Discover and read the best of Twitter Threads about #TheLastofUsPartII

Most recents (18)

THREAD: A question I often get from others as a #gamedev after they hear that my previous career was in #Theatre / #Musicals is “What similarities are there between the two?”

Welp, there are quite a few, so figured I’d talk about some of em!
If I only have a few moments, the first thing I talk about is the large group of specialists collaborating together to make art.

In Theatre, Actors, Musicians, Lighting & Set Designers, etc.

In games; Actors, Composers, Programmers, Lighting & Environment Artists, etc.
If I have more time I like to talk about small examples too like “Cheating Out”.

“Cheat Out” in Theatre means instead of facing how you would naturally face (in this case towards each other), “Cheat” your body “Out” towards the audience so they can see you.
Read 7 tweets
Transmission Start:
Transmission Titled: The Days of Darkness
#GamingNews
#Cyberpunk2077
#TheLastofUsPartII
#MaddenNFL21
#gamingdevelopment
#BadChoices
#videogameawards Image
The purges have begun.

As many have been witness in the last several days, things in the "meat space" to state the phrase, have taken a turn for the worse.
The missives on the social media platforms and the actions taken on leaders of nations is not surprising. The creator of this account realizes how evil many people in the video game medium were and are.
Read 48 tweets
Permettez-moi de rebondir sur les mésaventures de la sortie de #Cyberpunk2077 pour revenir sur une des caractéristiques fondamentales de l'écosystème vidéoludique, un couple d'idées crucial : la promesse et le désir (1)
(2) Historiquement, le jeu vidéo est lié à l'imaginaire du progrès technique porté par la révolution numérique des années 50 et 60, dont ils ont conservé cette promesse de lendemains qui chantent grâce à la technique
(3) Puis, dans les années 70 et 80, c'est l'arcade qui va perpétuer cette promesse en la liant au divertissement. Il s'agit dorénavant de vivre des expériences intenses grâce à la technique, grâce aux progrès du numérique. Image
Read 26 tweets
Olá. Começa a noite dos Oscars dos videojogos. Por causa do covid, os #TheGameAwards de 2020 são transmitidos exclusivamente online. Começa às 23:15 e podem assistir a em diferentes plataformas.

Nomeados para o melhor videojogo do ano:

Animal Crossing: New Horizons
Doom Eternal
Final Fantasy VII Remake
Ghost of Tsushima
Hades
The Last of Us Part 2

#TheGameAwards2020
A noite não é só de prémios. Também teremos algumas novidades sobre os próximos videojogos que sairão no mercado. Aposto que sairá um trailer do novo God of War e data de lançamento, trailer do novo Horizon Zero Dawn com gameplay e outro trailer do próximo Final Fantasy.
Read 48 tweets
Since people have expressed interest in the violin recordings for #TheLastofUsPartII's bow draw, here's a more formal thread on my journey creating the sounds for this iconic weapon.

1/11
A bit of history: the bow needed to be done for the E3 2018 Forest Gameplay section.

2/11
Most of the foley elements like arrow shafting, holstering/unholstering, arrow slides & more were recorded and performed in my office with a recurve bow and some wooden dowels. Our foley artists at Paramount also provided excellent source.

3/11
Read 11 tweets
These games have meant so much to me. Like life, heartbreaking, but so much wonder. #TheLastofUsPartII #PS4share ImageImageImageImage
Thank you @Neil_Druckmann, @TheVulcanSalute, @TroyBakerVA, @LauraBaileyVO, and everybody involved for enriching my life through a story that means so, so much.

#TheLastofUsPartII
Read 3 tweets
#TheLastOfUsPartII’s Breathing System Thread Part 2

So now that there was a rich, detailed breathing system in place: it was time to marry the sound to the pixels!

2.1/15
Initially, we tried using the automatic lipsync that already existed in the engine to drive the mouth from the sound signal.

This was a fail, as it doesn't play nice with 'efforts' or non-spoken dialog.

2.2/15
After this failure, we worked closely with animator Keith Paciello (@keith_paciello) who was able to supply us with bespoke facial animations that he hand-animated to the sound.

2.3/15
Read 16 tweets
#TheLastOfUsPartII’s Breathing System Thread Part 1

One gift of working at Naughty Dog is that the sky is limit. With artists and programmers collaborating closely, magic can happen.

The Breathing System is an example of that magic.

1.1/25
There are two fundamental concepts to understand with this system: Murmuration and Heart Rate.

1.2/25
Murmuration is a looping sound on a character. It's the lowest priority sound possible, so any sound that triggers (from melee, anim, script or code) will stomp it. After the oneoff plays out, the loop will return where it left off, creating a seamlessness in the breath.

