last of us pipeline
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TRANSCRIPT
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The Last Of Us - Production Pipeline
Ideation The co-‐founders of Naughty Dog had to decide whether or not to reboot the IP “Jak & Daxter”, the ideas they were coming out with though didn’t suit that particular IP so they made the decision to start a new one. Neil Druckmann - Creative Director, and Bruce Straley - Game Director came forward with the idea of a post-‐apocalyptic game. Their two initial ideas which they built the game from were; a post-‐apocalyptic world and a developing relationship between the two main characters. These were the two starting points, and the two un-‐changing elements through-‐out production, right up to the finished game. Inspiration came from many non-‐fiction documentaries and books, such as a book called “The World Without Us” which describes what would become of the world if uninhabited by people. The documentary “Planet Earth” described how a fungus could take over an ants mind and control them, this was the basis of the infected, the directors thinking “what would happen if this fungus could move to humans?”
Pre-production
Writing: The script for the game was written by Creative Director Neil Druckmann, as it was something that dealt with developing the story and characters, which was his area of direction. The reason they didn’t hire in a writer was because the story was seen as such an important element of the game that it had to be handled by a Director. Concept art: What concept art does is give the designers an idea of the overall look and feel of the game and gives them something to work from, the concept art helped the evolution of the infected from a traditional zombie to something a little bit more different. Michael Knowland - Lead Character Artist came up with the idea of there being fungus on the infected and created concept art from gathered images of fungal growth.
Production Motion capture: The motion capture was directed by Neil Druckmann to preserve the continuity and to stick to the script, it was also filmed with a handheld film camera to get a natural camera positioning reference to make the game more realistic. Shaun Escayg - Animation Lead was also present during the motion capture sessions to supervise it and collect a reference for the animation. Music: Gustavo Santaolalla - Composer insisted that he be a part of the project from early on, most composers join the project during the post-‐production but he wanted to get a feel for the game early on. In order to create a unique soundtrack Gustavo used very odd and strange instruments that he
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had never used before, which created a very emotional and very real feel to the soundtrack.
Post-production
User interface: The interface was originally designed in a very complex way, meaning you had to go into a menu in order to change weapons and it took too long, so Alexandria Neonakis - User interface Designer made an overlay menu which can be accessed with the D-‐Pad in order to change weapons easily. QA Testing: Damon Buteau-anderson - Quality Assurance Manager had the job of running QA groups to find bugs and glitches in the game and report them so that they can be fixed. This is important as if this is not done a game could be shipped with an unknown game breaking glitch. Sound Design: Derrick Espino - Senior Sound Designer did the sound design for the game, his job is to think in creative ways on how to create the audio for the game, in order to create the sounds for the zombies he got a sample of someone doing a classic zombie screech and edited it with sounds of himself making a clicking sound with his tongue to create a unique sound for the zombies. Promotion: In order to hit the right target audience they ran the first advert after the season finale of “The Walking Dead”. To further promote the game it was bundled with the PS3 in selected special edition boxes, only the best of games are bundled with consoles most the time so this was a big promotion for them. A very simple trailer was put onto YouTube featuring rioting and no actual Gameplay, this got people thinking what it could mean; this was 2 years before the game was released.
Post-mortem
The documentary “Grounded”, produced by PlayStation and Area 5 productions, serves as a Post-‐mortem, going through the Pipeline process with interviews from different people involved, and charting the games production. Most aspects of the development are shown in the documentary, making it easy for them to look back and see what they could have potentially done better and what was done good and what was done bad.