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Ideation:	
  
	
  
After	
  Naughty	
  Dog	
  finished	
  Uncharted	
  2,	
  a	
  second	
  team	
  began	
  work	
  
on	
  a	
  new	
  IP,	
  they	
  decided	
  early	
  on	
  to	
  make	
  a	
  post-­‐apocalyptic	
  game	
  
based	
  around	
  two	
  characters,	
  they	
  contemplated	
  what	
  genre	
  was	
  
best,	
  third-­‐person	
  adventure,	
  first-­‐person	
  shooter,	
  etc.	
  	
  While	
  many	
  
elements	
  of	
  the	
  game	
  changed	
  throughout	
  the	
  concept	
  of	
  the	
  game,	
  
the	
  one	
  main	
  part	
  that	
  remained	
  the	
  same	
  was	
  the	
  concept	
  of	
  the	
  two	
  
characters;	
  Joel	
  and	
  Ellie.	
  	
  Their	
  names,	
  age,	
  gender,	
  appearance,	
  and	
  
so	
  on,	
  where	
  not	
  set	
  in	
  stone	
  immediately,	
  however.	
  Naughty	
  Dog	
  
had	
  decided	
  from	
  the	
  beginning	
  that	
  they	
  wanted	
  the	
  player	
  to	
  
empathise	
  with	
  the	
  characters’	
  emotions	
  and	
  feelings.	
  	
  
	
  
While	
  they	
  had	
  decided	
  from	
  the	
  beginning	
  to	
  have	
  a	
  game	
  set	
  in	
  a	
  
post-­‐apocalyptic	
  world,	
  the	
  “infected”	
  where	
  not	
  part	
  of	
  the	
  game	
  to	
  
begin	
  with,	
  Naughty	
  Dog	
  didn’t	
  want	
  to	
  go	
  for	
  the	
  cliché	
  type	
  zombie	
  
world,	
  so	
  after	
  receiving	
  inspiration	
  from	
  watching	
  a	
  documentary	
  
called	
  Planet	
  Earth,	
  they	
  came	
  up	
  with	
  the	
  concept	
  of	
  the	
  fungus-­‐like	
  
infection,	
  it	
  was	
  also	
  die	
  to	
  a	
  documentary	
  on	
  what	
  would	
  happen	
  if	
  
the	
  Earth	
  was	
  not	
  tended	
  to	
  for	
  20+	
  years	
  they	
  came	
  up	
  with	
  the	
  
general	
  over-­‐grown	
  look	
  for	
  the	
  game	
  world.	
  
	
  
Pre-­‐production	
  
The	
  pre-­‐production	
  stage	
  for	
  the	
  last	
  of	
  us,	
  was	
  filled	
  with	
  the	
  research	
  behind	
  
the	
  story	
  as	
  well	
  as	
  the	
  concept	
  art	
  and	
  the	
  casting.	
  The	
  basic	
  idea	
  behind	
  the	
  last	
  
of	
  us	
  is	
  to	
  have	
  an	
  infection	
  cause	
  the	
  collapse	
  of	
  civilisation	
  and	
  the	
  game	
  is	
  
played	
  at	
  this	
  post	
  apocalyptic	
  point.	
  When	
  researching	
  the	
  infection	
  the	
  team	
  
watched	
  the	
  BBC	
  documentary,	
  planet	
  earth.	
  In	
  one	
  of	
  the	
  episodes	
  of	
  planet	
  
earth	
  there	
  was	
  the	
  a	
  fungus	
  which	
  infects	
  ants	
  forces	
  them	
  to	
  climb	
  a	
  tree	
  and	
  
bite	
  into	
  it	
  at	
  which	
  point	
  the	
  fungus	
  sprouts	
  out	
  if	
  the	
  ants	
  head	
  and	
  releases	
  
more	
  spores,	
  the	
  idea	
  was	
  to	
  transfer	
  this	
  fungus	
  so	
  it	
  infects	
  humans.	
  They	
  also	
  
researched	
  into	
  what	
  the	
  world	
  would	
  be	
  like	
  without	
  us,	
  using	
  the	
  factual	
  
“world	
  without	
  us”	
  book	
  that	
  describes	
  what	
  would	
  happen	
  to	
  cities	
  without	
  us	
  
and	
  how	
  nature	
  eventually	
  takes	
  over.	
  All	
  
of	
  this	
  research	
  was	
  used	
  in	
  the	
  concept	
  
art	
  of	
  the	
  infected	
  and	
  the	
  locations.	
  The	
  
infected	
  had	
  to	
  show	
  the	
  fungus	
  is	
  an	
  
obvious	
  way	
  at	
  some	
  stage	
  of	
  infection;	
  
they	
  tried	
  many	
  different	
  versions	
  but	
  
eventually	
  went	
  with	
  placing	
  fungus	
  
photos	
  on	
  a	
  person	
  and	
  refining	
  it	
  to	
  look	
  
as	
  one	
  piece.	
  The	
  fungus	
  had	
  to	
  show	
  
some	
  form	
  of	
  natural	
  beauty	
  in	
  this	
  case	
  
the	
  vibrant	
  luminous	
  quality	
  it	
  has,	
  as	
  did	
  
the	
  cities	
  designed,	
  the	
  destruction	
  had	
  to	
  be	
  matched	
  with	
  some	
  beautiful	
  
aspects	
  produced	
  by	
  nature.	
  
