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Grounded II: Making The Last of Us Part II (2024)

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Grounded II: Making The Last of Us Part II (2024)

Post by bunniefuu »

for

okay

okay uh thank you all for what is about

to be a very long

presentation uh so Anthony and I ran

some numbers and to our best guest uh

The Last of Us Part Two is is 10 to 30%

longer than last part

one however this is the most detailed

story presentation we've ever done like

if you think about the prision for T1

where we kind of talk about the

quarantine Zone in somewhat detail most

of a change and then it's like and here

are some things that might happen with

Joel and nelli they might go into a spor

field Subway tunnel they might fight

some cannibals uh at some point Joel

will get incapacitated and'll this has

everything figured out uh even though it

might change um every character is

accounted for every cinematic is

accounted for in this presentation which

means it's going to feel twice as long

as the first game so when you freak out

that's normal that's part of

[Music]

this oh this is about an hour and a half

to two hours so hopefully you got your P

Break okay um so we open on 15-year-old

old Ellie this is a few weeks after the

events of the first

[Music]

game there's a doorway leading down to

this basement and now sees Tommy and

he's just finished climbing out of this

basement and he's hurt bad and he's

rambling about something needed to go

after these people Alie trying to ask

him what happened where's Joel and he

doesn't make any sense to her and she

starts to go downstairs

Tommy grabs her hand and tries to stop

her but he's too weak she rips her arm

away and she heads down and with each

step her heart races faster and faster

as she sees this trail of blood she

opens the door

revealing Joel's mutilated body and then

shock just sets in and she screams and

tries to grab his body and Dina comes

and rips her away and on that cofy of

sounds

silence

oh we're just getting

[Music]

started

[Music]

[Music]

I've been working on this game since we

finished well really been thinking about

it since we finished the last of us so

many people were like last of us one is

so perfect it should never have a sequel

they shouldn't make a sequel they're

like oh it wrapped up super great uh but

I think actually if you look at the

ending swear to me that everything that

you said about the fireflies is true

Ellie is accepting a

lie I

swear okay she has a very good []

detector she knows something doesn't

feel right but I think is too scared at

that point to ask how long can you

really live with accepting a lie like

that The Last of Us Feels Like An Origin

story for this Survivor in this

post-apocalyptic

World seeing like how Ellie has become

such a strong unique character it really

felt like you know if we were to do a

sequel it'd be a shame for it not to

focus on her we the [] out of the

way you once we're done with this whole

thing I'm going to teach you how to play

guitar yeah I reckon you'd really like

that what do you say huh Joel he's going

to teach Ellie to play a guitar that

always felt like that's just this like

unentered promise that like was kind of

lingering at the end of of the first

game we did this thing called One Night

Live where we had the actors come on

stage and reenact certain

scenes say you say we get you to the

fireflies what happens next Marlene she

said that they have their own little

quarantine Zone and that doctors are

still trying to find a

cure I wrote this new scene that takes

place after the ending of The Last of Us

but it was only shown to people in the

audience like we cut off the stream

right before we showed them the scene if

I ever were to lose

you i' surely Lose

Myself try and sometimes you'll

succeed to make this man of

me I Future

Days days of you and

[Music]

me she's yours no no no I don't know the

first thing about this

hey I promised you I'd teach you how to

play that scene ends with Ellie holding

the guitar and playing one

[Music]

note and that image was so strong in my

mind and I'm sure that kind of trickled

into this idea of this trailer so

started working on some concept art kept

flushing out the story and as it felt

like it was kind of gaining

momentum Uncharted 4 needed all Hands-On

[Music]

deck n dog had always made one game uh

and as soon as it finishes one game

works on another when I started um on

Uncharted 3 we were starting to

experiment then with um trying to do two

teams after we finished Uncharted 3 I

jumped onto Uncharted 4 at some point in

time Uncharted 4 was coming down to the

wire and it's just we had to shift

resources and pretty much everyone just

ended up on Uncharted trying to finish

it

up so I said okay before I come on like

in full force on Uncharted 4 I just want

to capture this

trailer I

walk through the

valley of the the shadow of

death and I fear no

evil CU I'm

blind to it all said I walk beside the

Still Waters and

they restore my soul but I can't

walk on the path of the

right

because

I'm

wrong during the entire production of

Uncharted

4 that's all I could think about I had a

lot of investment in Uncharted 4 but the

T were down with Uncharted 4 went right

back to that trailer to wrap it

up anything for this shot that's still

happening uh not

animation

[Music]

sh this one feels kind of strong to me

draw a lot of attention we tone that

down yep actually my biggest fear with

this announcement is that it leaks early

more than anything I have nightmares

about this trailer leaking early before

we get to

PSX

[Music]

if we're going to surprise people PSX

the PlayStation experience hasn't set

itself up yet as a place where big

titles get revealed that's

[Applause]

E3

no

a we're revealing the Uncharted single

player content at the opening of the

show you're late I thought you were

professional oh you should

relax we'll live

[Music]

longer no one's going to expect a second

Naughty Dog title to be revealed in the

same press conference please welcome to

the stage Shawn leaden there's one more

there's one more speci special unveil we

have for you tonight please enjoy

it when we first revealed The Last of Us

The Naughty Dog logo came up and the

crowd erupted and and it was such a high

that that's almost been like chasing the

dragon like wanting to recapture that

feeling my God why does this look like

the playing it at this surprising moment

I'm hopeful it will have a similar

feel

[Applause]

what are you doing

kiddo people outside the studio have

such an attachment to the first game and

I've definitely seen fears about

not wanting to make a sequel because

somehow if it's bad it will tarnish your

feeling about the first

game I'm going to

find and I'm going to

k*ll every last one of

them we're doubling down on those fears

and not calling it The Last of Us some

subtitle it's The Last of Us Part Two to

say it's all one

story

[Music]

[Applause]

[Music]

[Applause]

[Music]

everyone

here right one more yes nice all

right

[Music]

the concept for the sequel had to feel

compelling enough um having a fight that

felt like okay this is an experience

worth creating worth spending the next

three years

on I became really um intrigued with the

idea of the cycle of violence and how

like certain events would trigger acts

of violence that then would beget more

acts of violence

it's almost never satisfying it never

brings the person you love back and

despite you thinking is going to bring

some closure it

doesn't we just need more

empathy wouldn't it be awesome if we

could create an experience that let you

safely explore those

feelings with that theme all on

everything fell into place and this

outline emerged the whole Catalyst for

what starts the second game is Joel

k*lling the

doctor no

that feeds right back into that idea of

that cycle of violence now it sets up

this whole kind of sequence of events

we're going to start the game where

you're playing a new character that

sequence ends with this character

k*lling

Joel and we really have to paint her as

this

monster then when you play the next

chunk of the game and you're Ellie and

you're going to pursue Justice quote

unquote and you're going to go k*ll this

entire

crew we're going to go back in time and

show you that same sequence of events

this character that you saw is a monster

to now get you to see things from her

perspective and how this crew is a bunch

of people trying to survive in this

world and they had their reasons for

pursuing and finding Joel and k*lling

him and the story was becoming very epic

and ambitious and and I had a few parts

that I was kind of stuck on and I felt

like to kind of shake things up I wanted

to bring in another

writer I thought it was a very

thoughtful story about violence and

Obsession he had Abby sort of like this

girl who was the daughter of the

[Music]

doctor and that Ellie would go on this

Vengeance

Quest and when he was like and then

Ellie actually kills Abby I was like

what

you're yeah let's [] do it not only

she contributing in a lot of ways I feel

like she's um challenging what this

story can

be she's wanted to add more romantic

intimacy between the

characters those are areas that I've

been I don't know more uncomfortable

writing that

stuff

after the first day she was telling me

that she went home and told um her

husband that I think I just got Ellie's

girlfriend pregnant uh cuz that was her

big idea the first day and um that had

this trickl on effect and actually added

a lot to the

story Ellie is this very relatable

character I thought she was a perfect

vehicle to challenge this notion that

violence doesn't have a cost because it

does have a cost in

reality it's going to ruin this

[Music]

you know people love Joel and Ellie and

we are about to k*ll one and make the

other one a

villain I was very nervous telling Troy

we're going to k*ll off Joel in the

first game he was advocating that Joel

should

die when I read the ending to part one I

was like you're going to piss a lot of

people off

let me go marleene is the closest thing

to a parent that Ellie has had outside

of Joel you just come after

her a lot of people got hurt and

marleene would be one of those people

Joel has crossed these moral lines and

therefore he deserved to die and he

thought it might be a more dramatic

ending and I was like no you're crazy

like but then in the second game that's

why I was like thought like oh he would

take it pretty easily he goes so Joel

dies and he's like and so this happens

and then and and I literally had to stop

and was like can you give me just a

second because it literally was as if

someone was telling me about how my

friend had just died I think he kind of

took it hard it was like the character

meant so much to

him we're going to k*ll off this

character his role is going to be much

smaller on on this

one all of a sudden it was please don't

take this from me yet Ellie is scared to

be alone

everybody that she's loved up until that

point she's lost

them it's hard to imagine the story

without Joel dying like you feel that

hate Ellie feels that hate you're one to

one you're on the stick and that informs

the rest of the story this way come

[Applause]

on you okay

yeah we get you through interactivity to

really connect and empathize with this

character that act like you heard of us

or something and then make you feel like

I've LED Joel to a

[Applause]

