
>So what we're doing for the press in 9 weeks is…
1141
01:24:51,391 --> 01:24:52,826
>really those 2 levels of the game.
1142
01:24:52,859 --> 01:24:55,695
>It's unlikely we'll need to touch them again 'til the game ships.
1143
01:24:56,463 --> 01:24:59,699
>That was really the only kind of demo we could do at this point
1144
01:24:59,733 --> 01:25:02,202
>that would still help further our production goals
1145
01:25:02,235 --> 01:25:05,305
>as well as give us this marketing boost that we need.
1146
01:25:07,307 --> 01:25:09,075
>Neil: The more we talked about it the more we convinced ourselves,
1147
01:25:09,109 --> 01:25:12,145
>"This would actually be a good time to put out a trailer."
1148
01:25:12,512 --> 01:25:15,648
>Kurt: Building these 2 major demos and a trailer next to…
1149
01:25:15,715 --> 01:25:18,184
>the rest of the fucking game…? Phew.
1150
01:25:18,651 --> 01:25:20,887
>Neil: That felt impossible early on.
1151
01:25:21,354 --> 01:25:23,590
>The thing that's always hard for us is the polish.
1152
01:25:23,723 --> 01:25:27,927
>You review these things and we're looking at all these tiny details.
1153
01:25:29,629 --> 01:25:32,766
>Even that shot of Jackson, it's like, where should the trees be?
1154
01:25:32,799 --> 01:25:36,202
>How much fog should there be? How much sun? How should the sun hit the clouds?
1155
01:25:37,203 --> 01:25:38,638
>How do we get all these civilians?
1156
01:25:38,672 --> 01:25:42,008
>The kids, do they have the proper gear? Are they wearing the right clothes?
1157
01:25:42,075 --> 01:25:44,711
>Is the tractor leaving tracks on the ground?
1158
01:25:44,944 --> 01:25:49,382
>That kind of crazy detail can only come through all these departments
1159
01:25:49,416 --> 01:25:53,920
>coming together and rising to this occasion to achieve that level of quality.
1160
01:26:01,661 --> 01:26:03,863
>We wanted to show the team the final trailer.
1161
01:26:04,764 --> 01:26:07,567
>Before we show you the trailer, just to say thank you to everyone…
1162
01:26:07,600 --> 01:26:10,136
>where we jumped from doing a 3-hour demo
1163
01:26:10,403 --> 01:26:12,539
>to this trailer where we had almost nothing.
1164
01:26:12,572 --> 01:26:15,608
>It's pretty amazing what we can do when we all come together.
1165
01:26:16,076 --> 01:26:17,544
>In fact, it's so amazing you can forget.
1166
01:26:17,610 --> 01:26:19,646
>I've been here for a long time and I can forget.
1167
01:26:19,979 --> 01:26:23,983
>So to remind you, maybe reignite some of that panic, we're gonna show you 2 trailers.
1168
01:26:24,050 --> 01:26:25,652
>One from exactly a month ago,
1169
01:26:25,719 --> 01:26:28,521
>and one from about an hour ago when we wrapped up the trailer.
1170
01:26:28,922 --> 01:26:29,789
>So, enjoy.
1171
01:26:37,697 --> 01:26:39,232
>Jesse: Look who decided to join us.
1172
01:26:40,600 --> 01:26:41,134
>Alright.
1173
01:26:41,534 --> 01:26:42,335
>You all know the drill.
1174
01:26:43,870 --> 01:26:45,238
>Ellie: Dina! Where are you!
1175
01:26:51,444 --> 01:26:53,747
>Joel: You think I'd let you do this on your own?
1176
01:27:01,354 --> 01:27:02,489
>Jeremy: That only gets one clap.
1177
01:27:04,691 --> 01:27:07,027
>Neil: Keep in mind, this is what the whole game's gonna look like.
1178
01:27:07,060 --> 01:27:08,194
>We're gonna make it this awesome.
1179
01:27:15,335 --> 01:27:16,670
>Ellie: You can't stop this.
1180
01:27:18,405 --> 01:27:20,507
>Neil: This was a good reminder, look,
1181
01:27:20,507 --> 01:27:22,642
>when we come together, when we rise to the occasion,
1182
01:27:22,676 --> 01:27:24,611
>when we do this thing that people outside the studio talk about,
1183
01:27:24,678 --> 01:27:25,745
>like, this Naughty Dog magic,
1184
01:27:25,812 --> 01:27:27,280
>this is what it looks like.
1185
01:27:28,048 --> 01:27:30,316
>So when you look at parts of the game that aren't there yet,
1186
01:27:30,350 --> 01:27:34,120
>know that we can get there in a pretty short period of time when we're so focused.
1187
01:27:42,996 --> 01:27:44,464
>Ryan: The date was the scariest part about that.
1188
01:27:44,497 --> 01:27:46,199
>[laughter]
1189
01:27:46,533 --> 01:27:47,667
>Evan: We got the trailer done.
1190
01:27:54,274 --> 01:27:59,412
>Just wanted to take this moment to run through the events of Outbreak Week,
1191
01:27:59,446 --> 01:28:02,282
>which is when the trailer's going to debut.
1192
01:28:02,849 --> 01:28:06,619
>We are going to be having the big press event in Koreatown,
1193
01:28:06,653 --> 01:28:07,987
>at this giant warehouse.
1194
01:28:09,222 --> 01:28:12,225
>We're actually having 80 journalists from all over the world come.
1195
01:28:12,258 --> 01:28:14,928
>We gotta make sure we have very comfortable chairs for 3 hours.
1196
01:28:19,966 --> 01:28:23,937
>Halley: Outbreak Day is the day the outbreak happened in the United States in 2013.
1197
01:28:23,970 --> 01:28:27,440
>Anthony: In real life, we celebrate September 26 as Last of Us Day.
1198
01:28:29,642 --> 01:28:32,779
>Neil: Every September 26th, we've done something for Last of Us fans.
1199
01:28:36,016 --> 01:28:38,718
>Kurt: When people play these 2 sections which are very different,
1200
01:28:38,752 --> 01:28:43,556
>I hope and I feel that both of them are equally impressive.
1201
01:28:55,502 --> 01:28:58,138
>When you play that first demo, you're like, "That was incredible."
1202
01:29:01,341 --> 01:29:02,375
>Ellie: Oh my god.
1203
01:29:02,909 --> 01:29:04,577
>Kurt: This could've been the whole demo, this could've been the whole thing.
1204
01:29:04,611 --> 01:29:06,680
>It says enough about what the game is.
