All language subtitles for The Last of Us S00E21 The Making of The Last of Us 1080p HMAX WEB-DL DD2 0 H 264-NTb (1)_track4_[eng]

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These are the user uploaded subtitles that are being translated: 1 00:00:01,543 --> 00:00:05,839 ♪ (HBO INTRO PLAYS) ♪ 2 00:00:07,632 --> 00:00:10,552 One of the things that we talked about for a while... 3 00:00:10,844 --> 00:00:12,345 "How do you start this show?" 4 00:00:12,345 --> 00:00:15,056 ♪ (TENSE MUSIC PLAYS) ♪ 5 00:00:15,974 --> 00:00:19,477 CRAIG MAZIN: It was an enormous undertaking for everyone. 6 00:00:20,353 --> 00:00:23,690 I wouldn't want it to deliver CG pew-pew (IMITATES EXPLOSION), 7 00:00:24,149 --> 00:00:26,735 but to deliver... reality. 8 00:00:26,735 --> 00:00:28,611 ♪ (MUSIC INTENSIFIES) ♪ 9 00:00:28,611 --> 00:00:30,989 CREW MEMBER: Two, one, action! 10 00:00:32,782 --> 00:00:34,367 PEDRO PASCAL: Negative degree temperatures, 11 00:00:34,367 --> 00:00:36,911 with the wind machine going like this... 12 00:00:36,911 --> 00:00:37,954 (MIMICS RUDDER SPINNING) 13 00:00:38,830 --> 00:00:41,791 (CHUCKLES) Yeah, so that was hard. (LAUGHS) 14 00:00:41,791 --> 00:00:44,627 And fun. It was so fun. 15 00:00:45,795 --> 00:00:47,630 The amount of detail is incredible. 16 00:00:47,630 --> 00:00:50,759 The color schemes, the textures, how things would flourish. 17 00:00:50,759 --> 00:00:51,676 (INFECTED SCREECHES) 18 00:00:51,676 --> 00:00:52,719 There's everything on this show. 19 00:00:53,052 --> 00:00:57,140 From big scopes of airplanes to smaller tendrils. 20 00:00:59,309 --> 00:01:02,645 NICO PARKER: You're immediately just so immersed in 21 00:01:02,645 --> 00:01:04,189 The Last of Us world. 22 00:01:05,273 --> 00:01:08,860 JASON NOLAN: Shooting in Canada, we're not doing anything small. 23 00:01:08,860 --> 00:01:10,320 It was quite the endeavor. 24 00:01:10,320 --> 00:01:12,572 ♪ (MUSIC ESCALATES) ♪ 25 00:01:13,865 --> 00:01:15,492 (BLOATER GROWLS) 26 00:01:20,371 --> 00:01:23,917 ♪ ("THE LAST OF US" MAIN THEME BY GUSTAVO SANTAOLALLA PLAYS) ♪ 27 00:01:23,917 --> 00:01:26,336 ASHLEY JOHNSON: I remember when the game came out, 28 00:01:26,336 --> 00:01:28,296 there were so many people saying, 29 00:01:28,296 --> 00:01:30,173 {\an8}"This needs to be made into a live action." 30 00:01:30,173 --> 00:01:32,842 {\an8}I was in conflict with it at first because I was like, "We've already done it. 31 00:01:32,842 --> 00:01:35,303 We've shot it, we've performed it, we've edited it. 32 00:01:35,303 --> 00:01:37,347 Why do we need to go in and do this again?" 33 00:01:37,347 --> 00:01:39,474 {\an8}Neil said, "At the end of the day, 34 00:01:39,474 --> 00:01:42,268 {\an8}there are people out there that will never pick up a controller, 35 00:01:42,268 --> 00:01:44,312 and they will never experience this story. 36 00:01:44,687 --> 00:01:47,565 And I think our story is special enough to bring it to them." 37 00:01:47,857 --> 00:01:49,776 MERLE DANDRIDGE: The HBO series, 38 00:01:50,068 --> 00:01:52,487 uh, I don't remember when I first heard about it, 39 00:01:52,487 --> 00:01:56,658 {\an8}but when I did, I was like, "Mommy want that." (LAUGHS) 40 00:01:56,658 --> 00:01:59,410 {\an8}'Cause I knew it was gonna be spectacular, 41 00:01:59,410 --> 00:02:01,496 especially when I heard that it was a collaboration 42 00:02:01,496 --> 00:02:03,164 and that Neil would also be involved. 43 00:02:04,040 --> 00:02:06,334 When you're casting these iconic characters, 44 00:02:06,334 --> 00:02:09,879 these characters are iconic in a cinematic way already. 45 00:02:09,879 --> 00:02:10,839 So now, it's like, 46 00:02:11,172 --> 00:02:13,758 we need to find someone that can elevate it 47 00:02:13,758 --> 00:02:16,135 or make it their own in a really interesting way 48 00:02:16,135 --> 00:02:18,221 so it doesn't feel like they're just duplicating 49 00:02:18,221 --> 00:02:19,722 this other medium. 50 00:02:19,722 --> 00:02:22,100 {\an8}I learned very quickly 51 00:02:22,100 --> 00:02:25,728 {\an8}the massive fanbase that I was stepping into. 52 00:02:25,728 --> 00:02:26,980 I called my sister 53 00:02:26,980 --> 00:02:29,399 to tell her about the possibility of the job. 54 00:02:29,399 --> 00:02:31,526 And she was in the car with my nephews. 55 00:02:31,526 --> 00:02:35,530 I didn't even get the S and T out from the word "Last" 56 00:02:35,530 --> 00:02:36,698 when I said it. 57 00:02:36,698 --> 00:02:39,284 "There's this job, it's based on a video game. 58 00:02:39,284 --> 00:02:40,368 It's called The La--" 59 00:02:40,368 --> 00:02:42,537 And they were like, "The Last of Us?!" 60 00:02:42,871 --> 00:02:45,248 And I was like, okay, I definitely have to do this. 61 00:02:45,248 --> 00:02:47,333 BELLA RAMSEY: I was actually advised not to play the game, 62 00:02:47,333 --> 00:02:49,085 so that I wouldn't try and like copy 63 00:02:49,085 --> 00:02:51,462 Ashley Johnson's version of Ellie, which is incredible. 64 00:02:51,462 --> 00:02:53,673 {\an8}But I just watched some of the gameplay though, 65 00:02:53,965 --> 00:02:55,049 {\an8}secretly, on my own. 66 00:02:55,049 --> 00:02:58,052 {\an8}JOHNSON: When I met Bella for the first time, 67 00:02:58,052 --> 00:03:00,138 I was so excited because, obviously, 68 00:03:00,138 --> 00:03:02,348 I'd seen her in Game of Thrones. 69 00:03:02,599 --> 00:03:04,601 And seeing her in person 70 00:03:04,601 --> 00:03:07,186 and even just seeing her on set and doing scenes, 71 00:03:07,186 --> 00:03:10,106 she has the essence of Ellie already in her. 72 00:03:10,106 --> 00:03:15,028 Seven, eight, fuck... you. 73 00:03:15,320 --> 00:03:17,572 PASCAL: What's incredible about what they've done 74 00:03:17,572 --> 00:03:19,240 with these scripts, 75 00:03:19,240 --> 00:03:24,120 was to be able to explore and nourish things that I think 76 00:03:24,370 --> 00:03:27,081 are very much a part of the experience of the game. 77 00:03:27,081 --> 00:03:28,124 One of those things 78 00:03:28,124 --> 00:03:31,044 is the internal life of these characters. 