[Music]

trap when we started out making Last of

Us Part Two uh Neil actually wanted to

be very ambitious about changing the

game almost entirely that's weird in the

first like four or five months the game

was actually kind of an open world uh

inspired by

bloodborne and like it was purely melee

Focus like it was all hand toand

combat

it wasn't just the melee combat we were

also looking at sort of layout

structure bloodborn had a very sort of

an open space that sort of kept getting

bigger and bigger as you

explored I really like that feeling that

you get of Mastery over the

world it starts to become kind of almost

a character in the game

itself

and so that was also something we were

looking

at we started out making it as different

as humanly possible from the first game

as we could uh and then kind of dialing

it back the open world thing didn't work

with the story that we were trying to

sell and

stuff so in pre-production we spent a

lot of time just doing

[Music]

setups self-contained sort of units that

tried to expound on the single sort of

idea trying to start out with sort of

simple shapes and building up to more

complex shapes and starting out with uh

one or two mechanics and building up to

those

mechanics hey even our experiments we

try to add like as much context as we

can like we establish a goal that you're

going to be going for um we establish

beats so that there's like an emotional

Journey the Stakes are

raised figuring out some traversal stuff

a lot of climbing and balance beams and

seeing how far we can sort of push in

that direction without it getting over

the top like

Uncharted more sort of

verticality more use of uh grass and

stealth uh my name is Arnaldo Lis Y and

what do you do here uh I do design I

know how long have you been doing that a

day I got an opportunity to work in QA

and that was um that was a great

learning experience and I shipped the

last ofus and Uncharted

4 the thing I'm proudest of is the

people who came in to a quality

assurance job as a contractor which is

entry level work and uh used that job to

get to where they ultimately wanted to

be when I interviewed for the QA

position I specifically said that my

goal was to be a

designer he had formed this relationship

with design where they knew they could

rely on him spending his free time

designing a demo and at the same time

him going to them and not being like

here's 50 bugs you need to fix he went

to them and was like what do you need

how do I help you what kind of bugs do

you need and for their part they

embraced and we're like why don't we

show you how to layout nav

mesh I am anxious to to prove myself

there is no babying when you start it's

it just hits the ground running if I

don't cut it I go back to QA or find

something else we're trying to figure

out at the moment uh how we handle big

spaces bigger than the first game the

enemies are so like too spread out to be

really considered like one sing single

small

encounter um and seeing what behaviors

we need to start developing for them to

make it look

[Music]

good the opening of Seattle that whole

section was pretty slow and quite linear

in the level

design let's assume that there's guys in

this building someone starting to sh**t

at me from the second floor so okay if

I'm on the horse and I'm getting shot at

I can't take cover with the horse I'm

probably first thing I'm going to do is

jump off and that's slow slow and clumsy

and maybe we can make that faster it's

like but once I jump off I'm going to

want to take cover behind something it's

like okay I'm taking cover now what the

[] do I do with this horse um it's I

assume the enemies are going to sh**t at

it if they don't that's kind of weird uh

does Dina ride off with the horse to

help it uh stay safe well that sucks cuz

I'm trying to build a relationship with

Dina and if my partner leaves Lees me

that makes me like her less like okay so

de Dina has to get off the horse and

take cover with me and help me engage

with the enemies okay but the horse is

still there so what happens with this

horse does it ride off on its own in

order to like protect itself and then

come back after that feels too

intelligent for a horse that seems a

little funny as soon as there's range

combat the horse kind of makes it fall

apart what if I we did this whole

sequence on foot how do I approach this

building imagine this is more dense with

car s and Ferns and interesting ways for

me to close this distance maybe when I

get close enough uh two militia guys

come out I have this little firefight um

with this front before I could Rush

forward and go into this building climb

up and take out the sharpsh**ter that

was harassing me really simple small

fight now there's tension guys can come

from anywhere like from this rooftop

from these windows and that really

inspired us to take some pretty drastic

changes is as far as the flow inserting

more combat opening up the layout to

give the player more options as far how

they explore the city you can imagine

this is being kind of the Hub with it

poking into streets and I could go into

the streets and explore and find those

locations what we're kind of calling

dungeons so that's the plan uh some of

these changes are big but it got us

excited this feels like a true evolution

of t as far as going more systemic and

giving you options

if there's concern it's about scale it's

about scope it's about can we actually

build this thing the scope is always

bigger than the last game it always has

been it always will be probably uh but

this scope on this game is is something

pretty

extraordinary everyone seems to agree

that the thing we're building is going

to be cool once it's done it's just that

it's such a big such a big

game our games have become more and more

ambitious and uh this TD has gotten a

lot bigger

when I started here were 40 people now

we're over 300 you can't handle that

many people with a flat hierarchy as we

grew we've had to introduce new titles

just

to control management control

communication make sure things don't

fall through the cracks we have no

producers at Naughty Dog there's so many

talented people here that you can rely

on and lean on it makes the game better

and that's really kind of the secret

sauce of naughty dog is how

collaborative it is

you find the right people who really

want to do the best they can possibly do

and then you kind of give them the

resources to try you're getting what you

ask for as a creative person right you

like you're kind of getting the freedom

to go as far as you can go but sometimes

I think we need to be safe from

ourselves a little bit with uh the last

2 there's a real sense of opportunity

this is going to be uh a much cleaner

production than we've done in the past

we're going to get it right this

time this is the first project that has

had the proper pre-production period

where we have locked down for the most

part the story beginning middle and end

before we started production that hasn't

happened I don't know if that has ever

happened that I think about it it's a

very very messy process which is again

why it's a lot of times really difficult

to schedule I think right now we are

planning on Springtime of 2018 so when

spring down 2018 Comes Around The Last

of Us two isn't in stores um you can

look back at this and say uh well I

guess they their plan wasn't exactly set

in

[Music]