1205
01:29:08,248 --> 01:29:12,252
>Then you play the other half and it's way more mechanics-heavy, way more combat-heavy.
1206
01:29:12,952 --> 01:29:13,720
>Militia Female C: Keep going, boy.
1207
01:29:18,792 --> 01:29:19,225
>Ellie: There.
1208
01:29:20,160 --> 01:29:24,698
>Kurt: In the highest level of how Naughty Dog is perceived as a company,
1209
01:29:25,131 --> 01:29:28,268
>it's that we're story first and mechanics second.
1210
01:29:28,635 --> 01:29:33,606
>A lot of it is, I think, proving to the press and the people that yes, we can do both.
1211
01:29:35,675 --> 01:29:39,179
>Neil: I want people to walk right in and say, "This is the best-controlling…
1212
01:29:39,212 --> 01:29:40,980
>this is the best-feeling 3rd person shooter."
1213
01:29:41,214 --> 01:29:45,785
>Kurt: It's on the level of the best action-stealth games you've ever played.
1214
01:29:49,189 --> 01:29:49,889
>Ellie: Just shut up.
1215
01:29:51,624 --> 01:29:55,395
>Anthony: One of the things that I've always found really exciting about The Last of Us
1216
01:29:55,428 --> 01:29:59,399
>is the fidelity at which we represent human intelligence.
1217
01:29:59,466 --> 01:30:03,837
>Jeremy: One of the ways that really helped make them feel more human and more alive
1218
01:30:03,870 --> 01:30:07,273
>was the way that they used their body language to communicate to each other.
1219
01:30:07,607 --> 01:30:09,976
>Militia Male D: Everybody spread out! We may have multiples!
1220
01:30:11,678 --> 01:30:16,583
>Jeremy: We had a number of sessions where the animation team, design team, and programmers
1221
01:30:16,649 --> 01:30:19,886
>all got together and we acted out a number of scenarios.
1222
01:30:19,919 --> 01:30:22,789
>And what that does is it gives us really great reference,
1223
01:30:22,822 --> 01:30:27,527
>and touchpoints that we can always look back to about the way we naturally behave,
1224
01:30:27,560 --> 01:30:29,796
>the way we naturally respond to each other.
1225
01:30:30,797 --> 01:30:34,501
>Those are the types of details we want to weave back into the game.
1226
01:30:34,901 --> 01:30:36,369
>WLF Soldier: Someone took out Zoe!
1227
01:30:37,370 --> 01:30:38,738
>Who the fuck's out there?!
1228
01:30:39,406 --> 01:30:41,207
>Sweep the whole goddamn street.
1229
01:30:42,409 --> 01:30:46,179
>Halley: Our NPCs are named so that you understand these people have relationships.
1230
01:30:46,246 --> 01:30:48,214
>Kurt: They wanna get revenge on you. It's this little…
1231
01:30:48,748 --> 01:30:52,052
>little mini-loop of the whole premise of the game.
1232
01:30:52,419 --> 01:30:54,454
>WLF Soldier: Omar! Flank her!
1233
01:30:56,322 --> 01:30:58,358
>Kurt: I just killed their friend and they wanna kill me now.
1234
01:31:01,695 --> 01:31:02,295
>WLF Soldier: Omar!
1235
01:31:03,496 --> 01:31:07,434
>Halley: There's a cost. You kill that person, his friend now feels a loss.
1236
01:31:07,667 --> 01:31:09,736
>His dog is now alone.
1237
01:31:10,804 --> 01:31:11,871
>[dog whines]
1238
01:31:15,909 --> 01:31:18,545
>Anthony: Dogs are really difficult, to start off with, because they're quadrupeds.
1239
01:31:18,578 --> 01:31:21,681
>They don't turn around, they kind of wheel around a little bit.
1240
01:31:21,948 --> 01:31:23,249
>WLF Soldier: Smell something, girl?
1241
01:31:23,717 --> 01:31:26,453
>Jeremy: The main concern we had is…
1242
01:31:26,519 --> 01:31:31,424
>how is it that we can actually get a dog to perform a dance card on the motion capture set?
1243
01:31:31,758 --> 01:31:36,996
>When we finally brought them on set, it was just incredible what these dogs are capable of doing
1244
01:31:37,030 --> 01:31:40,433
>and what the trainers were able to accomplish in a short time.
1245
01:31:40,467 --> 01:31:41,735
>Woman: Jump, jump!
1246
01:31:41,768 --> 01:31:44,237
>Good boy! There you go.
1247
01:31:45,538 --> 01:31:50,076
>Anthony: They move extremely quickly, so they're super hard to shoot.
1248
01:31:55,048 --> 01:31:57,017
>They are very low to the ground.
1249
01:31:57,083 --> 01:31:59,719
>You have these attacks that are designed to go up here,
1250
01:31:59,953 --> 01:32:02,088
>and then you have to do them down there.
1251
01:32:05,025 --> 01:32:09,763
>Neil: Killing a dog has gotten people more upset than anything else in the game -
1252
01:32:09,796 --> 01:32:11,664
>than hanging people, than eviscerating people.
1253
01:32:11,965 --> 01:32:14,067
>Kurt: We're gonna break new ground in dog murder.
1254
01:32:19,072 --> 01:32:22,609
>Halley: We had a new scripter start 2 months ago.
1255
01:32:22,642 --> 01:32:24,177
>First question when she walks into the middle of the room,
1256
01:32:24,210 --> 01:32:27,213
>"I have one question - does the dog survive?"
1257
01:32:27,247 --> 01:32:30,183
>And everyone's like, "Oh, no. First day…"
1258
01:32:39,859 --> 01:32:43,263
>Kurt: We killed it, and then you have to love it knowing it's already dead.
1259
01:32:43,329 --> 01:32:45,432
>There's probably gonna be people upset about that.
1260
01:32:45,899 --> 01:32:48,134
>Mel: Hey, Al. You wanna go to the trucks?
1261
01:32:48,168 --> 01:32:49,269
>Let’s go to the trucks.
1262
01:32:49,536 --> 01:32:51,805
>Anthony: With the notable exception of Alice,
1263
01:32:51,838 --> 01:32:56,543
>we took great pains to ensure that every combat encounter that you fight against a dog
1264
01:32:57,410 --> 01:32:59,245
>you do not have to kill any of them.
1265
01:33:02,882 --> 01:33:05,518
>It's more palatable to kill people because they're all there…
1266
01:33:05,552 --> 01:33:06,853
>because they choose to be there,
1267
01:33:07,287 --> 01:33:10,156
>but all of these dogs were trained to do this exact thing.
