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Session Name:

Unsynced: The Last of Us Melee System


This session is an overview of the design and implementation of the melee system for The Last of Us. The design portion of the talk will discuss solutions to the challenges of creating an effective hybrid between gunplay and melee combat, and how those mechanics emphasized the tone and world of The Last of Us. The implementation portion will delve into the technical details of how we sync animations, our memory management, and efficient scripting practices. The talk will also cover the evolutions made between Uncharted and TLOU, the additional challenges of multiplayer, and an examination of techniques we used to achieve the game's brutal aesthetic.

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  • GDC 2014
  • Anthony Newman
  • Naughty Dog, Inc.
  • free content
  • Programming
  • Programming