stone historically we've done very

poorly at um being efficient uh without

the pressure of an external Dead Light

every time we have some showing of our

games it's going to be seen publicly

it's got to be one of the best looking

playing things in the industry for

example the first trailer was coming

online and that forced us to define the

look of our game Define the location of

where the game takes place Define

Ellie's look and her age and her hair

and her

outfit we're forced to make those

choices we can't just keep iterating

because there's a deadline we want to

try and schedule the game using these

Milestones as soon as possible which

means we got to keep the marketing

rolling which means next E3 6 months

away we need to look at a gameplay demo

E3 it's always been the biggest and most

extravagant showing of the game industry

there's something special about the

energy of e3 we need to figure out what

the gaml is cuz right now it's just

we've got a bunch of like cool

prototypes and stuff like that so it's

scary but we work well under pressure we

were hoping to be really aggressive in

show at E3 2017 just really kick the

project into gear as fast as humanly

possible

we want to break it up into a roughly

2minute cinematic a flashback sequence

that will set kind of emotional context

for what will then go into a five minute

uh gameplay sequence we want to do this

um Festival within Jackson like there'll

be like a live band and we're just

seeing people Lively having fun and for

the crowd are you thinking 30 plus

people Frank says we could do with 30

variation I think we can make that work

with 30 yeah uh Dena pulls Ellie onto

Dance Floor Ellie's dancing with her

he's making all these guys jealous and

then Dena says you want to make them

really jealous and she leans over and

kisses her and on that we do a hard cut

to Ellie in the middle of the woods um

so the idea is we shouldn't see any

buildings just Woods water ankle deep

water rushing underneath there what

about uh rain are we still goinging rain

uh I haven't discussed it with the other

guys but that demo that we show

externally for the very first time is

setting the bar

for the rest of development but the

problem is we're also working on charted

for Lost

Legacy so E3 is June 13th which means

probably we want to be done what like

two weeks before that which is 4 and A2

months from now with Lost Legacy

shipping at around the same time of e3

there shared resources between the two

projects especially sound and particle

effects so they were all on Uncharted

and when we come to the Polish base both

polishing this and that same and spdl at

the same time I don't I I don't this

there any specific item that needs to be

worked on but I think there's going be

programmer time doing both those things

and there's going to be times where it's

like this needs polishing and E3 and

this needs polishing has be DLC and like

we're going to have to compromise the

times

we kind of just didn't have it at the

Forefront of our mind that yeah they're

freaking shipping a video game it's

literally the hardest part of making the

game is shipping it and we were trying

to ship a demo the second hardest thing

you can do at the same time and sharing

a lot of their

resources uh so one thing would be

helpful is to find out what are the

items that you feel like you're most

worried about like let's say rain we

could do this thing without rain so if

that helps you a ton we can make the

decision now to remove rain but defitely

help how about wet hair well if she's

going swimming then like get around that

right how about no swimming put on a

cat her I got like a really clear energy

of the meeting which was uh how do we

shrink it it was such an impossible task

you can't help but start feeling some

doubt some anxiety about the leadership

not understanding the logic of it uh you

know I think like anybody else here I

was definitely ready to roll up by

sleeves and figure it

out all right guys we're going to try to

keep this pretty short uh you I guess um

so after last yesterday's meeting there

was a lot of side conversations and

there was sort of a sentiment about um

how much work there was to get not only

this demo done to ship the L Legacy and

it matched up with feelings that we were

having so we started discussing the resp

responsibility of actually attempting

this and started to feel that it was a

little bit irresponsible um that if we

were to try to meet both these deadlines

we could probably do it but we would end

up doing a lesser job on both projects

both deadlines than um we would if we

were doing individually and feels like

they're both important enough to give

them the due attention so the conclusion

that definitely is there is that the

demo that was discussed yesterday today

will not s it to E3 um

yeah does it mean that our main point

should be just focusing on more shipping

you4 yeah

uh yeah definitely but I mean uh we

should still try to we don't like I said

want to just completely halt work on

this and you all hands on deck on on

Legacy they is still to finish the demo

just to give us a buffer so these two

deadlines aren't overlapping it's just

now we have more time to work on this

demo properly without the pressure once

that meeting happened it was just like

right of course I'm not in the Twilight

Zone um it makes sense not to do this it

felt really nice seeing the leadership

kind of have having the teams back and

seeing the logic of the situation in

front of them that's

it

okay so are you pissed off am I pissed

off uh no

uh what am

I uh I guess in one sense it's relieved

because

we there was concern of whether we could

hit the quality that we know we need to

hit for both lost legacies and for our

what was going to be our E3 demo and

then on the end it's kind of

disappointed

because was excited to get this demo

done and get it out there and get the

reaction but now it's going to have to

happen at some other

point what we've decided to do is

deliver the demo at around the same time

um but that's going to be purely

internal and the demo won't be 100%

shippable gameplay and design and

animation are going to be locked in June

then like we back off we finish Los

Legacy and then resources free up to

finish the particle effects the lighting

and the sound

and then we ship just the glossiest best

looking demo you've ever seen we burn

that to a disc at the beginning of

January and then we don't touch it again

and nobody sees it until E3 it's going

to be really interesting to see if we

can really really commit to being done

you know 5 months 6 months in advance of

e3 and not be tempted to say like it

could be a little better let's go

back people are justat I'm writing and

we we really just need to have the

discipline not to do that um but that

then left us as like okay what's our

next marketing beat what what are we

going to show next from this game so now

we have a new plan where we're going to

release a cinematic um around PSX time I

think we're going to do it at the Paris

game show this seemed like a pretty

intriguing scene to introduce Abby that

whole scene is going to be our next

marketing beat and then we're not going

to say much about it about how this fits

into the game where it fits into the

[Music]

game

Abby evolved over time and if you look

at the concept art like the character

looked very different than where We've

Ended

up I don't remember at what point we

decided to go with someone like really

kind of muscular and Broad but I

remember once the idea came up it felt

very

fresh once we sort of nailed down the

body of Abby we played around with

different ideas of how we wanted to

accentuate her arms or not and there's

something interesting in Abby feeling a

lot like

[Music]

Joel so when I got cast Neil was like

joking around he's like you should

probably beef up in order to play her

and I'm like ha yeah it's Mo cap

whatever ever he goes no really you

should probably beef up to player and I

was like oh yeah you're right I should

totally start deadlifting as much as

possible so I did and I was training

like crazy and then I got pregnant what

are you going to do we need to separate

her from Ellie it shouldn't feel like

I'm playing a reskinned Ellie that Abby

should in many ways look behave fight

differently

so in gameplay we've discussed well she

needs to have a different upgrade trees

it means we have to make the investment

of capturing a whole different move set

for Abby we can't just remap Ellie's

animation onto

Abby holy [] Abby has a fear of height

and there's stuff we're doing with the

camera to make you feel

vertigo uh and that helps build empathy

and makes this character

real we let you both

live and you wasted it she's

aesthetically a very intriguing and

iconic and powerful character Abby who

are these

kids they saved my

life can you take a look at her once

she's k*lled Joel what is aby's

motivation what is she trying to achieve

her Redemption has really taken care of

Y and L these two kids that are from a

Waring faction you know she has been

taught to hate them there is an inent

xenophobic uh reaction to them it's

about saying can you come to love your

enemy scars built all this sarapes yeah

I was going to say that these are kids

that grew up in a very different context

as Elli and you know how they live their

lives and experience the world is

totally

different got you present I'm getting

really attached to L he's been able to

keep his head up despite losing so much

himself in a world that is so

harsh we're taking too long can't move

any faster I won't do your sister any

good if we're both dead I really like

his Dynamic with Abby her having this

like [] brassy little sidekick who

who calls her on her [] in a way that

nobody else

can what's going on between you and your

friend Owen oh my God L now it seemed

really awkward just go who understands

the sort of sense of being orphaned in

the way that um a lot of people can't

how long have you two been on the run

for two days what the hell did you do I

shaved my

head they want to k*ll a little boy

because he shaved his head I am not

trans so it's a very delicate thing to

tell a story of an experience that I've

not had um and that's something that we

want to take seriously did you hear what

they called

me

yeah do you want to ask me about it do

you want me to ask you about

it

no okay it's really about trying to

create a multifaceted character who is

trans and that is uh absolutely an

important part of who he is but also a

part of who he is not the whole of who

he

[Music]

is as far as the Paris cut scene I'm

pretty stressed

out we have 13 days less than two weeks

to finish this thing and there are still

some big ticket

items

I Lost Legacy turned out to be a much

bigger project and we originally

envisioned but now that it's done

everyone is now on

board we've got the green light demo

done she he's uh he's putting on quite

the

[Music]

show it's very real we're in full

production now so I guess that's the

short of it is we're in full production

[Music]

now hey everybody PlayStation's live at

Paris gamesweek 2017 we've got a huge

show for you starting

now well what a great way to open Paris

games week let's have the first in-depth

look at a much

anticipated and exclusive title Last of

Us two Last of Us two please

please please be Last of Us two our fans

they want to know every last thing about

what's going to be in this game is this

is this the last of us Neil has taken

the way you know he kind of creates an

arc or like this sense of drama this

kind of sense of mystery or like

dramatic tension and and crazily has

brought it to marketing I view marketing

as part of the game it's very calculated

what we put out there and how we want

you to connect different marketing

assets when we first released the teaser

trailer too many people right off the

bat said Joel is De the blown out light

really really [] us in a way I don't

think any of

us we actually underestimated our

audience a little bit they're so

sophisticated now so you have to get

more sophisticated like how am I still

going to surprise players and viewers

you start on characters you've never

seen before in a world that like could

be the last of us could be

anything that creates like a really

really cool sense of

tension at no point are we going to

Market that you play as this other

character what is

this y that looks good though I was so

excited about working on it and I

couldn't say anything

it was so rough oh she going to cut a

baby out of her belly bre and then TR

four you find a comic book that shows

Ellie's mom pregnant so people already

had theories that last was part two was

going to have Ellie's Mom oh if we just

kind of black out the letters she has

the same number of letters as Anna

Ellie's mom's name will get people to

think this is Ellie's

Mom oh my God girls got a

good that Hammer's from the outbreak

poster so we had that poster

with the forearm of a character you've

never seen before with this like kind of

wolf's head in the background what does

that mean you know kind of like

prompting this mystery you want people

to feel like they figured everything out

and then have the story surprise

them man this is the last of us too

bro I'm going go

crazy oh my God oh my God of

us last of us to

yes yes [] yes I [] do it

everything that we put out there is

shaping expectation and then the final

game hopefully if we do our job right

should subvert those expectations in an

interesting

[Music]

way we knew we were pushing boundaries

with that cinematic we are making a

violent game we're not going to shy away

from how violent it is it is part of

what we're trying to say and I thought

it was a great discussion initially

about what is the appropriate level of

violence when is something so violent

that it turned you off where you just

don't want to experience it at all I

like that they were wrestling with those

things I didn't like some of the

insinuations about the trailer being

misogynistic uh towards the female

characters I don't think this story ever

glorifies violence against women there's

no bias towards women or men it just so

happens that the two protagonists of

this story are female and therefore

that's what you're going to see the most

of there has to be fail States in video

games which means a character has to be

capable of being

hurt so does that mean that there can be

no female protagonists in video

games um because that feels super sexist

to me and frankly like women are the

victims of violence and don't we want to

see women [] fight back once in a

while

that character her hand getting hurt it

has consequences for hours of gameplay

to

come one article even like asked the

question were any women involved in the

making of this and it's like yeah the

co-writer the lead character designer

the lead character artist all the

actresses that worked on on that

scene

[Music]