1268
01:33:10,190 --> 01:33:13,126
>So you're killing an innocent creature.
1269
01:33:14,861 --> 01:33:15,628
>WLF Soldier: The fuck's that?
1270
01:33:15,662 --> 01:33:16,329
>Fuck, fuck!
1271
01:33:18,832 --> 01:33:19,366
>Ellie: Got you.
1272
01:33:21,568 --> 01:33:25,605
>Anthony: That feeling of discomfort is exactly what we're trying to explore with The Last of Us.
1273
01:33:27,507 --> 01:33:29,409
>Ironically, making them more realistic…
1274
01:33:29,743 --> 01:33:32,512
>makes people feel more okay about killing them.
1275
01:33:32,612 --> 01:33:35,815
>We had kind of a goofy art prototype,
1276
01:33:35,849 --> 01:33:38,218
>we had just a very rough dog.
1277
01:33:38,251 --> 01:33:45,258
>We found that goofy dog that had no fur, people felt really bad about killing it.
1278
01:33:45,291 --> 01:33:47,060
>When you would shoot them, they would fall over dead
1279
01:33:47,093 --> 01:33:50,764
>and give one last whine as their dying breath, so…
1280
01:33:51,297 --> 01:33:56,903
>We tried to really tone down the pitiability of all the dogs.
1281
01:34:03,309 --> 01:34:06,246
>Rob: The best sound in most games are the stuff you don't notice.
1282
01:34:06,713 --> 01:34:09,049
>The foley in the game is extremely detailed.
1283
01:34:10,483 --> 01:34:11,685
>[sheep bleating]
1284
01:34:14,287 --> 01:34:18,091
>Rob: Things like foley are very easy to get wrong
1285
01:34:18,124 --> 01:34:19,993
>and noticed for the wrong reason.
1286
01:34:20,360 --> 01:34:21,795
>Very difficult to get right,
1287
01:34:21,895 --> 01:34:24,564
>but when you get it right, no one's gonna pat you on the back for it.
1288
01:34:26,433 --> 01:34:28,968
>Audio guys are a different breed - we listen to everything all the time.
1289
01:34:29,002 --> 01:34:29,803
>It's kind of a curse.
1290
01:34:37,110 --> 01:34:41,948
>Our ability to use pre-recorded assets from a library that's commercially available…
1291
01:34:42,015 --> 01:34:44,818
>has been diminished almost entirely.
1292
01:34:44,851 --> 01:34:47,921
>Because we have very specific needs.
1293
01:34:51,291 --> 01:34:54,227
>Man: [screeching]
1294
01:34:58,598 --> 01:35:03,737
>Rob: We're trying to take what we did in the first game and bring it to another level of detail.
1295
01:35:13,313 --> 01:35:15,048
>Beau: Yeah, play with that a little bit.
1296
01:35:15,115 --> 01:35:17,317
>Mixing that tonality is cool.
1297
01:35:17,417 --> 01:35:17,984
>Yeah.
1298
01:35:17,717 --> 01:35:17,984
>Man: Okay.
1299
01:35:19,219 --> 01:35:21,354
>Rob: The enemies themselves, especially the infected,
1300
01:35:21,388 --> 01:35:23,857
>have had to go through a review process.
1301
01:35:23,923 --> 01:35:25,358
>In the first game, they're pretty coarse.
1302
01:35:25,392 --> 01:35:26,726
>They're basically on or off.
1303
01:35:26,760 --> 01:35:28,094
>They're either walking around mumbling…
1304
01:35:30,063 --> 01:35:31,664
>or they're freaking out, trying to get you.
1305
01:35:38,571 --> 01:35:43,643
>So now we've developed this murmuration/breath system that…
1306
01:35:44,010 --> 01:35:48,848
>allows them to have a much more natural flow between being agitated and not.
1307
01:36:05,398 --> 01:36:08,034
>A big part of those recording sessions is…
1308
01:36:08,068 --> 01:36:11,071
>working with the voice actors, it's much more collaborative.
1309
01:36:11,571 --> 01:36:14,140
>Man: [vocalizing]
1310
01:36:14,741 --> 01:36:16,209
>Beau: Yeah, that's cool.
1311
01:36:17,277 --> 01:36:21,114
>I kinda wanna see what your more natural voice sounds like.
1312
01:36:21,147 --> 01:36:24,317
>Rob: You're basically trying to coach people that they're not zombies.
1313
01:36:26,519 --> 01:36:27,620
>Beau: Now imagine sprinting.
1314
01:36:30,990 --> 01:36:31,825
>Man: I'm already out of breath.
1315
01:36:32,158 --> 01:36:33,893
>Beau: Yeah, take your time, man.
1316
01:36:33,927 --> 01:36:34,961
>That's really great.
1317
01:36:35,295 --> 01:36:36,796
>Rob: One of the folks that we worked with…
1318
01:36:37,897 --> 01:36:40,633
>the sounds he was able to generate from himself…
1319
01:36:41,234 --> 01:36:43,336
>was unlike anything I've ever heard before.
1320
01:36:58,118 --> 01:37:02,589
>Gnarly-sounding roars and breaths and wheezes and…
1321
01:37:02,622 --> 01:37:05,492
>really interesting stuff that I've never heard come out of a person ever.
1322
01:37:12,799 --> 01:37:16,002
>Sound is inherently post-production on a lot of this stuff.
1323
01:37:16,069 --> 01:37:18,071
>We just have to be jamming.
1324
01:37:18,104 --> 01:37:21,241
>We have to be as prepared as possible, and that's what we try to do.
1325
01:37:21,808 --> 01:37:23,643
>A lot of stuff is yet to come for us.
1326
01:37:24,444 --> 01:37:26,746
>Which means there's not a lot of time left.
1327
01:37:27,480 --> 01:37:29,482
>Which means it's gonna get really intense.
1328
01:37:29,482 --> 01:37:31,851
>It gets intense for everybody, but for audio in particular…
1329
01:37:34,220 --> 01:37:35,155
>we'll be here late.
1330
01:37:43,296 --> 01:37:44,864
>Emilia: I think that…
1331
01:37:45,331 --> 01:37:48,301
>I don't know if it's the whole studio, but I know I'm definitely feeling…
1332
01:37:48,335 --> 01:37:49,836
>very tired right now.
1333
01:37:51,237 --> 01:37:52,939
>I'm feeling a little burned out.
1334
01:37:54,107 --> 01:37:58,478
>I'm realizing that I can't crunch like I used to.