79 00:03:31,044 --> 00:03:33,504 And to really get into the flesh 80 00:03:33,504 --> 00:03:35,590 of what's happening inside of them. 81 00:03:35,590 --> 00:03:37,091 You want to know what the biggest surprise 82 00:03:37,091 --> 00:03:38,885 of adapting The Last of Us is? 83 00:03:38,885 --> 00:03:40,470 It's the Neil Druckmann, 84 00:03:40,470 --> 00:03:43,348 the genius who made the game in the first place, 85 00:03:43,348 --> 00:03:45,391 who created this story, these characters, 86 00:03:45,391 --> 00:03:46,517 the whole world, 87 00:03:46,517 --> 00:03:50,521 he was so generous and flexible and smart 88 00:03:50,855 --> 00:03:54,067 about how to re-present The Last of Us 89 00:03:54,067 --> 00:03:56,569 in a different format to a whole new audience. 90 00:03:57,904 --> 00:04:01,115 ♪ (TENSE MUSIC PLAYS) ♪ 91 00:04:01,115 --> 00:04:03,660 {\an8}(SPEAKING INDONESIAN) 92 00:04:03,660 --> 00:04:06,829 The scientific vision that the show presents to people 93 00:04:06,829 --> 00:04:08,665 is based absolutely in reality. 94 00:04:08,665 --> 00:04:12,043 That fungus is real, it does those things to insects, 95 00:04:12,043 --> 00:04:14,712 {\an8}and if it were to be able to infect humans, 96 00:04:14,712 --> 00:04:16,255 {\an8}it would go like that. 97 00:04:16,255 --> 00:04:17,257 {\an8}It's terrifying. 98 00:04:17,590 --> 00:04:20,802 We want people to feel the reality of the science here. 99 00:04:20,802 --> 00:04:22,929 (INFECTED PANTING) 100 00:04:22,929 --> 00:04:24,764 Cordyceps, it's a fungus. 101 00:04:24,764 --> 00:04:27,016 And what that fungus does 102 00:04:27,016 --> 00:04:30,520 is it attaches to the brain stem of an ant, 103 00:04:30,520 --> 00:04:33,106 takes motor control of the ant's body, 104 00:04:33,106 --> 00:04:35,858 {\an8}and then attacks the rest of the ant colony, 105 00:04:35,858 --> 00:04:38,987 {\an8}spreading the disease and devouring the other ants. 106 00:04:38,987 --> 00:04:41,531 ♪ (UNNERVING MUSIC PLAYS) ♪ 107 00:04:42,281 --> 00:04:43,533 MAZIN: Fungus is a funny word, 108 00:04:43,533 --> 00:04:46,661 but there's so much more of it than we realize. 109 00:04:46,661 --> 00:04:49,247 Pretty much anywhere you see grass, 110 00:04:49,539 --> 00:04:51,124 there's fungus right underneath it. 111 00:04:51,124 --> 00:04:54,585 (INFECTED SCREAMING) 112 00:04:55,586 --> 00:04:56,838 They're connected. 113 00:04:57,755 --> 00:04:58,923 More than you know. 114 00:04:58,923 --> 00:05:00,675 MAZIN: One of the changes that Neil and I felt 115 00:05:00,675 --> 00:05:01,884 we needed to make early on 116 00:05:01,884 --> 00:05:04,303 was the way the fungus would spread. 117 00:05:04,303 --> 00:05:05,805 We loved the idea of biting. 118 00:05:05,805 --> 00:05:10,268 We thought that that was primal and violent. 119 00:05:11,477 --> 00:05:13,896 But we started looking at something called mycelium, 120 00:05:13,896 --> 00:05:17,358 which are these threads that make up fungus. 121 00:05:17,358 --> 00:05:18,735 And those threads, 122 00:05:18,735 --> 00:05:21,279 if they get into an insect, for instance, 123 00:05:21,279 --> 00:05:23,406 that's what starts to worm its way 124 00:05:23,406 --> 00:05:24,866 towards the insect's brain. 125 00:05:28,161 --> 00:05:31,039 {\an8}Barrie Gower and his team did this beautiful work 126 00:05:31,039 --> 00:05:34,125 to mesh humans and fungus together. 127 00:05:35,752 --> 00:05:38,796 BARRIE GOWER: Initially, we'd created various practical tendrils, 128 00:05:38,796 --> 00:05:40,631 {\an8}which was basically like a dental plate 129 00:05:40,631 --> 00:05:43,009 {\an8}that we had inside the infected character's mouth, 130 00:05:43,009 --> 00:05:46,429 {\an8}which had all these little silicon cords joined to. 131 00:05:46,429 --> 00:05:47,680 As soon as you pulled away, 132 00:05:47,680 --> 00:05:49,057 everything started to... (MIMICS TENDRILS PULLING) 133 00:05:49,057 --> 00:05:50,725 {\an8}Practically, it looked great. 134 00:05:50,725 --> 00:05:51,976 {\an8}I think the reality of it 135 00:05:51,976 --> 00:05:55,354 {\an8}was going to be the resettability on the day. 136 00:05:57,899 --> 00:06:00,359 Having huge, big fungal pieces all over the head, 137 00:06:00,359 --> 00:06:01,694 as soon as you took the eyebrows away, 138 00:06:01,694 --> 00:06:04,280 you started veering into zombie territory. 139 00:06:05,323 --> 00:06:06,699 NEIL DRUCKMANN: When it has more of a human side, 140 00:06:06,699 --> 00:06:09,243 more of a beautiful side, it makes it even scarier. 141 00:06:09,243 --> 00:06:11,245 {\an8}As a person, you can relate to it more. 142 00:06:11,245 --> 00:06:12,872 PAUL SPATERI: From an infected point of view, 143 00:06:12,872 --> 00:06:14,832 we had the first-stage infected. 144 00:06:15,333 --> 00:06:17,460 Very shortly after they've been bitten, 145 00:06:17,460 --> 00:06:18,461 {\an8}there's a lot of redness, 146 00:06:18,461 --> 00:06:20,213 {\an8}a lot of tenderness around the skin. 147 00:06:20,963 --> 00:06:24,926 {\an8}Stage two, tiny little things start breaking through the skin. 148 00:06:24,926 --> 00:06:27,220 They're a bit like the cordyceps you actually see on ants 149 00:06:27,220 --> 00:06:29,430 or spiders when they've taken over by the fungus. 150 00:06:30,139 --> 00:06:31,974 Stage three is a slightly bigger version of that 151 00:06:31,974 --> 00:06:34,519 where you've got real mushrooms that you can begin to see. 152 00:06:34,519 --> 00:06:35,812 Until you get to stage five, 153 00:06:35,812 --> 00:06:38,106 where the head shape is distorting. 154 00:06:38,481 --> 00:06:40,942 GOWER: Just basically breaks through the cranium 155 00:06:40,942 --> 00:06:43,319 and just splits the skull down the front, 156 00:06:43,319 --> 00:06:45,113 and you have these huge sort of blooms, 157 00:06:45,113 --> 00:06:46,531 these sort of petals. 158 00:06:46,823 --> 00:06:48,074 {\an8}No, I didn't want to look at them. 159 00:06:48,074 --> 00:06:50,284 {\an8}I didn't want that in my head to go home and sleep, 160 00:06:50,284 --> 00:06:51,869 and then you have to be kind of, 161 00:06:52,203 --> 00:06:55,748 you're like, "Hi! How are you?" (GROANS) 162 00:06:57,208 --> 00:06:58,960 {\an8}And it's not just kind of what they look like, 163 00:06:58,960 --> 00:07:01,671 {\an8}it's the physicality and the way that they move 164 00:07:01,671 --> 00:07:04,841 is what makes them so creepy. But impressive. 165 00:07:04,841 --> 00:07:07,135 Not just the prosthetic, obviously, 166 00:07:07,135 --> 00:07:09,846 {\an8}but the inhabiting of it. 167 00:07:09,846 --> 00:07:13,099 {\an8}DRUCKMANN: 168 00:07:17,937 --> 00:07:19,647 {\an8}(GROWLS) 169 00:07:19,647 --> 00:07:20,773 {\an8}ALEX WANG: Coming from visual effects, 170 00:07:21,065 --> 00:07:23,151 {\an8}I think the clicker performances can be quite challenging 171 00:07:23,151 --> 00:07:25,528 {\an8}just 'cause they're very specific. 