I

so [] here's what I hate about that

article I'm sorry do a modum of []

re just a just a modom just a modum of

research just like a little bit before

you put something out there to suggest

that no woman could have worked on this

because of the level of violence because

there was violence against women because

it is a video game

is so []

sexist I like watching graphic violence

does that make me less

female like I like having a conversation

about what power is does that make me

less [] female I like working at a

video game I like playing video games

does that make me less [] female

like suck a d*ck don't put that in I

can't I can't Neil's going to say put it

in but don't um I also don't represent

all women but I represent like I can

represent this and say I [] wrote

this I wrote this like I literally wrote

the sentence and then Yara eviscerates

his

his is eviscerates his esophagus from

his throat I wrote that sentence that is

in the script and I [] stand by

it I'm afraid of being turned into a

token rather than the truth which is

like we're being thoughtful about the

female

narrative these characters are more than

just their

vaginas if you want to have a serious

debate about feminism and feminism in

video games and female depiction uh of

violence and you need

to not see it as a binary conversation

it is a incredibly nuanced conversation

you cannot make blant statements and you

cannot make present assumptions []

do your

[Music]

homework I'm right here I'm

[Music]

tweeting the tone of the violence in the

game has always

been important to portray as

realistically as

possible our job outside of just drawing

up Concepts is really pushing our

reference pipeline um to make sure that

the character artists are getting the

most realistic examples of whatever

they're working on we can't find certain

things so we make the reference

ourselves simulating brain on wall one

two

three how is that drip fall down what

does canvas look like when it's soaked

in blood

o splashing blood on them dripping blood

on

them it's a little thick

nice we put down some wet mud pulled

blood onto it to see how blood would

react to a wet dirt surface so there's

like little pieces of uh grass and like

twigs and things that carry through like

there's actually movement

following the

edge one of the animators got a piece of

lamb and we stuck it in yara's shirt

sleeve and hit it with a hammer here we

go yeah we have a

break she's going to need to hold this

as straight cuz if she does this it's

going to mhm you know the just the

weight of it going to want to make it

fold so I'm trying to keep it as

straight as possible this past week's

sh**t was specific for the infected

eating U people's jugular and there was

a concept that was done with like blood

running down the mouth but like would

that happen like let's find

out uh I got on the ground and pretended

to eat away at like a bloody soaked drag

that we made

It produced some pretty surprising

results because like most of my face got

covered in blood look up a little John

but yeah

[Music]

teeth people here will go to that length

of trying to make sure that things feel

as real as possible yeah we do a lot of

crazy stuff here nobody gets hurt but

it's really hard to see these characters

that you spend so much time with and for

lack of a better word kind of like you

know birthing into existence tortured

and

[Music]

abused we're sh**ting

the Joel death scene which is like the

Catalyst opening of the game the scene

has all of aby's crew it's a complicated

scene because it's the most actors we've

ever had in a single shot you all act

like you heard of us or something CU

they

have [] out or

or Joel doesn't

die you

got minor line so then what happens is

all of us become

friends knowing what was going to happen

and knowing how it was going to

happen I got very fearful there's so

much weight to the scene this scene has

to be right it's really difficult to

re-sh**t it if we need

to within the first game having to call

Troy and Hannah back to reshoot Sarah's

death was very very very difficult for

me the last time I try to do a big

emotional scene don't do this please

don't do this don't do this don't do

this don't do this please God

no God no that didn't go too well and we

had to re-sh**t it don't do this to me

baby don't do this to me baby come

on

how the hell am I going to play this

like how are we going to do this I don't

know if I can do this I don't know if I

have the the chops am I going to put

Laura through this cuz I know how hard

it's going to be on her audio

camera rolling take one Mark

action Joel

Miller who are

you

guess only you just get out whatever

space you

rehearsed get this over

with you don't get to rush

this okay at the end I really loved what

he brought to

it I couldn't wait to get back into

Ellie's shoes again because it's where

weirdly I feel most comfortable in a lot

of ways because it feels like a a

character that feels the most like me

that I've ever played which is a little

disturbing I mean minus like the m*rder

and the k*lling it's like a bit of step

forward like you're about to like Lune

and

sh**t sweet

the biggest change that has happened

since initial pitch is Ellie is there

when Joel is k*lled it used to be she

came across the body and then she had to

rely on Tommy's testimony of what

happened and we shifted it which made it

much more dramatic and intense for her

and I think puts more of it on screen

and again allows you better to

understand why she needs to pursue these

people the hardest part for

me was looking over at Ashley no

no knowing that that Troy was going to

not be a part of it as much was really

hard and knowing that Joel was not going

to be in Ellie's life anymore it was

just it was hard so much of that day

kind of feels like a blur cuz there were

so many feelings involved in

it what I had to do I felt was very very

little there's one reaction and beyond

that we're on Ashley there was no acting

there was pure raw emotion I'm staring

in the face of

that why are you doing this get the []

off me I'd lost a little bit of my voice

I couldn't scream like as loud as I

wanted to you know to get that that

frustration and that sadness out

Ashley was behind

crying and

God and knowing Abby was taking this

away from her was very difficult

um and so I was crying when we were

filming that

scene yes was very emotional

you want what I want

[Music]

right end

it wait please stop no no jo

[Music]

jo we want him to

die in this really unforgiving sort of

way like it needs to feel senseless for

you to say [] these people I'm going

to pursue them to the ends of the Earth

and make them

[Music]

pay if the scene doesn't work with what

we captured on the stage almost nothing

we do in post is going to make it

work Joe will take a pass at the scene

I'll give kind of high level notes but

he's doing it without animated cameras

without character models without

environment and so it's a bit of a

guessing game to see if this will

[Music]

work so I like the

concept I feel like there's a lot of

repetition and it felt long once like

Joel's head gets smashed I don't want a

close-up look of him okay I wonder if we

could do like the smash from the back of

his head yeah I wanted just like you it'

be like a black shape and you see like a

silhouette change Like Blood starts

pouring out but I don't focus on it like

I don't see the details mhm when the

club comes down and it's just like she's

screaming I feel like we could just take

all their audio out and like music could

take over and again we're trying to

build more rage than sadness that's

going to really set up our journey

okay I'll come back and there'll be

another version of the scene okay

play you'll [] get

up please stop

please

don't overall it's [] awesome like

I I got emotional just the part where

before he gets k*lled it feels so

[]

tense there certainly is still a ton to

do we still have like 45 scenes that

haven't even been looked at yet it's

terrifying given our

deadline um the process right now is

just getting Neil we just need need to

get Neil into the room which one are we

showing first we've got essentially

three versions the one that I did and

this would work with what we're talking

about doing with the scene and

then ah close one uh I would probably

say there people standing this yours Mel

or I got bad news yours this he's

canceling he's cancel but we have the

cameras set this is he's supposed to

come in he's the it's good we're getting

this I this is what it's not about this

is what it's about um yeah he asked some

melee stuff to review today he said

let's pick it up

tomorrow so yeah that's what happens and

so I it's like okay all right that's

fine I don't care I don't

care

um

yeah

[Music]