1335
01:37:58,511 --> 01:38:01,047
>I can't put everything I have into…
1336
01:38:01,981 --> 01:38:05,051
>these games as much as I was able to when I first got here.
1337
01:38:05,085 --> 01:38:08,288
>It's pretty unanimous that this game is really big.
1338
01:38:08,488 --> 01:38:11,558
>Or, it's bigger than we'd like it to be.
1339
01:38:13,326 --> 01:38:17,430
>Joe: The Last of Us Part I is small compared to this game.
1340
01:38:17,764 --> 01:38:20,033
>My argument: make the game small again.
1341
01:38:20,433 --> 01:38:21,835
>I don't even call them small.
1342
01:38:23,403 --> 01:38:27,440
>Halley: There were times when I was writing 40 pages of in-game dialogue a night.
1343
01:38:28,108 --> 01:38:32,012
>Neil kept saying, "Stop, you have to give it to somebody else,
1344
01:38:32,045 --> 01:38:34,047
>we'll hire somebody, we will make this work."
1345
01:38:34,080 --> 01:38:38,752
>And I was foolishly like, "I can handle it, I'm tough."
1346
01:38:39,386 --> 01:38:42,822
>I would like somebody to teach me how to have work-life balance.
1347
01:38:44,057 --> 01:38:46,626
>Rob: There are some times where I wish I had…
1348
01:38:47,761 --> 01:38:50,797
>somebody in production or a big brother that could be like, "No, go home."
1349
01:38:50,864 --> 01:38:55,435
>"This is already great, you don't need to do the next thing."
1350
01:38:57,070 --> 01:39:00,273
>Joe: I feel like at any given point, you go into the kitchen and you'll find people…
1351
01:39:00,306 --> 01:39:02,909
>what I would say, "salon-ing" about the game.
1352
01:39:02,942 --> 01:39:06,713
>Like, going deep philosophy into what's working, what isn't.
1353
01:39:07,213 --> 01:39:08,915
>People criticizing this or that -
1354
01:39:08,948 --> 01:39:10,784
>"This doesn't look good. I don't like this scene."
1355
01:39:10,817 --> 01:39:12,886
>"This doesn't work for me. I hate this."
1356
01:39:13,253 --> 01:39:16,756
>Neil: They're going to lunch and expressing doubt to each other, like,
1357
01:39:16,790 --> 01:39:20,126
>"Is this gonna come together? Is this the one that screws Naughty Dog up?"
1358
01:39:20,460 --> 01:39:24,698
>Let me just exude whatever confidence I have left to try to bestow this person with it,
1359
01:39:24,731 --> 01:39:26,533
>so they can feel inspired and go off and do their work.
1360
01:39:26,566 --> 01:39:28,501
>But then sometimes you're alone in the office, and you're like…
1361
01:39:29,302 --> 01:39:31,971
>"What if this DOESN'T come together? What if this is the one that sucks?"
1362
01:39:32,505 --> 01:39:34,541
>"What if this is the one that sinks Naughty Dog?"
1363
01:39:35,208 --> 01:39:38,011
>So then you have to bury it, compartmentalize it.
1364
01:39:38,311 --> 01:39:40,580
>Who knows what damage it does to your body while you're doing that.
1365
01:39:40,880 --> 01:39:41,848
>Because ultimately…
1366
01:39:42,949 --> 01:39:45,752
>you can't let that fear dictate how you work.
1367
01:39:46,152 --> 01:39:47,454
>And just… keep the faith.
1368
01:40:14,047 --> 01:40:17,751
>Emilia: The game was just about done, was content-complete…
1369
01:40:19,285 --> 01:40:21,321
>We were fixing bugs when…
1370
01:40:23,189 --> 01:40:29,796
>Neil: There's these rumblings of this pandemic happening.
1371
01:40:29,829 --> 01:40:31,865
>Kurt: I remember when COVID hit, and we were like…
1372
01:40:31,898 --> 01:40:34,701
>"Bro, really? For real pandemic?"
1373
01:40:35,402 --> 01:40:38,938
>Neil: At first it feels like, "Oh, this is nothing we need to worry about."
1374
01:40:39,372 --> 01:40:41,441
>And then all of a sudden you DO have to worry about it.
1375
01:40:42,075 --> 01:40:44,811
>Kurt: Are people gonna want to play a game that takes place in a pandemic
1376
01:40:44,878 --> 01:40:46,179
>when there's a real pandemic?
1377
01:40:50,283 --> 01:40:52,786
>Anthony: We had never worked from home. Ever.
1378
01:40:52,819 --> 01:40:55,989
>Naughty Dog was strictly against working from home.
1379
01:40:56,156 --> 01:41:00,160
>Arnaldo: We did not have the infrastructure set up at this studio to work from home.
1380
01:41:00,393 --> 01:41:04,030
>Anthony: Because we were so intense about security and leaks…
1381
01:41:04,497 --> 01:41:08,935
>that all of our data, including our emails and chats and IMs,
1382
01:41:08,968 --> 01:41:11,137
>it all had to be on a server inside the building.
1383
01:41:20,914 --> 01:41:23,717
>We were airgapped from the outside world.
1384
01:41:24,451 --> 01:41:28,455
>Neil: The operations team, the IT team, our engineering team,
1385
01:41:28,488 --> 01:41:32,726
>they all had to coordinate in a very short period of time to get us working from home.
1386
01:41:34,194 --> 01:41:35,929
>We don't even know when the game can come out.
1387
01:41:35,995 --> 01:41:39,566
>Kurt: Sony was like, "We don't know if we can physically ship this product…
1388
01:41:39,599 --> 01:41:41,534
>with the supply chain and stuff."
1389
01:41:41,568 --> 01:41:44,471
>Neil: We had to come out and say, "The game can't come out in this state,
1390
01:41:44,571 --> 01:41:46,139
>and we don't even know when it will come out."
1391
01:41:46,172 --> 01:41:47,540
>It's delayed indefinitely.
1392
01:41:49,943 --> 01:41:53,279
>So a lot of our most hardcore fans are angry with us.
1393
01:41:54,814 --> 01:41:59,252
>Around the same exact time, we started having these leaks.
1394
01:42:00,020 --> 01:42:01,755
>We're like, "We didn't put out this video."
1395
01:42:02,022 --> 01:42:03,456
>Where is this coming from?
1396
01:42:04,224 --> 01:42:07,427
>It's a video from one of our reviews, so you could hear the notes…
1397
01:42:07,460 --> 01:42:11,331
>and people that can't attend the meeting can watch it after the fact.