172 00:07:25,528 --> 00:07:29,323 {\an8}DRUCKMANN: 173 00:07:29,323 --> 00:07:32,451 {\an8}He just had this really amazing performance 174 00:07:32,451 --> 00:07:34,871 {\an8}and movement study to him. 175 00:07:36,080 --> 00:07:37,540 Those are the type of things 176 00:07:37,540 --> 00:07:41,460 that is quite difficult to reproduce digitally. 177 00:07:41,460 --> 00:07:44,213 (INFECTED GASPS) 178 00:07:45,631 --> 00:07:48,259 GOWER: These are a lot of our very early concept and busts. 179 00:07:48,259 --> 00:07:51,554 We're following real reference and real nature 180 00:07:51,554 --> 00:07:53,472 of real fungus and real mushrooms. 181 00:07:53,931 --> 00:07:56,267 And just down to the shapes of the petals. 182 00:07:56,267 --> 00:07:59,061 Underneath, you've got all these slits which are called "gills," 183 00:07:59,353 --> 00:08:01,606 and we always had to make sure that the orientation 184 00:08:01,606 --> 00:08:04,859 was as such that all the gills were facing downwards. 185 00:08:04,859 --> 00:08:05,776 And occasionally, 186 00:08:06,277 --> 00:08:07,403 you'd have a piece which looked really, really great, 187 00:08:07,403 --> 00:08:08,821 but the mushroom's around the wrong way, 188 00:08:08,821 --> 00:08:09,989 so it's just like... (WHISTLES) 189 00:08:09,989 --> 00:08:11,199 Just move that over a little bit. 190 00:08:11,199 --> 00:08:13,826 (INFECTED CLICKING) 191 00:08:14,952 --> 00:08:16,245 The sound of the clickers, 192 00:08:16,245 --> 00:08:19,582 we worked so hard to make sure they sounded just like the game. 193 00:08:19,582 --> 00:08:21,334 MAZIN: Why don't we try some 194 00:08:21,334 --> 00:08:23,419 good, old-fashioned clicking in the dark? 195 00:08:23,419 --> 00:08:24,295 PHILLIP KOVATS: Yeah. 196 00:08:25,213 --> 00:08:27,256 {\an8}- Let me just practice a few so we can make sure-- - AUDIO ENGINEER: Yeah, sure. 197 00:08:27,256 --> 00:08:33,346 {\an8}(CLICKS) 198 00:08:33,638 --> 00:08:36,140 KOVATS: Misty was the originator of the sound itself, 199 00:08:36,140 --> 00:08:38,517 and she did these amazing like throat sounds, 200 00:08:38,517 --> 00:08:39,560 which were like, "That's it!" 201 00:08:40,436 --> 00:08:43,105 And they were like, "Now we gotta find somebody who can do it too, like a guy." 202 00:08:43,105 --> 00:08:46,067 - SPEAKER: Right. - KOVATS: And then I was like, "I figured it out." 203 00:08:46,067 --> 00:08:48,694 Mr. and Mrs. Clicker. The original. 204 00:08:48,694 --> 00:08:50,363 The Adam and Eve of clicking. 205 00:08:51,030 --> 00:08:53,991 - (VOCAL RUN) Yeah. - It's also here, like... 206 00:08:53,991 --> 00:08:55,243 (CLICKING) 207 00:08:55,243 --> 00:08:56,911 MAZIN: I think it's that first little bit, right? 208 00:08:56,911 --> 00:08:58,412 It's just the initial... (MIMICS CLICKER) 209 00:08:58,412 --> 00:09:02,250 Which I think isn't bad here, I just want the real thing. 210 00:09:02,250 --> 00:09:03,918 - Sure. - Let's do some clicking. 211 00:09:03,918 --> 00:09:10,007 (CLICKING) 212 00:09:10,299 --> 00:09:12,301 - That was good stuff. I like that. - MISTY LEE: Thank you. 213 00:09:12,301 --> 00:09:14,095 MAZIN: I love sound, but it's like-- 214 00:09:14,095 --> 00:09:16,138 I don't actually think I've ever had anything like this 215 00:09:16,138 --> 00:09:18,140 where there was somebody who knew 216 00:09:18,140 --> 00:09:19,517 how to do this incredibly specific thing, 217 00:09:19,517 --> 00:09:21,811 and I have the incredibly specific thing people 218 00:09:21,811 --> 00:09:23,854 doing the incredi-- Oh, this is so cool. 219 00:09:24,230 --> 00:09:25,523 All right, I think it might be time 220 00:09:25,523 --> 00:09:28,025 to go to the bullpen and bring in the ol' lefty. 221 00:09:28,025 --> 00:09:33,447 {\an8}(CLICKING) 222 00:09:33,447 --> 00:09:34,407 Oh, that was a good one. 223 00:09:34,407 --> 00:09:36,033 MISTY: Yeah, that was a good one! 224 00:09:36,033 --> 00:09:38,119 - I was back here going, "Oh!" - That felt juicy. 225 00:09:40,454 --> 00:09:42,707 (INFECTED SCREAMS) 226 00:09:42,707 --> 00:09:46,043 ♪ ("THE CHOICE" BY GUSTAVO SANTAOLALLA PLAYS) ♪ 227 00:09:46,043 --> 00:09:47,169 DRUCKMANN: When we made the game, 228 00:09:47,169 --> 00:09:48,796 we don't make any physical things, 229 00:09:48,796 --> 00:09:49,839 it's all digital. 230 00:09:49,839 --> 00:09:51,465 It's all two-dimensional on the screen. 231 00:09:51,465 --> 00:09:54,343 The first time I walked on set, it was Joel's house. 232 00:09:55,261 --> 00:09:57,471 There's Sarah's room, there's their living room, 233 00:09:57,471 --> 00:09:59,724 there's the sheets that are just like the game. 234 00:09:59,724 --> 00:10:04,020 And you already got to see the love this crew had 235 00:10:04,020 --> 00:10:05,521 for the original material. 236 00:10:05,771 --> 00:10:07,857 And I was like emotionally moved by it. 237 00:10:09,066 --> 00:10:12,111 ANNA TORV: The sets have just been so fucking incredible. 238 00:10:12,111 --> 00:10:13,696 {\an8}I mean, you just don't even appreciate it 239 00:10:13,696 --> 00:10:15,740 {\an8}until you're in the space that you can like, 240 00:10:15,740 --> 00:10:17,742 just fucking shoot things in 360 241 00:10:17,742 --> 00:10:20,077 because everything is like magic. 242 00:10:21,203 --> 00:10:22,997 PASCAL: In the practical shooting of it, 243 00:10:22,997 --> 00:10:28,085 there was strangely little left to the imagination 244 00:10:28,085 --> 00:10:30,880 {\an8}because of the quality of its production. 245 00:10:30,880 --> 00:10:32,673 {\an8}The game is beautifully realized 246 00:10:32,673 --> 00:10:35,217 {\an8}and has a beautiful tone and story. 247 00:10:35,217 --> 00:10:37,303 {\an8}The Last of Us is about a journey, 248 00:10:37,303 --> 00:10:39,096 going across the United States. 249 00:10:39,388 --> 00:10:41,390 And so, having that variety of landscape 250 00:10:41,390 --> 00:10:43,893 really helps make it feel as authentic as possible. 251 00:10:46,020 --> 00:10:49,315 JOHN PAINO: Fort Macleod was a good stand-in for Austin, Texas. 252 00:10:49,315 --> 00:10:52,068 We really tried to go to town there with neon. 253 00:10:52,068 --> 00:10:56,280 Colors you wouldn't see once the infection starts. 