Excited to share that I got to step into the role of game director on The Last of Us Part I, working alongside
@ShaunEscayg
. I was a fledgling designer when I worked on the original almost a decade ago, and it's been a delight to revisit this beloved game.
Having a legendary game designer do a detailed analysis of the accessibility menus in The Last of Us Part I is an incredible way to close out 2022, thank you for the kind words Sakurai-san 🙇♂️
Thrilled to reveal all the accessibility features we’ve been developing for The Last of Us Part 2. We strived to remove as many barriers as possible and really push the boundaries of accessibility in games, particularly for blind and low vision players.
The Last of Us Part I is officially gold! Passing format requires many hands and a big team effort, my thanks to everyone who helped make this happen 🙏
Thrilled to announce The Last of Us Part I has gone gold! 🏅✨
Congratulations to the Dogs and our partners
@PlayStation
who contributed their passion and talent to the growing world of
#TheLastofUs
!
The Last of Us came out 9 years ago today! 🎂 I remember joining a group of ND devs at a midnight launch to sign games and posters, which felt so surreal and exciting. Thanks to all the fans who have been on this journey with us.
I'm excited to share a deeper look at the rebuilt art and enhanced gameplay of The Last of Us Part I. I'm extremely proud of what this team has made, their love for this game comes through in every detail.
Figuring out how to take advantage of the DualSense functionality throughout The Last of Us Part I was really fun. Shout out to
@GrantHoechst
and his great work here 🙌
No ammo required -- just be sure to save some water for a drink, survivor. Check out more about The Last of Us Part I's water gun and adaptive triggers!
Pre-order today for early unlocks and bonuses:
Just got to watch the 1st episode of
#TheLastOfUs
(thanks HBO), and you should all be very excited for 1/15. Absolutely unreal seeing scenes from the game faithfully recreated with live actors, sets, and props. Congrats again to
@neil_druckmann
&
@clmazin
!
Grounded II: Making The Last of Us Part II is now live on YouTube, and will be available directly through
#TLOU2Remastered
via a downloadable patch coming today!
Watch now:
"This kid wrote us a letter […] He loved the game […] and then he gets to the part where he says he was stuck in the desert for like four hours. […] he was deaf… and it's an audio puzzle. It crushed me, and I was like we cannot do this ever again."
This might sound corny, but an underrated perks of being a game developer is getting to spend time surrounded by people who think video games are as important and meaningful as you do. You’re free to be very genuine about your enthusiasm.
The Last of Us Part I is now available worldwide! Thank you to the fans for your support and excitement, and thank you to the studio members and our partners at SIE for your incredible contributions!
Have an awesome adventure -- endure and survive 🦒
If you missed our
#GAconf
talk live, the video is now available.
@thegreatbluebit
& I discuss accessibility feature development for The Last of Us Part 2.
For people who are familiar with the accessibility features from Part II, I wanted to highlight a few new additions:
🎥 Cinematic Descriptions
🎮 Speech to Vibrations
💥 Tinnitus Sound toggle
🕹 Input complexity & time limit for a minigame in Left Behind
Credits rolled on DEATHLOOP. I love how the game's structure gave me permission to have fun in an immersive sim, rather than the painful savescum near-perfect runs I usually can't help myself from trying. Makes me want to revisit previous Arkane games with a sloppier attitude.
The Last of Us Part II [PS4 - 95] is a Metacritic Must-Play:
God is a Geek: "A genuine work of art, TLOU2 is Naughty Dog's best game, bravest story & proof that games can put players through the emotional wringer. A compelling yet devastating masterpiece."
Had the opportunity to share some thoughts on accessible design, including anecdotes of how novel solutions & ideas emerged while collaborating with
@superblindman
@PaulAmadeusLane
&
@JamesRath
on The Last of Us Part II.
The accessibility features are particularly near and dear to me, and I'm so thrilled about the new addition of cinematic audio descriptions! We’ll strive to continue pushing the boundaries of accessibility.
There's so much technical wizardry behind gameplay transitions like this, much love as always to our gameplay animators (🙇♂️
@gameplayAnim
), programmers, and systems designers 👏
@Neil_Druckmann
@ShaunEscayg
It was an incredible honour to step into this role and be entrusted with a game that means so much to so many people (myself included). Thanks again for the opportunity 🙏
Had the opportunity to share some of my favourite accessibility stories from fan letters on the
@PlayStation
blog. I'm thankful to everyone who has written in, nothing makes me prouder as a game developer.