	
  
One	
  of	
  the	
  most	
  important	
  parts	
  for	
  the	
  pre-­‐production	
  of	
  the	
  last	
  of	
  us	
  was	
  
casting.	
  The	
  cast	
  had	
  to	
  be	
  perfect,	
  as	
  the	
  game	
  has	
  a	
  powerful	
  story	
  line	
  which	
  
needed	
  the	
  audience	
  to	
  connect	
  to	
  and	
  feel	
  emotional	
  with,	
  the	
  way	
  that	
  is	
  
achieved	
  is	
  by	
  have	
  actors	
  perform	
  the	
  voices,	
  and	
  the	
  graphics	
  show	
  their	
  face	
  
and	
  body	
  emanate	
  emotion.	
  The	
  actress	
  (Ashley	
  Johnson)	
  who	
  is	
  the	
  voice	
  
behind	
  Ellie	
  was	
  one	
  of	
  the	
  first	
  few	
  who	
  auditioned;	
  her	
  performance	
  blew	
  the	
  
creative	
  directors	
  away.	
  Once	
  they	
  had	
  Ellie	
  they	
  needed	
  to	
  find	
  the	
  voice	
  for	
  Joel	
  
(Troy	
  Baker)	
  the	
  other	
  main	
  
character,	
  Ashley	
  was	
  heavily	
  
involved	
  in	
  finding	
  Joel	
  as	
  both	
  
character’s	
  needed	
  to	
  have	
  a	
  
special	
  bond	
  which	
  was	
  felt	
  and	
  
shared	
  by	
  the	
  players.	
  The	
  
casting	
  auditions	
  were	
  done,	
  by	
  
acting	
  out	
  scenes	
  from	
  the	
  
storyline	
  by	
  doing	
  this	
  Ashley	
  
and	
  Troy	
  were	
  able	
  to	
  show	
  the	
  
connection	
  that	
  they	
  could	
  bring	
  
between	
  their	
  characters.	
  
	
  
	
  
Production:	
  
	
  
Motion	
  capture	
  was	
  used	
  to	
  create	
  the	
  movement	
  of	
  the	
  characters	
  in	
  
the	
  gameplay.	
  Naughty	
  
Dog	
  used	
  the	
  “mo-­‐cap”	
  
for	
  body	
  movement	
  and	
  
the	
  animators	
  separately	
  
changed	
  facial	
  
expressions	
  using	
  
footage	
  of	
  the	
  actors’	
  
faces	
  as	
  a	
  reference.	
  	
  
	
  
	
  
	
  
Post-­Production:	
  
	
  
Gustavo	
  Santaolalla,	
  a	
  double	
  Oscar	
  winner,	
  was	
  brought	
  in	
  to	
  
compose	
  the	
  soundtrack	
  for	
  The	
  Last	
  of	
  Us	
  ,	
  	
  Santaolalla	
  said	
  he	
  like	
  to	
  
start	
  work	
  on	
  the	
  music	
  early	
  on	
  in	
  projects,	
  so	
  he	
  started	
  work	
  on	
  
the	
  game’s	
  score	
  whilst	
  the	
  game	
  was	
  being	
  written.	
  Naughty	
  Dog	
  
stated	
  they	
  were	
  going	
  for	
  “emotion	
  over	
  horror”.	
  
	
  
For	
  the	
  infected,	
  voice	
  actors	
  were	
  hired	
  to	
  make	
  odd,	
  human-­‐like	
  
sounds	
  and	
  screeches	
  for	
  the	
  infected,	
  they	
  decided	
  not	
  to	
  use	
  any	
  
animal	
  sounds	
  and	
  didn’t	
  wan	
  the	
  infected	
  to	
  sound	
  “witch-­‐like”	
  or	
  
like	
  normal	
  zombies	
  at	
  all.	
  
	
  
Postmortem:	
  
	
  
During	
  the	
  “crunch”	
  part	
  of	
  production	
  just	
  before	
  the	
  game	
  was	
  
completely	
  finished,	
  it	
  was	
  described	
  as	
  “cleaning	
  a	
  room	
  the	
  day	
  
before	
  a	
  guest	
  comes	
  to	
  stay”,	
  and	
  that	
  they’re	
  giving	
  “150%”	
  to	
  finish	
  
the	
  game.	
  They’re	
  adding,	
  and	
  changing	
  stuff	
  right	
  up	
  until	
  the	
  game	
  
ships.	
  	