254 00:10:57,406 --> 00:11:01,744 The QZ, that was a challenge to make the wall. 255 00:11:01,744 --> 00:11:03,537 You know, built it out of actual concrete 256 00:11:03,537 --> 00:11:05,206 and I could have people walk on it. 257 00:11:05,206 --> 00:11:09,293 I think it really lended a lot to the realism of things. 258 00:11:10,378 --> 00:11:12,880 NOLAN: Edmonton was a key for the statehouse. 259 00:11:13,297 --> 00:11:15,216 PAUL HEALY: The Fireflies' set was stunning. 260 00:11:15,549 --> 00:11:18,844 'Cause now we're outside the QZ, it's way more run down. 261 00:11:19,595 --> 00:11:21,347 TORV: When we're going through the tunnel, 262 00:11:21,347 --> 00:11:23,265 like the underground, and up to the office, 263 00:11:23,265 --> 00:11:25,935 and we're standing behind, about to get through the door, 264 00:11:25,935 --> 00:11:27,019 and I look down, 265 00:11:27,019 --> 00:11:29,897 and there's like little sesame seeds 266 00:11:29,897 --> 00:11:32,566 to look like mouse poo on the ground. 267 00:11:32,566 --> 00:11:36,153 The detail is, like, from this to like... 268 00:11:36,737 --> 00:11:38,447 That you put that there, I just-- 269 00:11:38,447 --> 00:11:42,993 It's-- It's-- It's just amazing! 270 00:11:43,619 --> 00:11:45,204 {\an8}They created a village! I mean... 271 00:11:45,579 --> 00:11:48,165 NOLAN: Bill's town, the way it was written was very particular. 272 00:11:48,165 --> 00:11:50,167 {\an8}The action involved and the look of the town 273 00:11:50,167 --> 00:11:51,502 and the feel of the town. 274 00:11:52,086 --> 00:11:53,879 And I kind of had in the back of my mind 275 00:11:53,879 --> 00:11:55,339 that this location existed 276 00:11:55,339 --> 00:11:57,842 after the floods in High River in 2013. 277 00:11:57,842 --> 00:11:59,635 It's on the-- kind of the wrong side of the berm, 278 00:11:59,635 --> 00:12:01,345 and they had to tear all the homes down. 279 00:12:01,345 --> 00:12:02,888 And what was left was all the streets 280 00:12:02,888 --> 00:12:05,057 and the sidewalks and the infrastructure. 281 00:12:06,016 --> 00:12:07,601 PAINO: There's a town here, Canmore, 282 00:12:07,601 --> 00:12:11,188 that stood in quite nicely for Jackson Hole, Wyoming. 283 00:12:11,188 --> 00:12:14,024 This is a town that's self-sufficient. 284 00:12:15,025 --> 00:12:15,985 My favorite part of that 285 00:12:16,360 --> 00:12:18,904 was building the paddock and the stables and everything 286 00:12:18,904 --> 00:12:21,449 in the parking lot right in the middle of town. 287 00:12:22,283 --> 00:12:23,492 {\an8}I was just like, 288 00:12:23,492 --> 00:12:26,162 {\an8}"There's the bank! There's a zoo! Lights!" 289 00:12:26,162 --> 00:12:29,039 {\an8}I was like-- (LAUGHS) I was like-- Everything was-- 290 00:12:29,331 --> 00:12:30,708 {\an8}I was like, "They got everything!" 291 00:12:31,333 --> 00:12:34,503 GABRIEL LUNA: I was really impressed with our production design. 292 00:12:34,503 --> 00:12:38,841 {\an8}Everything was just so faithful to the game, 293 00:12:38,841 --> 00:12:42,178 {\an8}and so detailed and specific. 294 00:12:43,179 --> 00:12:47,183 {\an8}But the mall was, I think, one of the most amazing sets there is. 295 00:12:47,183 --> 00:12:49,143 You know, we had to get a carousel, 296 00:12:49,393 --> 00:12:51,103 we had to do a Halloween store, 297 00:12:51,353 --> 00:12:53,022 we had to do a Victoria's Secret store. 298 00:12:53,022 --> 00:12:55,816 {\an8}Even though this was an abandoned mall before, 299 00:12:55,816 --> 00:12:59,737 the authenticity of what the mall looks like, 300 00:12:59,737 --> 00:13:00,613 it's really cool. 301 00:13:01,030 --> 00:13:03,616 RAMSEY: Plants growing everywhere, there's algae. 302 00:13:04,074 --> 00:13:05,409 It's just a mess. 303 00:13:06,160 --> 00:13:08,412 This location has been perfect to shoot in 304 00:13:08,662 --> 00:13:10,456 because they were gonna tear down this mall anyway. 305 00:13:10,831 --> 00:13:13,334 So, that's given the amazing art department 306 00:13:13,334 --> 00:13:16,253 like free reign to completely destroy it 307 00:13:16,253 --> 00:13:17,588 {\an8}and make it their own. 308 00:13:17,588 --> 00:13:19,757 {\an8}So, as soon as we finish this, like, this mall is gone. 309 00:13:20,799 --> 00:13:22,009 DIRECTOR: And let's cut. 310 00:13:24,637 --> 00:13:26,305 MATT PALMER: Okotoks, the challenge was 311 00:13:26,305 --> 00:13:28,766 that we needed a cul-de-sac neighborhood 312 00:13:28,766 --> 00:13:30,476 to situate this big action scene. 313 00:13:30,851 --> 00:13:34,063 And it's actually a bit freaky, in terms of how perfect it fits 314 00:13:34,063 --> 00:13:35,689 within the visuals within the game. 315 00:13:37,441 --> 00:13:39,401 When we scouted, it was exactly what we wanted. 316 00:13:39,401 --> 00:13:41,362 We had extreme winds where literally, 317 00:13:41,362 --> 00:13:42,863 you could almost-- you couldn't stand up. 318 00:13:43,280 --> 00:13:46,158 When Craig was there, I mean, it was just like, "This is what I wrote." 319 00:13:46,158 --> 00:13:48,410 {\an8}And that's the best compliment you can get. 320 00:13:48,410 --> 00:13:51,622 {\an8}We went to Waterton because it was known to have 321 00:13:51,622 --> 00:13:53,749 {\an8}a massive amount of snow. 322 00:13:54,208 --> 00:13:57,169 And what happened was, there was no snow. 323 00:13:57,169 --> 00:13:59,922 There was drifts up against some buildings, 324 00:13:59,922 --> 00:14:02,716 but all the roads, all the grass, 325 00:14:02,716 --> 00:14:05,135 everywhere that you looked, the snow was gone. 326 00:14:06,053 --> 00:14:08,847 You couldn't bring in snow from outside the park. 327 00:14:08,847 --> 00:14:11,642 I had to use whatever was in the town. 328 00:14:12,101 --> 00:14:17,398 So in three days, we did 350 dump trucks of snow. 329 00:14:17,690 --> 00:14:21,944 Shoveling, brooming, raking, snow blowers 330 00:14:21,944 --> 00:14:23,946 to cover ten city blocks. 331 00:14:24,321 --> 00:14:26,448 That night, it snowed. 332 00:14:28,951 --> 00:14:32,871 There was a day of shooting, and we were out in the elements, 333 00:14:33,205 --> 00:14:34,915 and there was snow everywhere, 334 00:14:34,915 --> 00:14:36,834 and we were on the side of a mountain, 335 00:14:36,834 --> 00:14:38,669 and it was really cold, 336 00:14:38,669 --> 00:14:41,714 and there was a trek through the snow. 337 00:14:41,714 --> 00:14:45,926 And there were three or four house-sized wind machines. 