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Breathing Life Into 'The Last of Us': Part I and II
The sound of The Last of Us: Part I and II have been described as a harrowing, white-knuckled experience. One culprit of this sensation is the detailed Breathing System the Naughty Dog audio team developed and maintained for the last two projects. From the terror of hearing the protagonist's frenzied gasps as they're fleeing from an aggressive Clicker, to the catharsis felt from hearing the exhaustive gasp of relief as they ultimately escape their assailant: The team held nothing back to ensure that players truly felt they were in the character's shoes. Every action had a direct effect on their physical and mental state. A story told through sound. This talk outlines Naughty Dog's approach to conceptualizing, prototyping, collaborating, and finalizing a bleeding-edge breathing solution for a single-player, narrative-based interactive experience.
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