I get called up to Neil's office one

day and there's like an empty seat and

Neo just goes like oh just sit down I'm

like oh my God I did something wrong and

he's like um do you know why you're here

I'm like no I'm are we gonna talk about

one of my levels he's and he laughs and

he goes like no you're gonna work on the

E3 demo it's always been a dream of mine

working on an E3 demo seeing it on

stage am I get is this a joke like am I

getting pranked right now so speaking of

of e3 remember way back when like you

guys said you were going to blck that

content that me not touch it how's that

going well and then we Shi just the

glossiest best looking demo you've ever

seen we burn that to a disc at the

beginning of January and then we don't

touch it again and nobody sees it until

E3 well I think I think we we knew at

the time that we weren't going to not

touch it it's going to be really

interesting to see if we can really

really commit to being done and not be

tempted to say like it could be a little

better let's go back cuz the you know

the game's been making progress for you

know the the 10 months or something

since we block that demo down a lot of

advances have been made a lot of new

ideas new mechanics and we we really

just need to have the discipline not to

do that honestly it feels like we are

addicted to being

late okay we're starting I don't know

exactly what we're going to do today

other than come up with a really long

list uh we're trying to limit it to an

hour so we'll be done at four no matter

where we're

at uh looking at the cinematics first

because we did it so early and had a ver

like a rough version of it a year in

advance we got a bit

complacent she's a but not quite the

show sure

is where are we on getting physics on

these strands we working on it right so

for next time for next time yes yes

abely we didn't scramble to figure out

what it is we're going to show we had

the structure of like the festival going

into this fight in the woods in Seattle

but it was harder to build the momentum

we usually have and I think that Panic

just wakes everybody up and felt like it

took us a bit longer to get there at

this time so then you going as if to

k*ll this guy see somebody over

there here oh breaks breaks 50% of the

time

but use your

imagination and they going a bit slower

give some time the animation is breaking

the melee system okay like when he

starts yeah so I'm confident in the demo

if we finish it

uh it I'll be frank it's not looking

great all right this is totally broken

let's for next week let's make sure it's

all there so we could actually review it

yep uh okay thanks

everyone I feel like this demo is

[Music]

cursed the E3 demo it was a version of

our original Green Light

demo SC but I had to make it fully

playable and shipable

Viper the first thing I did was just

basically take that space

made by another level designer and put

just enemies in it and start fighting

but when I started playing it I remember

like it just it wasn't there that

parking structure was way smaller so it

felt it felt more

cramped God is good God is good I

remember going to Neil's office and

being like how much can I change this

and he's like well what are you thinking

I'm like well I'm thinking like this big

thing and I'm like just like brand new

designer I'm just throwing out like

everything like I want to do this I want

to do that I want to make sure that

feels like a Sandbox that it feels like

this big space that has multiple paths

it's like something like we really

haven't done before in The Last of Us

and he just goes go for it let's do

[Music]

it we picked a location in Seattle that

essentially is probably the hardest

lighting scenario we would have to pull

off in the

game I I wanted to get the overcast look

nailed cuz so much of the games

dependent on that how do we pull off

this look can we pull off this look

everything felt a little muted and it we

were losing kind of that nextg quality

of our engine like for a second we

actually turned the sun on in the

demo but we lost the mood of that

overcast kind of blue

look that moment was

uh really rough for me just felt like

years of my life that potentially would

have just been like wasted on this this

pipe dream of a looker now well we were

struggling like last summer we were it

was like a fine Balancing Act is this

whole thing just going to crumble like

is the whole Direction like now going to

have to change for the game not just

this demo have I steered this company

wrong took some really big iterations

and try some crazy ideas so we came up

with kind of a hack we talked with the

programmers and found a few settings

that actually gave us exactly what we

want it was really like one thing we

faked the sunlight within this kind of

ambient look so we could get some

directionality of the lighting that it

was like oh if we do this one thing it

actually got us the look we wanted so

like I'm glad that

happened for this game uh there was a

major push to make a new uh volumetric

fog system it's not just like a kind of

an overlay on top of the screen you

that's why it's called volumetric you

feel the volume of it it's going to be a

little bit thicker near the ground right

because there you know and you will see

grass kind of getting through

it fog also allows you to see the light

fog adds atmosphere atmosphere brings

everything

together now with this game we did add

recently some new tech that allows us to

make some of the water drips more

Dynamic meaning that if you have a car

you will see see a water follow the

glass follow the hood and then from the

bumper you're going to start seeing

Dynamic droplets um so that was really

cool and then we can now actually also

use this technology to drive blood now

we can have a blood dripping and we have

water

dripping the water Trail can pick up

where is it bloody and if it's bloody it

can change it its own color and start

dripping more red and on top of it we

also clear out the blood so what you

will see is you will see blood area you

will see water Trails going down and you

will see the water Trails washing out

the blood and picking up the redness and

going down really really cool in the E3

demo we do want to show our NextGen

animation

system one of the biggest animation

upgrades that we wanted to add to this

project was uh motion

matching the way that it works works is

it takes a pull of Animation data and it

picks the most appropriate clip to uh

blend together and create just very

fluid and organic

Movement we want these characters to

just feel grounded and believable in the

world properly shifting their weight and

moving the way a real human

wood in order to capture all of those on

the stage we use something called a

dance card a choreographed set of

patterns that the actor can move on the

floor basically that's creating this

like Bank of little pieces of Animation

the motion matching system just pulls

from that bank all the animations

necessary to have them move perfectly in

any arbitrary way when it works it's

like so far and away better than any

other animation technique it's like a a

Quantum Leap of the highest order in

terms of

quality

any one mechanic is not any maybe

anything you haven't seen before it's

the combination of how it all comes

together the way it works with the

animation system the new stuff we're

talking about is like oh you can be in

Grass she went into the grass watch

yourself like one of the biggest things

we do in the demo is jump a

gapff it's tough to be like oh crap you

can jump you know like it's like but

it's new to our game we have to have the

best prone mechanic of all

time yeah no one's ever seen when I aim

in prone and she actually like rolls up

on her back and aims like this

[] like it can never clip through

geometry being able to rotate 360 in all

directions it can never like do a janky

thing when she's reloading while doing

it or aiming

in water there's like a ik thing that

like lift her chest and head up and then

it gets too deep now we're in the

special prone underwater Moet

thing her chest and arms and everything

are kind of matching ground plane things

that a player will never notice and it's

because we like purposely did it there's

no such thing as like oh you know it's

not as good as you know this other

game's one but but like it's fine it's

got like no we it's [] naughty dog

we have to have the best version of the

thing whatever that

[Music]

is E3 overall was amazing the press

conference was in a very different venue

they usually have them like these big

auditoriums and this was kind of like

almost like a

popup

[Music]

it was more like a theme park idea but

it's like in a parking lot in a tent in

Los Angeles in

downtown they built the whole crazy

church thing which was pretty

rad was super cool it was better than we

[Music]

expected

[Music]

and you could feel like the tension of

people trying to figure out what is this

press conference what's going on what

game are they going to show

[Music]

[Applause]

[Music]

here

on the Naughty Dog logo you get this big

cheer on the Ellie reveal you get this

big

[Music]

[Applause]

cheer every moment that we've

constructed and planned like

meticulously for really a year now hit

and hit the way we wanted it to hit

maybe they're jealous of

you

I'm just a girl not a

threat I think they should be terrified

of

[Music]

[Applause]

[Music]

you

[Music]

[] one of the biggest reactions was

when the HUD came

on [] they looked at that forest and

thought there's no way it can look this

good like that's impossible but when we

Flash the HUD and be like yeah that's it

this is the real game people are not

ready for this like this is going to

[] you

up see I told

you he should be

terrified

[Music]

[Applause]

it was electric my skin was like

tingling the whole time like as soon as

it's done playing I'm like on my phone

and it was wild it was wild to see it

just everywhere see it on YouTube see

people commenting on

[Music]

it

[Music]

it was it was a really special

moment I shipped something like as a

level

designer there was such a reaction to

the animation Fidelity holy crap this is

the best looking animation I've ever

seen are you kidding me we're on the

forums going through the messages seeing

how much people think it's amazing

someone's like sort of cynically that

our stuff was fake I guess it's kind of

a compliment to the animation team for

like someone's to say it's fake when

they're working so hard and right away I

respond I was like don't respond don't

do anything like it's just not

professional I was also little anxious

about it cuz it's a little fake you know

fake is an interesting word there's an

argument that he's right it's not the

final polished game you can't just play

this demo in any way you have to play it

in this very specific way but before we

even show the demo is like let's not put

anything in there we feel like we can't

do it there was no thing of like we

don't know how we're going to do that it

was just we literally just don't have it

systemic yet you know like systemically

a guy pulling you out from underneath a

car we didn't have that hooked up

yet

[] now we have a hooked up in

the

game it's

her C

Arthur all over soon

ultimately as we're building the rest of

the game if anything feels like it's not

the right call for the game we don't

mind changing it like we had certain

things in the demo for the first Last of

Us where like Joel picks up a p*stol and

takes out individual b*ll*ts from it and

then Pockets it and like we could have

done that it just took too long so for

gameplay purposes we cut that out I was

talking to other animators and they were

like Yeah man they think it's fake they

have no idea like it's awesome the same

animators who made this demo are going

to make the final game so like I don't

know what you're talking about they were

confident which I'm glad we knew what we

were doing and we knew how special it

was it was a little bit of a microphone

drop to the industry and for many it was

inspirational and they were excited to

uh be able to add some of those details

to their games and their future games

and for some of them it absolutely

freaked them out to see this might be

the new bar that's expected for uh other

games to

follow part of me is like oh [] like

they're [] calling us out it's like

we have to deliver

this we always were going to but now

it's like people have called us out so

we have to do a full body throw

animation when you pick up a bottle and

you're running and not just a partial

animation because that guy []