338 00:14:45,926 --> 00:14:48,262 I loved it. I love it. I wanna go back. 339 00:14:49,263 --> 00:14:55,644 ♪ (PLAYS "THE LAST OF US" MAIN THEME) ♪ 340 00:14:56,020 --> 00:15:00,357 {\an8}(SPEAKING SPANISH) 341 00:15:02,484 --> 00:15:03,652 {\an8}SPEAKER 2: How do you want it? 342 00:15:03,944 --> 00:15:05,237 {\an8}- For me. - SPEAKER 2: Sí, for you. 343 00:15:07,489 --> 00:15:10,451 Gustavo Santaolalla, our composer, 344 00:15:10,451 --> 00:15:13,329 has such a different way of working. 345 00:15:13,329 --> 00:15:15,122 {\an8}The way I worked with Gustavo, 346 00:15:15,122 --> 00:15:16,040 {\an8}starting with the game 347 00:15:16,040 --> 00:15:17,458 {\an8}and now continuing with the show, 348 00:15:17,458 --> 00:15:19,126 {\an8}is pitch him the story. 349 00:15:19,418 --> 00:15:21,837 I think Gustavo as well is very much about minimalism. 350 00:15:21,837 --> 00:15:24,173 Like what's the least we need to do 351 00:15:24,173 --> 00:15:25,090 to achieve this moment? 352 00:15:25,591 --> 00:15:28,427 Which is very much mine and Craig's philosophy as well. 353 00:15:28,677 --> 00:15:32,514 {\an8}The whole thing in the music of The Last of Us from what I do 354 00:15:32,514 --> 00:15:36,560 {\an8}is to preserve this organic element. 355 00:15:36,560 --> 00:15:39,980 Kind of minimalism because I have to play less. 356 00:15:40,230 --> 00:15:44,943 The pipes, the cans, all that has a little bit to do with 357 00:15:44,943 --> 00:15:49,907 the reality of a post-disaster world 358 00:15:49,907 --> 00:15:52,826 of found objects, broken things. 359 00:15:52,826 --> 00:15:54,078 But it's very organic. 360 00:15:54,078 --> 00:15:57,331 It's almost like in primitive folk instrument. 361 00:15:57,331 --> 00:15:59,291 Like a modern primitive folk. 362 00:16:02,378 --> 00:16:04,421 The beginning, you know, was trying to find 363 00:16:04,421 --> 00:16:08,884 how do we translate the language from the game to the series, 364 00:16:08,884 --> 00:16:13,263 but I think we have found now something that kind of flows. 365 00:16:15,015 --> 00:16:16,016 DRUCKMANN: He would go off, 366 00:16:16,350 --> 00:16:19,561 and he's come back with an hour or more of music. 367 00:16:19,561 --> 00:16:21,105 And we'd just sit here listening. 368 00:16:21,355 --> 00:16:24,274 And he's just like, "Here's this moment that you talked about 369 00:16:24,274 --> 00:16:25,693 that has inspired this theme. 370 00:16:25,693 --> 00:16:27,653 And that's very much what it's like working with Gustavo. 371 00:16:27,653 --> 00:16:29,154 It's like starting with a lot 372 00:16:29,154 --> 00:16:31,115 and then continuing to trim it down, trim it down, 373 00:16:31,115 --> 00:16:34,118 and find the right elements and how they fit. 374 00:16:35,786 --> 00:16:36,787 ♪ (PLAYS BANJO) ♪ 375 00:16:37,287 --> 00:16:38,706 GUSTAVO SANTAOLALLA: There's stuff that was created for the game 376 00:16:38,706 --> 00:16:40,499 that you can just take it and put it, 377 00:16:40,499 --> 00:16:42,209 and it works fantastic. 378 00:16:42,209 --> 00:16:45,879 Which, for me, says a lot also about what they have done 379 00:16:46,171 --> 00:16:48,549 'cause it means that there is a connection 380 00:16:48,549 --> 00:16:53,011 between the game and what the series is. 381 00:16:53,345 --> 00:16:59,226 ♪ (PLAYS BANJO) ♪ 382 00:17:04,314 --> 00:17:07,192 SEAN NOWLAN: Visual effects is a big part of this show. 383 00:17:08,944 --> 00:17:10,446 {\an8}Every shot that we shoot 384 00:17:10,696 --> 00:17:13,198 {\an8}needs to be touched in some way by visual effects. 385 00:17:14,366 --> 00:17:18,495 {\an8}There's such an effort to really push the boundaries 386 00:17:18,495 --> 00:17:22,416 {\an8}on both what is practical and what is a visual effect. 387 00:17:22,833 --> 00:17:24,126 {\an8}Right from the get-go, 388 00:17:24,126 --> 00:17:28,672 {\an8}the impetus was to try and do as much practical as possible. 389 00:17:29,381 --> 00:17:32,092 Alex understands that the dovetail 390 00:17:32,092 --> 00:17:34,386 between practical and visual effects, 391 00:17:34,803 --> 00:17:38,640 when you make it seamless, that's the magic. 392 00:17:42,936 --> 00:17:46,106 GOWER: It is very interesting working with Alex and the VFX team. 393 00:17:46,106 --> 00:17:48,192 {\an8}The visual effects department is probably the one department 394 00:17:48,192 --> 00:17:49,610 {\an8}we work probably the closest with 395 00:17:49,610 --> 00:17:51,111 {\an8}on any given show or film. 396 00:17:51,570 --> 00:17:54,531 They benefit a lot more from having something there on the day, 397 00:17:54,531 --> 00:17:57,201 which they can either manipulate or augment in post 398 00:17:57,201 --> 00:17:59,161 or they've got something there that needs a touch. 399 00:18:00,120 --> 00:18:01,288 {\an8}There's everything on this show, 400 00:18:01,288 --> 00:18:03,499 {\an8}from airplane crashes, 401 00:18:05,167 --> 00:18:07,002 to big environments, 402 00:18:07,920 --> 00:18:11,465 to war-torn destruction in a big city, 403 00:18:12,424 --> 00:18:14,384 to smaller tendrils. 404 00:18:14,384 --> 00:18:17,221 So, there's a lot for visual effects to work on. 405 00:18:17,596 --> 00:18:19,264 Because there's a lot of environments, 406 00:18:19,264 --> 00:18:21,850 we've actually used a lot of drone scanning, 407 00:18:21,850 --> 00:18:24,603 so that we're able to recreate it digitally. 408 00:18:25,270 --> 00:18:28,315 BLAINE LOUGHEED: On this show, we used a combination of drones and LiDAR. 409 00:18:28,315 --> 00:18:32,486 LiDAR scanning is light imaging distance ranging. 410 00:18:32,486 --> 00:18:36,657 {\an8}And it basically gives you a 3D model of what you're scanning. 411 00:18:36,657 --> 00:18:39,535 We knew that there would be a lot of environment work, 412 00:18:39,535 --> 00:18:40,577 in line with the game. 413 00:18:41,078 --> 00:18:44,456 There's a lot of overgrowth, and everything's deteriorated. 414 00:18:44,456 --> 00:18:47,000 And we knew that we would have to pretty much 415 00:18:47,000 --> 00:18:49,878 help out in every episode in that respect. 416 00:18:54,925 --> 00:18:58,178 {\an8}So, there's a couple of different types of scanning that we're doing on the show. 417 00:18:58,178 --> 00:19:00,389 One of them is cyber scanning. 418 00:19:00,389 --> 00:19:02,975 It's a circle of cameras and lights 419 00:19:02,975 --> 00:19:04,810 that flash simultaneously. 