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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	
  
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.	
  

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Last of us pipeline

  • 1. 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  
  • 2. 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.