called us out

the real challenge is making the whole

game look as good as this one controlled

situation we come out of e3 and and

hopefully we've set the standard for

this what the rest of the game needs to

feel

like when you already know exactly what

you're supposed to do in the game you

memorized everything it's hard to have a

true experience with it you have to

bring in people from the outside to play

it

fresh and so we try to start Play

testing as early as

possible we've got testers in bright and

early they're going to start playing the

game they're actually just right across

the hall over

here

[Music]

it is a fire

drill because things have to

[Music]

work so I'm currently watching the 10

people that we have in at the moment

Focus testing we've got all of their

screens up um so I can kind of watch all

of them at the same time generally keep

track of any kind of recurring patterns

or how long people generally take in

certain areas they do things we haven't

thought of and it really shows us where

our holes are it's like hm maybe I

should change this maybe I should try

that this player's pretty lost trying to

figure out this puzzle here and they're

trying to jump on a truck he's got a

really

awesome solution here where he's putting

this plank on a dumpster and now he's

moving the dumpster around so we'll

probably have to go in there and like

try and fix some of that stuff up but we

rather figure that out now than in 6

months for things like Puzzles like this

one although they're figuring out the

puzzle they're actually not doing it in

the kind of order that I'd like what

would be better is if they came into the

space and realized okay that's the thing

I need to be um like climbing up to or

getting to and then they can kind of

work backwards from there and go well if

I need to get there how do I get up oh I

can get up on this

[Music]

thing it's quite heartbreaking when you

see people who are like really confused

or don't get it and it's something you

think like it should be obvious but it's

not at

all but it's good

data we've had a few people on a team

that have been really passionate about

making our games even more accessible

for people with different kinds of

disabilities and making sure as many

people as possible can experience our

game accessibility is something that

like really touches a lot of people as

we get older pretty much all of us are

going to have probably some sort of

accessibility need it's important to

welcome people with disabilities into

all of our public spaces into our shared

culture and that video games are a rich

part of that I I love this that you

don't have to have like a two button

feature to keep her Crouch down this

this is awesome I love

that Brandon Cole he said I I heard you

announce this game what do you think

about the possibility of someone like

myself being able to play it and Brandon

is blind I hadn't really thought about

that before I I don't even know if

that's even possible but I want to try

CU that sounds

interesting if you click on the L3

button turns the screen and character

towards your um next objective so you're

able to sort of inst flip that was very

much inspired by the uh the talk you

gave last time you were here I figured I

figured hopefully that's that's a

beautiful thing we have this feature

that let you navigate along the golden

path and we also had this other feature

you could like put out this sonar pulse

and you'd hear where all the items and

enemies were

located but Brandon was playing that and

was like this navigation feature is

great but but I don't want to just

follow the golden path I want to

navigate to other things it kind of

occurred to us like oh we can combine

these two features we can let you scan

for items and then navigate to that item

this gives you more room if you do it

this way for different types of sounds

for different types of items you know

what I'm saying different sound for a*mo

different sound for parts different

sound for expl*sive different sound for

keys or craftable and collectible yes

yes exactly but since we want to hunt

for Secrets just like anyone else you're

also going to be a want to know that hey

there's something

way over there players with disabilities

still want to have challenge it's not

about just making an easy mode M so what

happened there was an auto Vault so you

pressed into a wall and it automatically

vaulted I feel happy about this this is

an example of actually the good part of

the studio culture which is

self-empowered that that I think allowed

us to do this crazy thing this thing

that you know I couldn't tell you if it

makes business sense to some degree but

but it was something we were passionate

about and interested in it was a way we

saw we could make the game better it was

something we saw we could like push the

frontiers of and we went with

it Studio leadership was supportive us

but this really was like a bottomup kind

of initiative yeah absolutely and I

think that early success um really

helped to build momentum for the rest of

the

project shielding everybody from the

cost from the budget of these decisions

helps them focus on their discipline

don't worry about money worry about

making the best game possible trust that

there are people at the top that are

looking at the budget and considering

[Music]

that at a certain point in the project

we start offering dinners to the

[Music]

team uh and it's kind of like an

acknowledgement of like okay there's a

lot of hard work to get

done and we know people are probably

going to want to be staying

[Music]

late now we are

crunching this is

[Music]

crunch I must have felt it for months

that this release date is not realistic

with how big the game

is people are asking us is this a real

date cuz it's not feeling like a real

date anymore so we felt like we had to

react pretty

soon and then at some point it just felt

like because people were starting to put

in longer hours it wouldn't have been

fair to not figure this stuff out sooner

than

[Music]

later we're never going to finish this

game if you work hard for longer that

could have a toll on

you

we tell everybody Pace

yourselves it's like this is It's a

marathon it's not a

Sprint we settled on a February release

[Music]

date leave some gas in the

tank right now we are dancing a very

intricate and dangerous dance we have

something like 6 months left to finish

the game uh and we are also showing a

demo to the press the longest playable

demo we've ever done two separate levels

of the game a level towards the

beginning of the game where you play

with Dena on patrol outside of

Jackson and then the second part of the

demo is in a level super duper

challenging Ellie by herself m*rder

mode so what we're doing for the press

in 9 weeks is really those two level of

the game it's unlikely that we're going

to need to touch them again until the

game ships that was really the only kind

of demo that we could do at this point

that would still help further our

production goals as well as give us this

like marketing boost that that we

need the more we talked about the more

we convince ourselves okay this would

actually be a good time to just put out

a trailer building these two major demos

and a trailer next to the rest of the

[]

game and it felt impossible early on

it's the thing that's always it's hard

for us to polish you review these things

and we're looking at all these tiny

details it's

like even that shot of Jackson is like

where should the trees be how much fog

should it be how much sun should it be

how should the sun hit the

clouds how we get all these civilians

the kids do they have the proper gear

are they wearing the right clothes is

the tractor leaving tracks on the ground

that kind of crazy detail can only come

through all these departments coming

together and Rising this occasion to

achieve that kind of level of

[Music]

quality we wanted to show the team the

final trailer before we show you the

trailer just to say thank you to

everyone we're we jumped from doing a

three-hour demo to this trailer where we

had almost nothing and it's like pretty

amazing what we can do when we all come

together in fact it's so amazing you can

forget and I've been here for a long

time and I can forget so to remind you

and maybe reignite some of that pan

we're going to show you two trailers one

from exactly a month ago and one from

about an hour ago when we wrapped up the

trailer so

[Music]

enjoy who decided to join

us all right you all know the

drill Dina where are

[Music]

you you fig good that you do this on

your

[Music]

own Al that only gets one

clap keep in mind this is what the whole

game is going to look like we're going

to make it this

awesome you can't stop

this this was a good reminder look when

we come together when we rise occasion

when we do this thing that people

outside the studio talk about like this

na dog magic this is what it looks like

so when you look at parts of the game

that aren't there yet know that we could

get there in a pretty short period of

time when we're so

[Applause]

focused the date was the scariest part

of we got the trailer

done

just wanted to take this moment to run

through the events of outbreak week

which is when the trailer is going to

debut we are going to be having the big

press event in Kore town at this giant

Warehouse we're actually having 80

journalists from all over the world come

we got made sure very comfortable chairs

for 3

hours outbreak day is the day the

outbreak happened in the United States

in 2013 in real life we celebrate

September 26th as Last of Us

day every September 26 we've done

something for Last of Us

fans when people play these two sections

which are very different I hope and I

feel that both of them are equally

[Music]