1398
01:42:12,799 --> 01:42:14,934
>We store all these videos on our server.
1399
01:42:17,070 --> 01:42:19,506
>Did it come from the inside? Someone within Naughty Dog?
1400
01:42:20,006 --> 01:42:21,207
>Matthew: My first thought was,
1401
01:42:21,474 --> 01:42:24,978
>"This isn't a developer leaking this, is it? This isn't someone on the team."
1402
01:42:26,012 --> 01:42:29,315
>Neil: It's this person in this Netherlands, downloaded terabytes of videos
1403
01:42:29,349 --> 01:42:31,518
>through a backdoor in the server.
1404
01:42:32,152 --> 01:42:34,087
>And then this is where we made a fatal error.
1405
01:42:34,354 --> 01:42:35,855
>Let's close this backdoor.
1406
01:42:36,489 --> 01:42:39,626
>Then this person put out everything.
1407
01:42:40,293 --> 01:42:42,696
>A video goes up on YouTube - and I don't remember what the first video was -
1408
01:42:42,729 --> 01:42:45,165
>but it was something relatively benign.
1409
01:42:45,231 --> 01:42:48,802
>Anthony: They weren't super important scenes, they were little clips.
1410
01:42:48,835 --> 01:42:51,838
>It was like, "Okay, that's a little weird. What is that?"
1411
01:42:51,871 --> 01:42:54,407
>Kurt: All out of order and stuff. And I was like,
1412
01:42:54,441 --> 01:42:56,943
>"Oh… oh, that's bad."
1413
01:42:57,344 --> 01:43:01,314
>Halley: And you just wanted to say, "Stop, wait! Don't watch it!"
1414
01:43:01,948 --> 01:43:03,383
>You're going to ruin things for yourself.
1415
01:43:03,416 --> 01:43:07,487
>Kurt: There's Youtubers I've watched for years and they're making entire videos
1416
01:43:07,520 --> 01:43:12,125
>and the title is like, "Fuck Naughty Dog" and "Fuck The Last of Us Part II."
1417
01:43:12,158 --> 01:43:14,961
>Neil: There's just all this negativity and no positivity,
1418
01:43:14,994 --> 01:43:16,329
>because no one has played the game.
1419
01:43:16,363 --> 01:43:20,233
>They just have these videos out of context and all these rumors mixed with them.
1420
01:43:20,266 --> 01:43:21,434
>Abby is playable…
1421
01:43:21,468 --> 01:43:23,603
>Kurt: They thought Abby was trans 'cause she has muscles.
1422
01:43:23,636 --> 01:43:25,438
>Neil: Here's the ending if they kill Ellie.
1423
01:43:25,472 --> 01:43:27,073
>Kurt: Then it turned into a whole political thing -
1424
01:43:27,107 --> 01:43:29,209
>"Oh, Naughty Dog's doing all this political shit."
1425
01:43:29,743 --> 01:43:33,446
>Neil: And then I get this text from Evan: "They just posted Joel's death."
1426
01:43:34,214 --> 01:43:36,316
>And my heart sinks.
1427
01:43:36,349 --> 01:43:39,319
>I can't even describe this feeling, it's just dread.
1428
01:43:39,352 --> 01:43:42,389
>It's almost like you just heard someone you care about died.
1429
01:43:42,422 --> 01:43:44,424
>That's the closest I could come to.
1430
01:43:44,991 --> 01:43:47,460
>I thought Troy would be looking at that and be like,
1431
01:43:47,494 --> 01:43:49,896
>"You see? You were wrong."
1432
01:43:50,196 --> 01:43:52,265
>Troy: He said, "Do you think we did the right thing?"
1433
01:43:53,667 --> 01:43:59,272
>And I said, "I don't know, Neil. I haven't played the game yet."
1434
01:43:59,939 --> 01:44:03,643
>I was livid. I was real angry.
1435
01:44:04,344 --> 01:44:06,846
>Neil: I'm bombarded with hundreds of negative comments.
1436
01:44:07,514 --> 01:44:12,252
>Death threats, antisemitic comments… It's putting me in a deep depression.
1437
01:44:12,485 --> 01:44:16,456
>Halley: There's some stupid stuff like, "You're a feminazi, you're…" whatever shit like that,
1438
01:44:16,489 --> 01:44:22,028
>but some stuff was really… disturbing.
1439
01:44:23,263 --> 01:44:26,633
>Ashley: The hatred I think that was behind it…
1440
01:44:27,067 --> 01:44:27,834
>I was sad.
1441
01:44:28,034 --> 01:44:30,036
>There were a lot of days where I would just cry.
1442
01:44:30,537 --> 01:44:33,206
>Laura: Every time I went online, that's all I saw.
1443
01:44:33,239 --> 01:44:35,909
>Just death threats and threats of violence, and…
1444
01:44:35,942 --> 01:44:39,546
>The worst of it, the really hardcore death threats, got passed along,
1445
01:44:39,579 --> 01:44:45,418
>and they made sure that they weren't anyone that lived close by.
1446
01:44:47,921 --> 01:44:48,588
>Um…
1447
01:44:51,458 --> 01:44:54,761
>Yeah, they were threatening my son. You know, who was born during all of it.
1448
01:44:55,562 --> 01:44:56,629
>Yeah, it was rough.
1449
01:44:57,430 --> 01:44:58,198
>It was rough.
1450
01:44:59,165 --> 01:45:00,333
>But, you know…
1451
01:45:01,901 --> 01:45:03,403
>More than anything, it just kind of...
1452
01:45:06,373 --> 01:45:11,544
>it taught me to keep a distance. You know?
1453
01:45:20,920 --> 01:45:23,156
>Halley: This thing that I spent 4 and a half years on…
1454
01:45:23,189 --> 01:45:24,924
>it's getting violated.
1455
01:45:25,258 --> 01:45:29,362
>Kurt: And then for 2 months before release, there's nothing you can do.
1456
01:45:29,696 --> 01:45:33,333
>You can't release the game sooner, 'cause it's not done yet.
1457
01:45:42,008 --> 01:45:43,777
>Neil: …And that was the lowest point in my life.
1458
01:45:45,812 --> 01:45:47,113
>I'm working on the game…
1459
01:45:48,381 --> 01:45:51,818
>towards the end, at home, by myself, feeling very alone…
1460
01:45:51,885 --> 01:45:54,487
>and I said, "Who am I doing this for?"
1461
01:45:55,588 --> 01:45:58,925
>Like, why am I… This is too much.
1462
01:45:58,958 --> 01:46:00,960
>And I barely squeaked by.