  

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Introduction to pro and eukaryotes and differences.pptx

Game development pipeline

  • 1. Ideation:     After  Naughty  Dog  finished  Uncharted  2,  a  second  team  began  work   on  a  new  IP,  they  decided  early  on  to  make  a  post-­‐apocalyptic  game   based  around  two  characters,  they  contemplated  what  genre  was   best,  third-­‐person  adventure,  first-­‐person  shooter,  etc.    While  many   elements  of  the  game  changed  throughout  the  concept  of  the  game,   the  one  main  part  that  remained  the  same  was  the  concept  of  the  two   characters;  Joel  and  Ellie.    Their  names,  age,  gender,  appearance,  and   so  on,  where  not  set  in  stone  immediately,  however.  Naughty  Dog   had  decided  from  the  beginning  that  they  wanted  the  player  to   empathise  with  the  characters’  emotions  and  feelings.       While  they  had  decided  from  the  beginning  to  have  a  game  set  in  a   post-­‐apocalyptic  world,  the  “infected”  where  not  part  of  the  game  to   begin  with,  Naughty  Dog  didn’t  want  to  go  for  the  cliché  type  zombie   world,  so  after  receiving  inspiration  from  watching  a  documentary   called  Planet  Earth,  they  came  up  with  the  concept  of  the  fungus-­‐like   infection,  it  was  also  die  to  a  documentary  on  what  would  happen  if   the  Earth  was  not  tended  to  for  20+  years  they  came  up  with  the   general  over-­‐grown  look  for  the  game  world.     Pre-­‐production   The  pre-­‐production  stage  for  the  last  of  us,  was  filled  with  the  research  behind   the  story  as  well  as  the  concept  art  and  the  casting.  The  basic  idea  behind  the  last   of  us  is  to  have  an  infection  cause  the  collapse  of  civilisation  and  the  game  is   played  at  this  post  apocalyptic  point.  When  researching  the  infection  the  team   watched  the  BBC  documentary,  planet  earth.  In  one  of  the  episodes  of  planet   earth  there  was  the  a  fungus  which  infects  ants  forces  them  to  climb  a  tree  and   bite  into  it  at  which  point  the  fungus  sprouts  out  if  the  ants  head  and  releases   more  spores,  the  idea  was  to  transfer  this  fungus  so  it  infects  humans.  They  also   researched  into  what  the  world  would  be  like  without  us,  using  the  factual   “world  without  us”  book  that  describes  what  would  happen  to  cities  without  us   and  how  nature  eventually  takes  over.  All   of  this  research  was  used  in  the  concept   art  of  the  infected  and  the  locations.  The   infected  had  to  show  the  fungus  is  an   obvious  way  at  some  stage  of  infection;   they  tried  many  different  versions  but   eventually  went  with  placing  fungus   photos  on  a  person  and  refining  it  to  look   as  one  piece.  The  fungus  had  to  show   some  form  of  natural  beauty  in  this  case   the  vibrant  luminous  quality  it  has,  as  did  
  • 2. the  cities  designed,  the  destruction  had  to  be  matched  with  some  beautiful   aspects  produced  by  nature.     One  of  the  most  important  parts  for  the  pre-­‐production  of  the  last  of  us  was   casting.  The  cast  had  to  be  perfect,  as  the  game  has  a  powerful  story  line  which   needed  the  audience  to  connect  to  and  feel  emotional  with,  the  way  that  is   achieved  is  by  have  actors  perform  the  voices,  and  the  graphics  show  their  face   and  body  emanate  emotion.  The  actress  (Ashley  Johnson)  who  is  the  voice   behind  Ellie  was  one  of  the  first  few  who  auditioned;  her  performance  blew  the   creative  directors  away.  Once  they  had  Ellie  they  needed  to  find  the  voice  for  Joel   (Troy  Baker)  the  other  main   character,  Ashley  was  heavily   involved  in  finding  Joel  as  both   character’s  needed  to  have  a   special  bond  which  was  felt  and   shared  by  the  players.  The   casting  auditions  were  done,  by   acting  out  scenes  from  the   storyline  by  doing  this  Ashley   and  Troy  were  able  to  show  the   connection  that  they  could  bring   between  their  characters.       Production:     Motion  capture  was  used  to  create  the  movement  of  the  characters  in   the  gameplay.  Naughty   Dog  used  the  “mo-­‐cap”   for  body  movement  and   the  animators  separately   changed  facial   expressions  using   footage  of  the  actors’   faces  as  a  reference.           Post-­Production:     Gustavo  Santaolalla,  a  double  Oscar  winner,  was  brought  in  to   compose  the  soundtrack  for  The  Last  of  Us  ,    Santaolalla  said  he  like  to   start  work  on  the  music  early  on  in  projects,  so  he  started  work  on  
  • 3. the  game’s  score  whilst  the  game  was  being  written.  Naughty  Dog   stated  they  were  going  for  “emotion  over  horror”.     For  the  infected,  voice  actors  were  hired  to  make  odd,  human-­‐like   sounds  and  screeches  for  the  infected,  they  decided  not  to  use  any   animal  sounds  and  didn’t  wan  the  infected  to  sound  “witch-­‐like”  or   like  normal  zombies  at  all.     Postmortem:     During  the  “crunch”  part  of  production  just  before  the  game  was   completely  finished,  it  was  described  as  “cleaning  a  room  the  day   before  a  guest  comes  to  stay”,  and  that  they’re  giving  “150%”  to  finish   the  game.  They’re  adding,  and  changing  stuff  right  up  until  the  game   ships.