420 00:19:05,144 --> 00:19:06,979 We scan every character that's on a show, 421 00:19:06,979 --> 00:19:09,857 in case we need to build a digital version of them. 422 00:19:10,732 --> 00:19:12,860 (SIRENS WAIL) 423 00:19:12,860 --> 00:19:14,236 {\an8}For all the gamers, 424 00:19:14,236 --> 00:19:17,656 {\an8}I know everyone knows the scene when they're escaping. 425 00:19:17,656 --> 00:19:19,658 And they're in the car, 426 00:19:19,658 --> 00:19:21,493 and you can watch everything, 427 00:19:21,493 --> 00:19:24,204 what's happening from Sarah's perspective. 428 00:19:24,204 --> 00:19:26,039 WANG: The amazing thing with that scene 429 00:19:26,039 --> 00:19:28,500 is that it's very true to the game. 430 00:19:28,876 --> 00:19:32,254 We feel like we're with Sarah and Joel 431 00:19:32,254 --> 00:19:34,256 in Tommy's truck the entire time. 432 00:19:34,715 --> 00:19:37,801 And because of our desire working 360, 433 00:19:37,801 --> 00:19:40,137 it was a big challenge how should we do that. 434 00:19:40,387 --> 00:19:44,057 So, the car was built with a stunt pod on top. 435 00:19:44,808 --> 00:19:48,604 So, the stunt drivers were sitting on the rooftop driving a car 436 00:19:48,604 --> 00:19:50,731 while actors could do their thing. 437 00:19:50,731 --> 00:19:53,275 Tilt up. (CHUCKLES) 438 00:19:57,988 --> 00:19:58,780 Run! 439 00:19:59,156 --> 00:20:00,282 JEREMY WEBB: The cul-de-sac sequence was certainly 440 00:20:00,282 --> 00:20:03,076 {\an8}the toughest sequence that we had to do. 441 00:20:03,076 --> 00:20:06,246 The combination of VFX, the choreography, 442 00:20:06,246 --> 00:20:08,165 and the explosions. 443 00:20:08,540 --> 00:20:11,084 Just the kind of craziness of it all, really. 444 00:20:11,501 --> 00:20:13,211 EBEN BOLTER: And this used to just be a field. 445 00:20:13,211 --> 00:20:15,422 This was nothing but grass. 446 00:20:15,422 --> 00:20:17,299 {\an8}Craig wrote this amazing sequence 447 00:20:17,299 --> 00:20:18,884 {\an8}where our cast, 448 00:20:18,884 --> 00:20:23,305 they walk their way onto this seemingly innocent cul-de-sac 449 00:20:23,305 --> 00:20:24,431 and come under attack. 450 00:20:24,431 --> 00:20:25,557 (BULLETS FLYING) 451 00:20:25,557 --> 00:20:29,353 And then behind them, a whole convoy of rebels 452 00:20:29,353 --> 00:20:30,520 come up behind them. 453 00:20:30,520 --> 00:20:32,981 So at that point, we actually opened this up 454 00:20:32,981 --> 00:20:34,775 into the main road behind, 455 00:20:34,775 --> 00:20:37,110 and that gave us all that extra distance 456 00:20:37,110 --> 00:20:39,446 out there in the real world, on a real road 457 00:20:39,446 --> 00:20:41,281 for the convoy to get up to speed 458 00:20:41,281 --> 00:20:42,282 and start chasing them. 459 00:20:42,574 --> 00:20:44,368 These trucks come through, there's a "run" truck 460 00:20:44,368 --> 00:20:46,787 that just plows through all these vehicles, 461 00:20:46,787 --> 00:20:48,330 knocking them all over the place. 462 00:20:48,330 --> 00:20:49,748 WHIST: Yeah, it was a big deal 463 00:20:49,748 --> 00:20:52,459 plowing through all these cars, making it look realistic. 464 00:20:52,459 --> 00:20:54,836 We had to reinforce the plow 465 00:20:54,836 --> 00:20:56,463 because the first night, it broke. 466 00:20:59,299 --> 00:21:01,927 And then it was the driving into the house 467 00:21:02,844 --> 00:21:05,013 {\an8}without destroying the building 468 00:21:05,013 --> 00:21:07,975 {\an8}because the building was prepped for fire. 469 00:21:07,975 --> 00:21:11,019 Meaning that post-crash, we would pull the truck out 470 00:21:11,019 --> 00:21:14,856 and put another truck in there that would then explode. 471 00:21:15,482 --> 00:21:17,484 Special effects did an amazing job 472 00:21:17,484 --> 00:21:20,487 piping those houses and vehicles with propane, 473 00:21:20,487 --> 00:21:23,782 but we'll go in there and just add the finishing touches. 474 00:21:26,827 --> 00:21:28,453 NOWLAN: In the big, climactic battle scene, 475 00:21:28,453 --> 00:21:30,998 most of that was done practically 476 00:21:30,998 --> 00:21:32,332 with real performers. 477 00:21:33,083 --> 00:21:36,336 However, we felt like we needed to triple that amount. 478 00:21:36,336 --> 00:21:40,173 So, everything in addition was visual effects. 479 00:21:40,507 --> 00:21:42,718 {\an8}When we need to make these creatures in CG, 480 00:21:42,718 --> 00:21:44,636 it's always good to have a reference 481 00:21:44,636 --> 00:21:47,055 from the actual performers themselves, 482 00:21:47,055 --> 00:21:49,474 so an animator doesn't have to do it frame-by-frame. 483 00:21:49,474 --> 00:21:54,813 {\an8}Mocap is a methodology of capturing movement of characters. 484 00:21:54,813 --> 00:21:56,398 We did a mocap session, 485 00:21:56,398 --> 00:21:59,192 tried to record as many different movements 486 00:21:59,192 --> 00:22:01,445 from the stuntmen as we possibly could. 487 00:22:01,445 --> 00:22:03,947 We had multiple cameras set up. 488 00:22:04,281 --> 00:22:07,576 WANG: So much of what we do in post with animation 489 00:22:07,576 --> 00:22:09,202 depends on the performances. 490 00:22:09,202 --> 00:22:11,580 We shot a library of their movements, 491 00:22:11,580 --> 00:22:14,082 and we selected the best ones that we could have. 492 00:22:21,256 --> 00:22:24,551 NOWLAN: Of course, we try to do as much practically as possible. 493 00:22:24,551 --> 00:22:27,220 The makeup people were awesome. 494 00:22:29,306 --> 00:22:32,559 The design work from Barrie Gower's team was complete. 495 00:22:33,101 --> 00:22:35,062 We took these designs and we scanned them, 496 00:22:35,062 --> 00:22:38,273 and this helped create visual assets for us in post. 497 00:22:41,151 --> 00:22:42,486 GOWER: With the infected, 498 00:22:42,486 --> 00:22:44,946 we started exploring all these other paint schemes. 499 00:22:45,530 --> 00:22:47,240 SPATERI: Once we knew what the colors were, 500 00:22:47,240 --> 00:22:49,743 then we would paint a suit to match. 501 00:22:49,743 --> 00:22:52,037 We would glue all the mushrooms and everything onto the suits, 502 00:22:52,037 --> 00:22:54,831 and then the suits would go over to Sage and her team, 503 00:22:54,831 --> 00:22:56,291 and they would cut the costumes 504 00:22:56,291 --> 00:22:58,919 for the mushrooms to be growing through 505 00:22:58,919 --> 00:23:01,004 and sort of dripping stains 506 00:23:01,004 --> 00:23:02,756 as they kind of came through the skin 507 00:23:02,756 --> 00:23:04,132 and the flesh broke down. 508 00:23:04,132 --> 00:23:07,594 {\an8}Each clicker is designed individually. 