1463
01:46:05,265 --> 01:46:06,900
>Then we were able to finish it.
1464
01:46:07,167 --> 01:46:09,536
>We sent it to reviewers, and…
1465
01:46:10,437 --> 01:46:11,705
>reviews are through the roof.
1466
01:46:22,148 --> 01:46:27,320
>I called Troy and I said, "Dude, I'm sorry. I feel like I failed you."
1467
01:46:27,354 --> 01:46:29,089
>He's like, "What are you talking about?"
1468
01:46:29,556 --> 01:46:31,191
>And I'm like, "You know how some people are talking about…"
1469
01:46:31,224 --> 01:46:33,526
>He's like, "Oh dude, I don't care. I played the game…
1470
01:46:33,993 --> 01:46:35,095
>and I love it!"
1471
01:46:35,628 --> 01:46:37,063
>And I got really emotional.
1472
01:46:37,097 --> 01:46:41,568
>I realized how much I care about Troy caring about the game.
1473
01:46:41,601 --> 01:46:44,971
>That was a huge sense of relief.
1474
01:46:45,171 --> 01:46:48,808
>Troy: There's not a single aspect of the game, Part II, that I would change.
1475
01:46:49,109 --> 01:46:51,111
>Any time someone comes up to me and says,
1476
01:46:51,144 --> 01:46:54,247
>"You know, I didn't really like what they did to Joel,"
1477
01:46:54,280 --> 01:46:58,418
>I was like, "Great. Awesome. Tell me a better version of the story."
1478
01:46:59,886 --> 01:47:01,154
>And to this day, they still can't.
1479
01:47:02,489 --> 01:47:06,760
>Neil: It was a traumatic experience for myself and many people on the team, and…
1480
01:47:07,660 --> 01:47:11,998
>the kind of hate we got because of those leaks will stay with me forever.
1481
01:47:12,265 --> 01:47:14,534
>I can't even describe how angry I was.
1482
01:47:14,567 --> 01:47:16,836
>Of what the damage this person did to us.
1483
01:47:16,870 --> 01:47:19,139
>I want them punished in every sort of way.
1484
01:47:19,239 --> 01:47:22,108
>I wanted this to be the… this villain.
1485
01:47:24,344 --> 01:47:28,114
>This person is in their 20's or whatever, they live with their parents.
1486
01:47:28,982 --> 01:47:29,749
>And it's a fan.
1487
01:47:31,184 --> 01:47:33,653
>Then when we delayed the game indefinitely,
1488
01:47:33,953 --> 01:47:35,655
>this is what they said, like,
1489
01:47:35,889 --> 01:47:39,359
>"I wanted to force Naughty Dog's hand. I wanted to force them to release the game.
1490
01:47:39,392 --> 01:47:42,829
>So I thought if I put out all the videos, eventually they'll put out the game."
1491
01:47:42,862 --> 01:47:44,564
>Which, again, was never an option for us.
1492
01:47:45,965 --> 01:47:49,736
>I remember sitting there, sitting in my anger,
1493
01:47:51,004 --> 01:47:52,872
>and then slowing down and going,
1494
01:47:52,906 --> 01:47:57,811
>"Okay, if anybody should take the lesson from The Last of Us Part II, it should probably be us."
1495
01:47:58,645 --> 01:47:59,479
>Just let it go.
1496
01:48:21,434 --> 01:48:25,005
>Eddie: Back when I was feeling broken
1497
01:48:25,572 --> 01:48:29,109
>I focused on a prayer
1498
01:48:29,976 --> 01:48:32,679
>I believe
1499
01:48:33,880 --> 01:48:38,451
>And I believe 'cause I can see
1500
01:48:39,352 --> 01:48:42,622
>Our future days
1501
01:48:43,857 --> 01:48:47,260
>Days of you and me
1502
01:48:50,063 --> 01:48:54,768
>Neil: We got Eddie Vedder to play "Future Days" for the Game Awards.
1503
01:48:54,834 --> 01:48:56,202
>I'm a huge Pearl Jam fan.
1504
01:48:57,103 --> 01:48:59,139
>Yeah, I know. Shocking to many people.
1505
01:48:59,606 --> 01:49:03,610
>Eddie: What a fascinating way to tell a story.
1506
01:49:03,643 --> 01:49:05,679
>It's just getting better and better all the time, and…
1507
01:49:05,745 --> 01:49:09,249
>I really appreciate the way that "Future Days" was used.
1508
01:49:10,016 --> 01:49:13,820
>Especially bringing Joel and Ellie together…
1509
01:49:14,220 --> 01:49:16,456
>connecting through music.
1510
01:49:16,823 --> 01:49:22,095
>It was cool to be part of it, so thanks for having me and enjoy the rest of the show.
1511
01:49:22,429 --> 01:49:23,530
>Neil: How lucky am I?
1512
01:49:23,563 --> 01:49:27,334
>How cool is this, this person that I've admired since I was a kid,
1513
01:49:27,400 --> 01:49:30,003
>is now mentioning this game that we all made?
1514
01:49:30,036 --> 01:49:33,707
>And then we start winning award after award after award.
1515
01:49:34,474 --> 01:49:36,409
>I wanted that validation for the team.
1516
01:49:37,243 --> 01:49:38,645
>Everyone at Naughty Dog,
1517
01:49:38,845 --> 01:49:43,116
>I can't wait to hug and high five and get drunk with each one of you.
1518
01:49:43,383 --> 01:49:45,151
>That's gonna have to wait 'til next year.
1519
01:49:45,385 --> 01:49:49,189
>More than anything, I speak for the whole team when I say this,
1520
01:49:49,589 --> 01:49:52,325
>we'd like to thank our friends and family that stood by us
1521
01:49:52,359 --> 01:49:55,028
>and supported us throughout us making this game.
1522
01:49:55,562 --> 01:49:58,898
>You inspire us not only to make better, more meaningful games,
1523
01:49:59,866 --> 01:50:01,368
>but to improve how we make games.
1524
01:50:10,944 --> 01:50:14,848
>Emilia: The pandemic brought up the question of health and mental health -
1525
01:50:15,181 --> 01:50:18,418
>are we developers that are gonna stay at the studio and…
1526
01:50:18,952 --> 01:50:21,054
>have full careers?
1527
01:50:21,321 --> 01:50:22,789
>How do we make this sustainable?
1528
01:50:23,123 --> 01:50:26,559
>Anthony: I chuckle, in retrospect, just how…
1529
01:50:27,394 --> 01:50:32,766
>absurd the failure of trying to alleviate crunch was.