impressive

when you play that first demo you're

like that was

incredible oh my God this could have

been the whole demo this could have been

the whole thing it says enough about

what the game

is and then you play the other half and

it's like way more mechanics heavy way

more combat heavy keep going

boy there in the highest level of how

naughty dog is perceived as a company

it's that worst story first and mechanic

second a lot of it is I think proving to

the press and proving to people that yes

we can do

both I I want people to walk around in

say this is the best controlling this

the best feeling third person sh**ter

it's on the level of the best action

stealth games you've ever

played just

shut so when one of the things that I've

always found really exciting about the

last of us is the kind of fidelity with

which we represent human intelligence

one of the ways that really helped make

them feel more human and More Alive was

the way that they use their body

language to communicate to each other

everybody spread out we may have

multiples we had a number of sessions

where the animation team design team and

programmers all got together and we

acted out a number of scenarios and what

that does is it gives us really great

reference and touch points that we can

always look back to about the way that

we naturally behave the way we naturally

respond to each other and those are the

types of details that we want to weave

back into the game someone took out

Zoe who the [] out there sweep the

whole g*dd*mn

Street our NPCs are named so that you

understand these people have

relationships they want to get revenge

on you it's this little little mini loop

of the whole premise of the game

Omar

flanker I just k*lled a friend and they

want to k*ll me

now

Omar there's a cost you k*lled that

person his friend now feels a loss you

know his dog is now

[Music]

alone dogs are really difficult to start

off with because they're quadrupeds they

just don't turn around they kind of like

wheel around a little bit smell

something girl the main concern we had

is how is it that we can actually get a

dog to perform a dance card on the

motion capture set and when we finally

brought them on set it was just

incredible what these dogs were capable

of doing and what the trainers were able

to to accomplish in a short time jump

jump jump

jump there you

go they move extremely quickly uh so

they're super hard to sh**t in here

[] get her they are very low to the

ground you have like these attacks that

are designed to go up here and now you

have to kind of do them down

there k*lling a dog has gotten people

more like upset than anything else in

the game than hanging people than

eviscerating people we're going to break

new ground in dog

m*rder we had like a new scriptor start

like two months ago first question she

walks into the M room I have one

question does the dog survive and

everyone's like oh no

[Music]

first so we k*lled it and then you have

to love it knowing that it's already

dead so there's going to probably be

people that are upset about that hey Al

you want to go to the trucks let's go to

the trucks with the notable exception of

Alice we took great pains to ensure that

every combat encounter that you fight

against a dog uh you do not have to k*ll

any of

them uh it's more palatable to k*ll

people because they're all there because

they choose to be there uh but all of

these dogs were trained to do this exact

thing uh and so you're k*lling an

innocent

creature the [] that []

[] got

you that feeling of discomfort it's

exactly what we're trying to explore

with with The Last of

Us ironically making them more realistic

makes people feel more okay about

k*lling them we had like kind of a goofy

art prototype we had like just a very

rough dog we found that that goofy dog

that had no fur people felt really bad

about k*lling that dog like when you

would sh**t them they would fall over

dead and like give one last wine as

they're like dying breath and stuff so

uh we just just really tried to like

tone down the pity ability of of all the

dogs and

stuff the best sound in most games are

the stuff you don't notice the Foley in

the game is extremely

[Music]

detailed things like Foley are very easy

to get wrong and noticed for the wrong

reason very difficult to get right

but when you get it right no one's going

to patch you on the back for

itle audio guys are kind of a different

breed we listen to everything all the

time it's kind of a

curse our ability to use pre-recorded

assets from a library that's like

commercially available has been

diminished uh almost entirely because we

we have very specific needs do you want

more of

those

[Applause]

we're trying to take what we did in the

first game and bring it to another level

of

[Applause]

detail yeah play play with that a little

bit like mixing that tonality is cool

yeah the enemies themselves especially

the infected had to go through a review

process in the first game they're pretty

coarse they're basically like on or off

they're either walking around

mumbling or they're freaking out trying

to get

you and so now we've we've developed

sort of this like murmuration breath

system that allows them to have a much

more natural flow between being agitated

and

not

[Applause]

a big part of those recording sessions

is is working with the voice actors it's

much more

collaborative yeah that's cool um I I

kind of want to see what your more

natural voice sounds like basically

trying to coach people that they're not

zombies yeah now imagine now imagine

sprinting ready out of C no that's yeah

take your time man that's that's really

great one of the folks that we worked

with the sounds he was able to generate

from himself was unlike anything I've

ever heard

before

gnarly sounding Roars and breaths and

wheezes and really interesting stuff

that I've never heard come out of a

person

[Music]

ever sound is uh we're inherently

post-production on a lot of this stuff

we kind of just have to be jamming and

we have to be as prepared as possible

and that's what we try to do

a lot of stuff is yet to come for us

which means there's not a lot of time

left which means that it's going to get

really intense it gets really intense

for everybody but for audio in

particular

um we'll be here

[Music]

late I think that I don't know if it's

the whole studio but I know I'm

definitely feeling very tired right now

um I'm feeling a little burned

out I'm realizing that I can't crunch

like I used to I can't put everything I

have into um these games as much as I

was able to when I first got here it's

pretty unanimous that this this game is

really big where it's bigger than we'd

like it to

be The Last of Us Part One is small

compared to this game my argument make

the game small again I don't even call

them

small there were times when I was

writing like 40 pages of in-game

dialogue a Night Neil kept saying stop

you have to like give it to somebody

else we will hire somebody we will make

this work and I was like I think it'll

just be I was just bullishly like are

going to handle it I'm tough I would

like somebody to teach me how to have

work life

balance there are sometimes where I wish

I had uh somebody in production or a big

brother that could be like no no no go

home this is this is great this is

already great you don't need to do the

next

thing I feel like at any given point

you'll go into the kitchen and you'll

find people what I would say Salon about

the game like going deep philosophy into

what's working what isn't people

criticizing this or that this doesn't

look good I don't like this scene this

doesn't work for me I hate this you know

like they're going to lunch and like

expressing doubt to each other and like

is this going to come together is this

the one that like screws Naughty Dog up

let me just exuded whatever confidence I

have left let me try to bestow this

person with it so they can feel inspired

and go off and do their work but then

sometimes you're alone in the office and

you're like what if this doesn't come

together what if this is the one that

sucks what if this is the one that that

sinks n dog so then you have to like

kind of bury it compartmentalize it who

knows what damage it does to your body

while you're doing that cuz

ultimately you can't let that fear

dictate how you work and just keep the

faith

[Music]

the game was just about done was content

complete we were fixing bugs when

and there's these

like Rumblings of

this pandemic happening like I remember

when this Co jit hit and we're like bro

really like for real pandemic you know

at first it feels like oh it's this is

nothing we need to worry about and then

all of a sudden you do have to worry

about it and like are people going to

want to play a game that takes place in

the pandemic when there's a real

pandemic we had never worked from home

ever like na was actually strictly

against working from home we did not

have the infrastructure set up at this

studio to work from home and it's

because we were so intense about

security and leaks that all of our data

including our emails and our chats and

IMS it all had to be on a server inside

the

[Music]

building we were like air gapped from

the outside world the operations team

the IT team our engineering team they

all had to coordinate in a very short

period of time to get us working from

home we don't even know when the game

can come out Sony was like we don't know

if we can physically ship this product

with like the supply chain and stuff we

had to come out and say the game can't

come out this state and we don't even

know when it will come out it's delayed

indefinitely so a lot of our most

hardcore fans are angry with

us around the same exact time we started

having these leaks we're like we didn't

put out this video like where is this

coming from it's a video from one of our

reviews so you could hear the notes and

um people that can't attend the meeting

can watch it after the

fact we store all these videos on our

server did it come from the inside

someone with a naughty dog my first

thought was was this isn't like a

developer leaking this isn't it this

isn't someone on the

team it's this person in the Netherlands

downloaded terabytes of videos through a

back door in the server and then this is

where we made a fatal error let's close

this back door and then this person put

out everything a video goes up on

YouTube and I don't remember what the

first video was but it was something

relatively benign but they weren't like

super important scenes you know they

were like little clips and it's was like

okay that's a little weird we what what

is that all out of order and stuff and I

was like oh oh that's bad and you kind

of wanted to just say stop stop stop

wait wait wait don't don't don't watch

it like you're going to ruin things for

yourself there's YouTubers I've watched

for for years and they're making entire

videos and the title is like []