509 00:23:07,594 --> 00:23:08,970 {\an8}And the costume had to be durable enough 510 00:23:08,970 --> 00:23:14,017 to go through all of the crazy contortionist sort of moves 511 00:23:14,017 --> 00:23:16,269 that the clickers have in the fight scenes. 512 00:23:17,479 --> 00:23:18,980 STEVE HOLLOWAY: Then they run through the breakdown department, 513 00:23:18,980 --> 00:23:21,108 so it looks like they've been rotting and molding 514 00:23:21,108 --> 00:23:22,275 for months or years. 515 00:23:22,275 --> 00:23:24,111 And so, when you see the whole thing together, 516 00:23:24,111 --> 00:23:25,153 with the prosthetics 517 00:23:25,529 --> 00:23:28,406 and the sort of muddy, drippy costume that's coming off them, 518 00:23:28,406 --> 00:23:30,158 {\an8}it just looks so amazing. 519 00:23:30,408 --> 00:23:32,452 CYNTHIA SUMMERS: You never go into battle with one costume, 520 00:23:32,452 --> 00:23:33,537 but these guys did. 521 00:23:33,537 --> 00:23:35,497 So, you know, makeup, effects, and costumes 522 00:23:35,497 --> 00:23:37,707 would be sitting on set, biting their nails, 523 00:23:37,707 --> 00:23:39,543 just hoping that everything stays together. 524 00:23:39,543 --> 00:23:41,586 GOWER: So, one thing we did for a lot of our shots 525 00:23:41,586 --> 00:23:43,630 was we actually had a little area 526 00:23:43,630 --> 00:23:45,757 that we could remove from the crown 527 00:23:45,757 --> 00:23:47,259 of the clicker's appliance. 528 00:23:47,259 --> 00:23:49,719 We would either have complete vision for the actors 529 00:23:49,719 --> 00:23:51,555 and you'd see their eyes looking through, 530 00:23:51,555 --> 00:23:53,390 which would then be replaced in post, 531 00:23:53,390 --> 00:23:55,725 or we'd be able to do some more close up stuff 532 00:23:55,725 --> 00:23:56,977 and put that plug back in. 533 00:23:56,977 --> 00:23:58,603 NOWLAN: The amount of work they had to do 534 00:23:58,603 --> 00:24:00,981 just to get the 200 we had in there, 535 00:24:00,981 --> 00:24:02,357 it was amazing. 536 00:24:06,653 --> 00:24:08,780 (BLOATER GROWLS) 537 00:24:10,031 --> 00:24:11,658 NOWLAN: There are several creatures 538 00:24:11,658 --> 00:24:13,702 that we had to make the decision fairly early on 539 00:24:13,702 --> 00:24:16,746 whether they'd be done practically with prosthetics, 540 00:24:16,746 --> 00:24:18,123 in visual effects entirely, 541 00:24:18,540 --> 00:24:20,584 or if it might be a hybrid approach of the both. 542 00:24:20,876 --> 00:24:23,044 In the case of the bloater itself, 543 00:24:23,044 --> 00:24:25,547 because it's an enormous creature, 544 00:24:25,547 --> 00:24:27,674 it's meant to stand about seven feet tall, 545 00:24:27,674 --> 00:24:30,051 you can get a man and put him in a prosthetic suit, 546 00:24:30,051 --> 00:24:31,052 which they did. 547 00:24:31,052 --> 00:24:32,179 At the end of the day, 548 00:24:32,179 --> 00:24:33,597 there's only a certain amount of mobility 549 00:24:33,597 --> 00:24:34,931 in this prosthetic suit. 550 00:24:34,931 --> 00:24:37,475 As good as it looked, he just couldn't do the things 551 00:24:37,475 --> 00:24:39,895 that he needed to do as the bloater. 552 00:24:40,353 --> 00:24:43,190 Very early on, we kind of planned for doing it 553 00:24:43,190 --> 00:24:44,232 {\an8}practically on set, 554 00:24:44,232 --> 00:24:46,693 {\an8}in a prosthetic suit that Barrie Gower made. 555 00:24:46,693 --> 00:24:49,654 But we reserved the option and shot a lot of clean plates, 556 00:24:49,654 --> 00:24:52,490 which means we took the bloater, the physical bloater, 557 00:24:52,490 --> 00:24:55,911 out of the shot so that we had a clean background to use 558 00:24:55,911 --> 00:24:58,330 in case we wanted to go the CG route 559 00:24:58,330 --> 00:25:00,290 in some or in all cases. 560 00:25:00,290 --> 00:25:02,709 WANG: Barrie Gower and his team did a fantastic job 561 00:25:02,709 --> 00:25:05,337 creating the bloater suit with so much detail. 562 00:25:05,670 --> 00:25:08,006 {\an8}However, we found that what we needed 563 00:25:08,006 --> 00:25:10,091 {\an8}was the bloater to be a little bit bigger. 564 00:25:10,091 --> 00:25:12,469 And it needed to move a little faster, as well. 565 00:25:12,469 --> 00:25:15,764 NOWLAN: This CG creature is doing some very fantastical things. 566 00:25:15,764 --> 00:25:18,099 Things that a normal human couldn't do. 567 00:25:18,099 --> 00:25:21,770 We ended up just feeling like it was necessary to create 568 00:25:21,770 --> 00:25:23,271 a full digital version of the bloater. 569 00:25:23,271 --> 00:25:25,190 (GUNFIRE) 570 00:25:25,190 --> 00:25:29,861 (BLOATER ROARS) 571 00:25:31,404 --> 00:25:33,031 NOWLAN: In the case of the child clicker, 572 00:25:33,031 --> 00:25:34,699 very much like the bloater early on, 573 00:25:34,699 --> 00:25:37,744 what we did was we sussed out 574 00:25:37,744 --> 00:25:38,995 a person that could play the role. 575 00:25:38,995 --> 00:25:40,330 And in this case, it happened to be 576 00:25:40,580 --> 00:25:44,209 a girl from Toronto called Skye, who was also a contortionist. 577 00:25:44,209 --> 00:25:47,921 So she could move her body very, very effectively 578 00:25:47,921 --> 00:25:51,675 and do all sorts of clicker-y, kind of stutter-y motions. 579 00:25:52,926 --> 00:25:55,971 What we did was we shot Skye on set, like the bloater. 580 00:25:55,971 --> 00:25:59,599 And then we also decided to sort of change the design 581 00:25:59,599 --> 00:26:03,353 just ever so slightly, in terms of the prosthetic makeup. 582 00:26:03,353 --> 00:26:06,231 We wanted to feel frightened by her character, 583 00:26:06,231 --> 00:26:08,900 but also have a sense of sympathy for her. 584 00:26:09,484 --> 00:26:12,112 We had more of her face exposed, 585 00:26:12,362 --> 00:26:15,448 we could see her long hair, her pigtails. 586 00:26:15,448 --> 00:26:18,451 These were all the aspects that were important to Craig and Neil. 587 00:26:19,744 --> 00:26:24,291 NOWLAN: What started out as just replacing Skye's head as a CG element, 588 00:26:24,291 --> 00:26:27,711 we realized we might as well go a full CG body on it. 589 00:26:27,711 --> 00:26:29,921 And then we can get this child clicker to do 590 00:26:29,921 --> 00:26:31,840 exactly what we want it to do. 591 00:26:31,840 --> 00:26:35,510 So, now she's able to do that in a much more fantastical way 592 00:26:35,510 --> 00:26:37,345 because we went CG with it. 593 00:26:39,973 --> 00:26:43,184 LOUGHEED: The fight at the Silver Lake Steakhouse, 594 00:26:43,184 --> 00:26:45,186 special effects did an excellent job 595 00:26:45,186 --> 00:26:48,398 of essentially piping the entire set. 596 00:26:48,398 --> 00:26:50,358 Of course, we can see some of this piping, 597 00:26:50,358 --> 00:26:52,652 which, this is where visual effects will come in 598 00:26:52,652 --> 00:26:57,574 and remove the piping and also blend in more flames. 