Game Developers Conference 2024
A Second Shot: Improving Ranged Combat in 'The Last of Us Part II'
by Derek Mattson
(Naughty Dog)
Design
Game Developers Conference 2024
A Second Shot: Improving Ranged Combat in 'The Last of Us Part II'
by Derek Mattson
(Naughty Dog)
Design
Game Developers Conference 2024
GDC Main Stage: A Developer's Concert
by Austin Wintory
(Independent)
Special Event
Game Developers Conference 2024
The Devil is in the Details: Exploring Environmental Graphic Design
by Hailey Del Rio
(Naughty Dog Inc)
Visual Arts
Game Developers Conference 2023
Adobe Developer Summit: The Material Art of 'The Last of Us Part I' (Pre...
by Jonathan Benainous
(Naughty Dog)
Visual Arts
Game Developers Conference 2023
Breathing Life Into 'The Last of Us': Part I and II
by Beau Jimenez
(PlayStation Studios, Sound)
Audio
Game Developers Conference 2023
Level Design Summit: Player as Performer: Setting the Stage for Your Aud...
by Evan Hill
(Obsidian Entertainment)
Level Design Summit
Game Developers Conference 2022
Benefits of a Customized Reaper Pipeline for Dialogue at Naughty Dog
by Julius Kukla
(Naughty Dog)
Audio
Game Developers Conference 2022
Game Narrative Summit: Interactive Pacing from the Museum Flashback Leve...
by Evan Hill
(Obisidan)
Game Narrative Summit
Game Developers Conference 2022
Level Design Summit: Designing the Museum Flashback: 'The Last of Us Par...
by Evan Hill
(Obisidan)
Level Design Summit
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
Art Direction Summit: LIVE Fireside Chat with John Sweeney and Andrew Ma...
by Andrew Maximov
(Promethean AI)
Art Direction Summit
Game Developers Conference 2021
Bringing Allies to Life in the 'Last of Us Part II'
by Bryan Collinsworth
(Naughty Dog)
Design
GDC 2015
Capturing The Last of Us: Motion Capture Pipeline
by Damon Shelton
(Naughty Dog)
Visual Arts
GDC 2015
Parallelizing the Naughty Dog Engine Using Fibers
by Christian Gyrling
(Naughty Dog)
Programming
GDC 2015
Parallelizing the Naughty Dog Engine Using Fibers
by Christian Gyrling
(Naughty Dog)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC Next 2013
Reimagining Story Structure: Moving Beyond Three Acts in Narrative Design
by Jeremy Bernstein
(Freelance)
Future of Gaming
GDC Next 2013
Reimagining Story Structure: Moving Beyond Three Acts in Narrative Design
by Jeremy Bernstein
(Freelance)
Future of Gaming
GDC Next 2013
Reimagining Story Structure: Moving Beyond Three Acts in Narrative Design
by Jeremy Bernstein
(Freelance)
Future of Gaming