1530
01:50:33,099 --> 01:50:36,670
>If you have great processes, and you're super organized,
1531
01:50:36,703 --> 01:50:38,271
>that doesn't fix crunch.
1532
01:50:38,304 --> 01:50:41,274
>What that does is it allows you to make a bigger game.
1533
01:50:41,374 --> 01:50:44,411
>Patrick: We read the post mortem feedback for The Last of Us II,
1534
01:50:44,444 --> 01:50:48,181
>and it was really, really…
1535
01:50:49,983 --> 01:50:53,553
>upsetting to see what coworkers had gone through.
1536
01:50:53,620 --> 01:50:57,724
>We were highly motivated to try to figure out how to fix it.
1537
01:50:58,058 --> 01:51:02,095
>Kurt: Everything about our workflows were already being upended with remote work and everything,
1538
01:51:02,128 --> 01:51:04,364
>so it was like, yeah, we gotta do this now.
1539
01:51:04,431 --> 01:51:08,501
>Jeremy: We knew that to make the real changes we did,
1540
01:51:08,535 --> 01:51:10,937
>it would take the entire studio working together.
1541
01:51:11,471 --> 01:51:14,274
>Neil: We now have the goal for Naughty Dog to eliminate crunch.
1542
01:51:14,841 --> 01:51:19,813
>Anthony: The only thing that fixes crunch is deciding you're not going to crunch.
1543
01:51:20,246 --> 01:51:22,382
>Patrick: When we onboard people, we tell them…
1544
01:51:23,416 --> 01:51:27,554
>we have a reputation as a studio for crunching, and it's something we don't want.
1545
01:51:27,654 --> 01:51:30,290
>And it's something we're not going to do anymore.
1546
01:51:30,790 --> 01:51:32,659
>Neil: First we had to do, "What is crunch?"
1547
01:51:32,859 --> 01:51:34,194
>Let's define it.
1548
01:51:34,561 --> 01:51:38,531
>Because when you just look at hours, they turn out to be too simplistic.
1549
01:51:38,598 --> 01:51:41,368
>Kurt: It's a multitude of factors, it's not just one thing.
1550
01:51:41,401 --> 01:51:44,237
>It's not just, "Oh, because of this, this is what's causing crunch."
1551
01:51:44,304 --> 01:51:47,007
>It's so many of these little things.
1552
01:51:47,107 --> 01:51:50,343
>Neil: How do we make sure no one at Naughty Dog burns out?
1553
01:51:50,977 --> 01:51:55,482
>Patrick: Every couple of months, we send out a 90-second questionnaire that goes,
1554
01:51:55,949 --> 01:51:57,984
>"Are you worried about your workload?"
1555
01:51:58,284 --> 01:52:00,286
>"Are you worried about having to work overtime?"
1556
01:52:00,353 --> 01:52:04,491
>If you feel like, "I'm overburdened with work," you have to tell somebody.
1557
01:52:07,093 --> 01:52:10,864
>We used to, as a studio, when we were getting close to shipping a game,
1558
01:52:10,897 --> 01:52:12,799
>bring in dinners for the whole studio.
1559
01:52:18,271 --> 01:52:20,840
>We don't do crunch dinners anymore.
1560
01:52:21,908 --> 01:52:27,414
>Emilia: Being able to work from home is hugely helpful for me, for my mental health.
1561
01:52:27,714 --> 01:52:30,617
>You know, my daughter's there, my wife is there.
1562
01:52:30,850 --> 01:52:35,021
>Anthony: Hybrid is really the sweet spot, because I think the benefits have been…
1563
01:52:35,055 --> 01:52:35,855
>enormous.
1564
01:52:35,889 --> 01:52:40,660
>Neil: In the past, our leads, our managers, were the people that were best at their craft.
1565
01:52:41,127 --> 01:52:42,629
>But not necessarily the best managers.
1566
01:52:42,662 --> 01:52:45,298
>So we created the role of "principal."
1567
01:52:45,465 --> 01:52:50,070
>We gave people the choice of, "Do you wanna make stuff, or do you wanna lead and manage?"
1568
01:52:50,337 --> 01:52:53,073
>Patrick: Arnaldo is now a lead designer here.
1569
01:52:53,139 --> 01:52:57,410
>Arnaldo: Now I'm responsible for a team, and I really enjoy that, and…
1570
01:52:57,477 --> 01:53:00,447
>being able to share that knowledge and work with someone,
1571
01:53:00,480 --> 01:53:03,750
>even if they're more experienced than me, and it's been great so far.
1572
01:53:05,352 --> 01:53:11,491
>Anthony: We have a very large and robust production department now, that we didn't have.
1573
01:53:11,791 --> 01:53:13,660
>Matthew: Holding us accountable when we make a decision,
1574
01:53:13,693 --> 01:53:17,597
>when it's just everyone going, "Yes, more. Yes, better. Yes, polish."
1575
01:53:18,298 --> 01:53:20,633
>Tallying that up and going, "Okay, well this is the result."
1576
01:53:20,667 --> 01:53:22,235
>"Now you're not in your ship date anymore."
1577
01:53:25,071 --> 01:53:29,009
>Anthony: It feels so much like a different studio.
1578
01:53:29,042 --> 01:53:32,912
>Arnaldo: I hope that we can keep changing for the better.
1579
01:53:32,946 --> 01:53:35,582
>And make sure we're making the games that we wanna make,
1580
01:53:35,615 --> 01:53:38,251
>that we're really passionate about, that we don't stop doing that.
1581
01:53:38,651 --> 01:53:41,588
>Matthew: We want self-driven, healthy designers.
1582
01:53:41,788 --> 01:53:43,423
>We wanna have it all, we wanna have both.
1583
01:53:44,224 --> 01:53:46,459
>Can we do that? That'll be the question I guess.
1584
01:53:51,931 --> 01:53:55,368
>Neil: The HBO thing has been... a wild ride.
1585
01:54:05,245 --> 01:54:07,681
>Anthony: I just wanted it to be good.
1586
01:54:07,714 --> 01:54:10,483
>Like, if it comes out and it's a good show…
1587
01:54:14,320 --> 01:54:16,222
>that's gonna be huge.
1588
01:54:29,336 --> 01:54:34,207
>Laura: I'm sure it will be very different when I actually see Abby being portrayed.
1589
01:54:34,374 --> 01:54:35,375
>That will be so weird--
1590
01:54:35,408 --> 01:54:38,611
>I can't imagine what Ashley and Troy must be feeling.