599 00:26:58,074 --> 00:27:01,244 WHIST: At one point, we were not going to do any practical fire 600 00:27:01,244 --> 00:27:04,205 because the discussion was that it was too much money, 601 00:27:04,581 --> 00:27:06,291 and we couldn't do it in the time we had. 602 00:27:06,291 --> 00:27:08,918 That's where I come in to say, "No, we can do it." 603 00:27:08,918 --> 00:27:10,545 Basically, I said, "You can have-- 604 00:27:10,545 --> 00:27:14,174 {\an8}Of this size set, you can have a quarter of it on fire." 605 00:27:14,924 --> 00:27:17,635 NOWLAN: Joel Whist, our special effects supervisor, 606 00:27:18,053 --> 00:27:19,304 is amazing, 607 00:27:19,304 --> 00:27:21,639 and he designed that entire set 608 00:27:21,639 --> 00:27:25,060 to be fireproof in the areas that we needed it to be. 609 00:27:25,060 --> 00:27:27,645 And that helped immeasurably for us. 610 00:27:29,439 --> 00:27:34,361 ♪ ("THE LAST OF US (YOU AND ME)" BY GUSTAVO SANTAOLALLA PLAYS) ♪ 611 00:27:35,111 --> 00:27:37,238 PALMER: Shooting with Nabo the giraffe 612 00:27:37,238 --> 00:27:40,450 {\an8}will certainly be one of my favorite experiences. 613 00:27:40,825 --> 00:27:44,496 What I quickly learned after doing the research on the game 614 00:27:44,496 --> 00:27:47,248 was just how critically important 615 00:27:47,248 --> 00:27:50,960 this one moment is to the whole story of the game. 616 00:27:51,669 --> 00:27:53,463 Giraffes are pretty massive. 617 00:27:54,756 --> 00:27:58,051 {\an8}It's like a spiritual experience almost, 618 00:27:58,301 --> 00:28:02,013 being so close to such a magnificent animal. 619 00:28:02,514 --> 00:28:04,974 Yes, you can create a giraffe in visual effects, 620 00:28:04,974 --> 00:28:06,434 but it's just not the same. 621 00:28:07,769 --> 00:28:11,398 {\an8}Fortunately, the one thing Alberta does have is a zoo with giraffes. 622 00:28:11,398 --> 00:28:15,944 {\an8}And we spent quite a while putting things in the enclosure, 623 00:28:15,944 --> 00:28:19,072 so that we could shoot it and getting the giraffes acclimated. 624 00:28:19,072 --> 00:28:21,574 Like panels with blue screen, 625 00:28:21,825 --> 00:28:25,078 so that we could go in there and just shoot the giraffe 626 00:28:25,078 --> 00:28:26,830 and have Ellie feed the giraffe. 627 00:28:27,205 --> 00:28:30,959 PALMER: And then, visual effects in all the other pieces around it. 628 00:28:32,877 --> 00:28:33,878 {\an8}Something that was so fascinating 629 00:28:33,878 --> 00:28:35,380 {\an8}about this experience was that 630 00:28:35,380 --> 00:28:37,632 the visual effects and the special effects 631 00:28:37,632 --> 00:28:39,300 and all of the departments working together, 632 00:28:39,300 --> 00:28:41,302 building all of these practical elements. 633 00:28:41,302 --> 00:28:45,723 To be able to actually see it in front of you was everything 634 00:28:46,015 --> 00:28:48,143 in terms of the playing of these characters 635 00:28:48,143 --> 00:28:51,229 and the being in this fungus apocalypse 636 00:28:51,646 --> 00:28:52,772 20 years in. 637 00:28:57,527 --> 00:29:00,864 ♪ ("THE PATH (A NEW BEGINNING)" BY GUSTAVO SANTAOLALLA PLAYS) ♪ 638 00:29:01,948 --> 00:29:04,534 DRUCKMANN: I don't know how to describe this feeling of pride. 639 00:29:04,534 --> 00:29:06,619 And I can't wait for everybody at Naughty Dog 640 00:29:06,619 --> 00:29:08,163 that worked so hard on the game 641 00:29:08,163 --> 00:29:11,291 and realize that the first time to see this version 642 00:29:11,291 --> 00:29:12,792 does all their work justice. 643 00:29:13,084 --> 00:29:15,670 There's something really beautiful and moving about that. 644 00:29:16,838 --> 00:29:18,923 When people talk to me about the game, 645 00:29:18,923 --> 00:29:20,008 we are the same. 646 00:29:20,008 --> 00:29:21,926 We understand each other. 647 00:29:21,926 --> 00:29:23,845 We have a shared language. 648 00:29:24,554 --> 00:29:25,472 Arts are so important 649 00:29:25,805 --> 00:29:27,640 because it holds a mirror to our social condition, 650 00:29:28,016 --> 00:29:30,643 and it helps us have better understanding 651 00:29:30,643 --> 00:29:33,688 for someone who doesn't look or act like us, 652 00:29:33,688 --> 00:29:35,440 who might come from a different culture, 653 00:29:35,440 --> 00:29:38,943 and I think that we'll be able to jump over some of these 654 00:29:38,943 --> 00:29:40,904 skyscraper-high hurdles 655 00:29:40,904 --> 00:29:43,573 that we have in the things that divide us. 656 00:29:43,990 --> 00:29:46,826 And that will never end. 657 00:29:46,826 --> 00:29:50,872 That right there is the crux of The Last of Us. 658 00:29:51,998 --> 00:29:54,918 PASCAL: One of the most exciting experiences of my life 659 00:29:54,918 --> 00:29:57,128 was getting this job. 660 00:29:57,128 --> 00:30:01,549 To come back to HBO, which basically raised me, 661 00:30:01,549 --> 00:30:06,221 to meet Craig, to meet Bella, all of our different actors, 662 00:30:06,221 --> 00:30:09,474 there was something of where I knew this was going to be 663 00:30:09,474 --> 00:30:14,562 the hardest and the best experience of my life. 664 00:30:14,562 --> 00:30:16,147 And weirdly, there was something 665 00:30:16,147 --> 00:30:19,817 that I knew was special and terrifying. 666 00:30:19,817 --> 00:30:22,111 And it all came true. (LAUGHS) 667 00:30:23,905 --> 00:30:28,368 On the first day, I set a fairly reasonable goal 668 00:30:28,368 --> 00:30:30,828 to make the best television show ever. 669 00:30:30,828 --> 00:30:32,413 That was our reasonable goal. 670 00:30:33,164 --> 00:30:37,502 I just want to say thank you. I love you guys. Thank you. 671 00:30:37,835 --> 00:30:40,296 (CHEERING, CLAPPING) 672 00:30:40,547 --> 00:30:45,134 ♪ ("THE LAST OF US" MAIN THEME CONTINUES) ♪ 673 00:31:05,572 --> 00:31:07,490 And that's the end of this story. 57813

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