naughty dog and [] the Last of Us Part

Two there's just all this negativity and

no positivity because no one has played

the game they just have these videos out

of context and all these rumors mixed

with them AB is playable they thought

Abby was trans cuz she has muscles

here's the ending if they k*ll Ellie and

then it just turn into the whole

political thing oh night dogs there're

doing this political [] and then I get

this text from Evan they just post to

Joel's death and my heart sinks I can't

even describe this feeling it's just

this like Dread it's almost like you

just heard someone you care about died I

don't that's the closest I could I could

come to I thought Choy would be looking

at that be like you see you see you were

wrong he said do you think we did the

right

thing and I said I don't know

Neil I haven't played the game yet I was

livid I was I was real angry I'm

bombarded with hundreds of negative

comments death threats anti-semitic

comments it's putting me in a deep

depression there's some stupid stuff

that's like you're a feminazi your

whatever [] like that but it's like

some stuff was really like you

know

disturbing the hatred I think that was

behind it I was sad like there were a

lot of days where I would just cry every

time I went online it was just that's

all I saw was death threats and threats

of violence and the worst of it the

really like hardcore death threats got

passed along and um they you know made

sure that they weren't anyone that like

lived close

by

um

yeah they were like threatening my son

you know who was born during all of it

and you know it was rough it was

rough but you

know more than anything it just kind of

like it kind of

like taught me to kind of keep a

distance you

know this thing that I spent 4 and a

half years on it's kind of getting

violated and then for 2 months before

release there's like nothing you can do

you can't release the game sooner cuz

it's not done

[Music]

yet and that was the lowest point in my

life I'm working on the

game towards the end at home by myself

feeling very alone and I said who am I

doing this

for like why am I why this is it's too

much and I barely squeaked

by and then we were able to finish it

and you know we sent it to reviewers and

reviewers are through the

[Music]

roof

and I called Troy and I said like dude

I'm sorry I feel like I I failed you and

and he's like what are you talking about

and I'm like yeah just know how some

people talking like oh dude I don't care

I played the game and I love it and I

got really emotional it's like I I

realized how much I care about Troy

caring about the game and that that was

a huge sense of relief there's not a

single aspect of the game part two that

I would change and anytime someone comes

on up to me and says you know I didn't

really like what they did to Joel I was

like great awesome tell me a better

version of the

story and to this day they still

can't it was a traumatic experience for

myself and many people on on the team

and the kind of hate we got because of

those leaks will stay with me forever

and I can't even describe how angry I

was of what the damage this person did

to us I want them punished in every sort

of way I wanted this to be this really

this

villain and this person is like you know

in their 20s or whatever they live with

their parents and it's a

fan and then when we delayed the game

indefinitely that's this is what they

said it's like I wanted to force naughty

dog's hand I wanted to force them to

release the game so I thought if I just

put out all the videos eventually

they'll put out the game which again was

never an option for

us and I remember sitting there sitting

in my anger

and then go like slowing down and just

so okay if anybody should take the

lesson from last part two it should

probably be us just let it

[Music]

[Music]

go

we got Eddie veter to play Future Days

for the game awards I'm a huge Pearl gam

fan really yeah I know so shocking to

many people what a fascinating way to

tell a story it's just getting better

and better all the time and I really

appreciate the way that Future Days was

used um especially bringing Joel and

Ellie together uh connecting through

music it was cool to be part of it so uh

thanks for having me

and enjoy the rest of the show how lucky

am I like how cool is this this person

that I admired since I was a kid is now

like mentioning this game that we all

made and then we started winning award

after award after award I wanted that

validation for the team everyone at

naughty dog I I can't wait to hug and

high five and get drunk with each one of

you um that's gonna have to wait till

next year and more than anything and I

know that I speak for the whole team

when I say this we'd like to thank our

friends and family that stood by us and

support us throughout uh us making this

game you inspire us not only to make

better more meaningful games um but to

improve how we make

games the pandemic kind of brought up

that question of like health and mental

health are we developers that are going

to stay at the studio and have full a

careers how do we make this sustainable

I like I chuckle in retrospect just

how absurd the failure of trying to

alleviate crunch was if you have great

processes and you're super organized

that doesn't fix crunch what that does

is it allows you to make a bigger game

we read the postmortem feedback for the

last of us too and it

was really

really upsetting to see what co-workers

had gone through so we were highly

motivated to try to figure out how to

fix it everything about our workflows

were already being upended with remote

work and everything so it's like okay

well yeah this is we got to do this now

and we knew that to make the real

changes we did it would take the entire

Studio working together we now have the

goal for naok to eliminate crunch the

only thing that fixes crunch the only

thing is deciding that you're not going

to Crunch uh when we onboard people we

tell them you know we have a reputation

as a studio for crunching and it's

something we don't want and it's

something we're not going to do anymore

first we had to do what is crunch let's

let's define it because when you just

look at hours that that turned out to be

too simplistic it's a multitude of

factors it's not just like one thing

it's not just oh because of this this is

what's causing crunch it's literally

like so many of these little things how

do we get make sure no one at na dog

Burns out you know every couple of

months we sent out a a a 90c

questionnaire that goes are you worried

about your workload are you worried

about having to work over time if you

feel like I'm overburdened with work you

have to tell

somebody we used to as a studio when we

were getting close to shipping a game

bring in dinners for the whole

[Music]

studio we don't do crunch dinners

anymore being able to work from home um

is hugely helpful for me from my mental

health of like me know my daughter's

there my my wife is there hybrid is is

really The Sweet Spot because I think

the benefits have just been enormous in

the past our leads our managers were the

people that were best at the craft but

not necessarily the best managers so we

created the role of principal we really

gave people the choice like do you want

to make stuff or do you want to lead and

manage and araldo is now a lead designer

here now I'm responsible for a team and

I really enjoy that and being able to

share that knowledge and kind of work

with someone even if they're more

experienced than me and it's been great

so

far we have a very large and robust

production department now that we we

didn't have holding us accountable when

we make a decision when it's just

everyone going yes more yes better yes

Polish Polish Polish um tallying that up

and going okay this is the result now

you're not in your ship date

[Music]

anymore it

feels so much like a different Studio I

hope that we can keep changing for the

better and make sure that we're making

the games that we want to make that

we're really passionate about that we

don't stop doing that we want

self-driven healthy designers we want to

have it all we want to have both and and

can we do that that'll that'll be the

question I

[Music]

guess

the HBO's thing has been a wild

ride I just wanted it to be like good

like dude if it just comes out and it's

a good

show like that's that's going to be

huge

I'm sure it will be very different when

I actually see Abby being portrayed that

will be so weird I can't imagine what

Ashley and Troy must be feeling

specifically because Ellie is a part of

my heart in some ways it was really

hard I feel like Bella was the only

person who could play her because I feel

feel like she is Ellie there's a part of

me that's like weirdly protective of

her I remember when Neil told me he like

we found Joel I was like he wasn't

missing

[Laughter]

um um he goes Pedro Pascal and I

went we're

bulletproof it felt like Craig and Neil

together saw that this was a story about

humanity and they made it a story about

Humanity we got

Frank who knew that was waiting Craig's

screaming from the sidelines going I did

when Neil and Craig asked me to play

Ellie's Mother Anna

um it made me so happy I know I'm crying

so it doesn't seem like it but it was

symbolic in so many ways to me being

able to sort of bring Ellie into the

world be the first one to fight for her

[Applause]

it breaks my

heart felt like on the other side we

could get the story to people that will

never play a video

game my mom is watching the show and

like she can enjoy this story and she

can be a part of it and she's so excited

in working on season 2 and getting to

see

that I love this idea that someone could

watch the show and then realize wait

that's based on a video game and come

back and check out the game and realize

oh there's like all these rich games AAA

ND and all sorts of stories that are

really unique to this

medium I did some other interview where

someone asked

me about the last of us and would there

be any more stories or something and and

I mentioned like you know we have

written a story that takes place after

last of us two um that stars Tommy and I

hope one day we get to make it and the

headlines across the industry were like

um n dog has outlined Last of Us Part

three and that's actually wrong it was

always it was always a small story it

was never like a full title at the time

we had higher priorities of Na dog was

like to fix our pipeline to fix work

life balance issues just based on where

we were I didn't want to prioritize this

story so that story was sheld and I

still believe one day it will see the

light of day I don't know if it's it'll

be a game or a show so TBD first game

had such a clean concept of like the

unconditional love a parent feels for

their child the second one once we

landed on this idea of the pursuit of

Justice at any cost Justice for the ones

you love it felt like oh there's a clean

concept here and as a through line from

the first game about

love if we never get to do it again this

is a fine ending point and right last

bite of the Apple the story's done the

great thing about working at naughty dog

is that we don't have to um it's always

like we would love another last of us

but if you guys feel like are passionate

about something else we'll support this

other thing very privileged position to

be in I I never take that for

granted I've been just thinking about

okay is there a concept there and for

now years I haven't been able to find

that concept uh but recently that's

changed and

um I don't have a story but I do have

that concept that to me is as exciting

as one as exciting as two

um is its own thing and yet has this

through line for all

three uh so it it does feel like there's

probably one more chapter to the

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story

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