1591
01:54:39,179 --> 01:54:42,282
>Ashley: Specifically because Ellie is a part of my heart,
1592
01:54:42,849 --> 01:54:44,784
>in some ways it was really hard.
1593
01:54:45,785 --> 01:54:48,621
>I feel like Bella was the only person who could play her.
1594
01:54:48,822 --> 01:54:52,392
>Because I feel like she IS Ellie, there's a part of me that's…
1595
01:54:53,126 --> 01:54:54,928
>weirdly protective of her.
1596
01:54:56,296 --> 01:54:59,966
>Troy: I remember when Neil told me, "We found Joel."
1597
01:55:00,266 --> 01:55:01,634
>I was like, "He wasn't missing."
1598
01:55:07,307 --> 01:55:08,775
>He goes, "Pedro Pascal."
1599
01:55:08,975 --> 01:55:13,480
>And I went, "Ah… we're bulletproof."
1600
01:55:14,814 --> 01:55:20,253
>Halley: It felt like Craig and Neil together saw this was a story about humanity,
1601
01:55:20,286 --> 01:55:21,921
>and they made it a story about humanity.
1602
01:55:22,422 --> 01:55:23,723
>Troy: We got Frank.
1603
01:55:24,557 --> 01:55:25,892
>Who knew that was waiting?
1604
01:55:26,026 --> 01:55:29,262
>Craig's screaming from the sidelines going, "I did!"
1605
01:55:29,396 --> 01:55:34,234
>Ashley: When Neil and Craig asked me to play Ellie's mother, Anna…
1606
01:55:37,771 --> 01:55:38,905
>it made me so happy.
1607
01:55:38,938 --> 01:55:40,774
>And I'm crying so it doesn't seem like it, but…
1608
01:55:40,807 --> 01:55:43,476
>it was symbolic in so many ways to me.
1609
01:55:44,044 --> 01:55:49,616
>Being able to bring Ellie into the world, be the first one to fight for her…
1610
01:55:55,889 --> 01:55:57,190
>it breaks my heart.
1611
01:56:00,260 --> 01:56:01,695
>Neil: It felt like, on the other side,
1612
01:56:01,728 --> 01:56:04,798
>we could get this story to people that will never play a video game.
1613
01:56:07,033 --> 01:56:10,437
>Halley: My mom is watching the show, and she can enjoy this story,
1614
01:56:10,470 --> 01:56:11,504
>and she can be a part of it.
1615
01:56:11,538 --> 01:56:14,240
>She's so excited I'm working on season 2 and getting to see that.
1616
01:56:16,176 --> 01:56:17,610
>Neil: I love this idea…
1617
01:56:17,644 --> 01:56:20,347
>that someone can watch the show, and then realize,
1618
01:56:20,380 --> 01:56:22,248
>"Wait, that's based on a video game?"
1619
01:56:22,615 --> 01:56:24,984
>and come back and check out the game,
1620
01:56:25,018 --> 01:56:28,988
>and realize there's all these rich games - AAA, indie,
1621
01:56:29,022 --> 01:56:33,393
>all sorts of stories that are really unique to this medium.
1622
01:56:38,765 --> 01:56:41,801
>I did some other interview where someone asked me…
1623
01:56:43,103 --> 01:56:45,872
>about The Last of Us, and would there be any more stories or something.
1624
01:56:45,905 --> 01:56:50,510
>I mentioned we have written a story that takes place after Last of Us II
1625
01:56:51,244 --> 01:56:52,178
>that stars Tommy.
1626
01:56:52,779 --> 01:56:54,414
>I hope one day we get to make it.
1627
01:56:55,048 --> 01:56:57,050
>The headlines across the industry were like,
1628
01:56:58,551 --> 01:57:00,453
>"Naughty Dog has outlined The Last of Us Part III."
1629
01:57:00,954 --> 01:57:02,022
>And that's actually wrong.
1630
01:57:02,355 --> 01:57:05,225
>It was always a small story, it was never a full title.
1631
01:57:05,258 --> 01:57:07,360
>At the time, we had higher priorities at Naughty Dog,
1632
01:57:07,761 --> 01:57:10,964
>to fix our pipeline, to fix work-life balance issues.
1633
01:57:10,997 --> 01:57:13,667
>Just based on where we were, I didn't wanna prioritize this story,
1634
01:57:13,700 --> 01:57:15,135
>so that story was shelved.
1635
01:57:15,568 --> 01:57:17,537
>I still believe one day it will see the light of day.
1636
01:57:17,570 --> 01:57:20,640
>I don't know if it'll be a game or a show… TBD.
1637
01:57:21,141 --> 01:57:23,443
>The first game had such a clean concept of…
1638
01:57:23,476 --> 01:57:25,879
>the unconditional love a parent feels for their child.
1639
01:57:26,579 --> 01:57:28,915
>The second one, once we landed on this idea of…
1640
01:57:29,482 --> 01:57:33,653
>the pursuit of justice at any cost, justice for the ones you love,
1641
01:57:33,687 --> 01:57:35,955
>it felt like there's a clean concept here
1642
01:57:36,022 --> 01:57:39,059
>and there's a through-line from the first game about love.
1643
01:57:40,193 --> 01:57:43,997
>If we never get to do it again, this is a fine ending point.
1644
01:57:44,764 --> 01:57:47,000
>The last bite of the apple, the story's done.
1645
01:57:47,233 --> 01:57:50,103
>The great thing about working at Naughty Dog is that we don't have to.
1646
01:57:50,170 --> 01:57:52,972
>It's always like, we would love another Last of Us,
1647
01:57:53,039 --> 01:57:56,509
>but if you guys are passionate about something else, we'll support this other thing.
1648
01:57:56,576 --> 01:57:58,044
>Very privileged position to be in.
1649
01:57:58,078 --> 01:57:59,946
>I never take that for granted.
1650
01:58:01,548 --> 01:58:03,817
>I've been thinking about, "Is there a concept there?"
1651
01:58:04,384 --> 01:58:08,254
>And for now years, I haven't been able to find that concept.
1652
01:58:08,855 --> 01:58:10,490
>But recently that's changed.
1653
01:58:12,792 --> 01:58:15,228
>I don't have a story, but I do have that concept,
1654
01:58:15,261 --> 01:58:19,165
>that, to me, is as exciting as I, as exciting as II,
1655
01:58:19,733 --> 01:58:23,703
>is its own thing, yet has this through-line for all 3.
1656
01:58:25,839 --> 01:58:27,907
>So it does feel like…
1657
01:58:28,641 --> 01:58:30,643
>there's probably one more chapter to this story.154844
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