This 🦀 was in our 2019 hands-on press demo. We used this market as a template for new AI tech that improves how NPCs search and clear buildings. The feature was therefore dubbed "crab shack markup"; it's even called "CRAB" in the post selector debug.
My contribution for
#Blocktober
— here's a very early prototype of the train combat sequence that was later developed for chapter 9 of Uncharted: The Lost Legacy.
It's exhilarating to watch
@digitalfoundry
break down all the minute details that go into making a video game at this level of realism & fidelity. Many thanks to this incredible team 🙏
Interesting, unintended byproduct of The Last of Us 2’s awesome accessibility options: the “highlight character” feature makes it really easy to mask characters out to put graphics behind them!
After keeping my old games in storage for the last ~3 moves, decided to get a big shelf for them. Here’s a decade or two of physical media accumulation (parents have my older games) and other junk. About time to go all digital, I think!
Excited to reveal the detailed list of accessibility features available in The Last of Us Part 2. My thanks to all the people at ND who made this possible, and our terrific consultants who provided guidance and feedback!
I am constantly in awe of our amazing team of artists, and how much craft and specialization are required to create a world at this level of detail and fidelity 🙇♂️ Congrats to the team on their ArtStation drop!
Had a chance to go into detail on why we chose to remain faithful to the original combat mechanics and layouts. Game mechanics are intentionally designed to complement and balance each other, and to evoke a specific feeling and aesthetic in the player.
@JanDavidHassel
Just played it for the first time late last year. Even having the big twist spoiled, I was blown away at how fresh and original it was, and how effectively it told a story through gameplay. Congrats! 👏
Made a resolution at the start of 2022 to pick up a new skill by doing one pencil sketch per week. Halfway there now, hoping consistency & persistence compensate for talent ✍️
Last but definitely not least, the award for the Ultimate Game of the Year as chosen by you: The Last of Us Part 2! Once more, let's give a round of applause to the teams at
@Naughty_Dog
and
@PlayStation
for their massive wins at this year's
#goldenjoysticks
Also, we're currently working on The Last of Us Part I for PC! We really want to get accessibility right on this platform. Please drop us a line if there's anything we should consider:
"I feel like we're all at this very early frontier of what is possible [with accessibility]. And it's nothing but potential out there."
Really enjoyed our discussion
@LilChopShopGal
, thank you!
U4 was a huge growth opportunity for me, stepping up as the main design owner of NPC AI, core combat, & encounter scripting. I integrated with other disciplines at ND and got a bigger picture view of gamedev. 5 years feels too long but also a lifetime ago.
Over the 5 years since the release of Uncharted 4: A Thief's End, it's been an incredible privilege to share Nathan Drake's most emotional journey with you. Thank you to the community and players for your support, enthusiasm, and excitement!
#SicParvisMagna
Might have finally aged past the “final exam is tomorrow and I haven’t studied” nightmare.
Just had the “GDC is tomorrow and I haven’t prepared my talk” nightmare 🤦♂️
PSA: Hollow Knight is free on PS+ this month and is legit one my favourite games in recent memory. Please go check it out and join me in anticipation of the sequel 🙏
@bruce_straley
I totally agree! The story missions feel epic but they're super fragile. I'm glad RDR2 makes an effort to stay with core controls, but wish they'd tolerate more deviation from the golden path & allow for more player choices.
Was fortunate to attend the opening of The Last Of Us at Halloween Horror Nights. Lovely getting to meet the cast and peek a bit behind the scenes, amazing & surreal to see moments from the game recreated in detail with real props & sets.
In case you were wondering what I did on
#TheLastofUsPartII
here's my Animation / Supervision Reel as a Head of Technical / NPC Animation. It was a blast working with so many talented people! Beware, there are spoilers in the video.
I'll be playing The Last of Us on the Naughty Dog Twitch stream in a little bit. Almost 7 years later, let's see if I remember any fun development stories.
We're streaming The Last of Us Remastered in just a few hours! Be sure to join us at 11am PT as we continue our replay and chat about the making of the game over on and
Giving a short talk at
@GA_Conf
today at 2:30 PM PDT about the new accessibility features in The Last of Us Part I. If the words “descriptive audio pipeline” & “linear resonant actuators” sound intriguing to you, then I invite you to check it out.
#GAconf
In the spirit of
#blocktober
, here's a video from 2018 of some of our early accessibility feature prototypes for players who are blind or have low vision. (Hostile Territory layout by
@arnaldo42
, WIP art by
@Mayday_artist
@JeremyHuxley
& Alex Harrington)