1.3/25
Read 26 tweets
Here's a sneak peak into face deformation tech/rig and R&D for #TheLastofUsPartII that I've contributed in the span of 5 years starting from my initial days @naughtydog. following video was the first animation rig prototype [tech thread] 1/ #gamedev #maya3d #rigtip
Spec :
mesh res – 20K
Target Count – 2019 shapes
Joint Count – 350
with this new rig I was trying to preserve legacy workflow (channel box attributes) at the same time introducing face controls(both have pros/cons). its achieved with proxy attributes/alias attributes. 2/
blendshape head file was 125mb, I converted to rivet mesh(kept only used faces for rivet) file size reduced to 23mb. that resulted into faster load time and any world space deformer can be applied(softmod, cluster). Full head + rivetmesh used for SSD to generate auto skin. 3/
Read 6 tweets
For anyone out there who's curious, here’s my breakdown on the whistles I built for the Scars in #TheLastofUsPartII 1/25
First, a big thanks to @neil_druckmann and @robkrekel for giving us complete creative freedom with these, and to @X144 and @m1keadelic for guidance and support throughout the process. 2/25
Talks about the whistles began long before I was brought back to work on TLOU, but production on them didn’t begin until early 2018, when we needed to have them ready for the E3 demo which revealed the scars. 3/25
Read 26 tweets
#TheLastOfUsPartII’s Shambler Sound Design Thread!

A summary outlining my journey concocting the sounds of the Shambler.
(01/25)
The Shambler was an exciting endeavor, as it was a completely new Infected type in #TheLastOfUsPartII, which gave me the creative freedom to make a fresh, new imprint on the Last of Us universe.
(02/25)
Early in the production phase, I absorbed all of the lore, concept art, design prototypes and motion capture animations I could to get a full picture of exactly what I was dealing with.
(03/25)
Read 25 tweets
Soap Box! OK. Put aside the misogynistic, anti-semitic trolling of #TheLastofUsPartII, because, while watching self-hatred surface and play out loud is amusing, it's not constructive. (Although the art is having its intended impact on them, whether they know it or not.) Thread.
Human stories are meant to disturb the fuck out of you. Myths weren't written to comfort. Art should be uncomfortable, because it is revealing you to you. If it can entertain at the same time, that's swell, but that's not the purpose of it. Thread.
The purpose of art is to teach you how your humanity is the same as everyone else's. That there are things in the human experience that should strike chords within all of us and, thus, help us better understand ourselves and the human experience. Thread.
Read 6 tweets
Since multiple people have asked. The following thread will be about the creation of the sound for “Breaking Glass” in the #TheLastofUsPart2. This was one of the first systems I dove into at ND. 1/23
The system for glass is made up of many different layers and a few systems that interweave together to give the unique sound and the right feeling. Thank you to @robkrekel l for letting me run with this so early on. 2/23
Getting the right sound for the glass was only the first part of the job but the “feel” of breaking the glass was what I spent most of my time on. I felt the glass needed to be separated into layers to have the glass feel as realistic as possible. 3/23
Read 23 tweets
the gore system of #TheLastofUsPartll in general is so painstakingly detailed, that you could do a whole thread about it alone, here i want to share two small wtf moments:

blood puddles. they have different behaviour based on the material they are on. two examples:

snow (1/2)
and carpet (2/2)

as you can see snow is melting and the fabric needs to absorb the blood first. i've also seen blood react differently on floor tiles & wood, running through the grooves, fitting material & structure underneath. this game is a whole new level in so many ways...
small encounter: look at the blood cloud after the headshot and the moment the gore is visible first on the floor and the cabinet then on the wall behind her. soundtrack, graphics and the insane animations all coming together to form something like this. 🤯
Read 8 tweets
(1/23) This thread is a celebration of my largest task for #TheLastofUsPartII : the Infected sound design.
(2/23) My task was to conceptualize, prototype, sound design, edit, and implement all vocals and non-vocal sound effects for the Infected in TLOU2, within systemic gameplay, in-game cinematics (IGCs), proper cinematics and player death moments.
(3/23) Instead of talking about sound design, I wanted to make this thread about a critical factor: the voice actors!
Read 23 tweets
Here on the eve of #TheLastofUsPartII let's take a look back at two months of Sony legal stories.

It begins with a question.

"Is Sony Illegally Using the DMCA to Muzzle Last of Us Leaks? (VL215)"

A deeper dive took us into the seedy underbelly of Sony's previous attempts to "extra-legally" curtail discussion of their information, let out into the wild.

"Last of Us Leak Follow-Up: A History of Legal Violence (VL216)"

Next we turned to an examination of "fair use" in the context of "unpublished works", unfortunately (for Sony) finding no satisfaction in the law for Sony's DMCA "aggression".

"Last of Us Leaks: Counters, Fair Use, and Unpublished Works (VL217)"

Read 13 tweets
The lighting in #TheLastofUsPartII is so subtle, so mature, and so tough to pull off.
It's a world with almost no artificial lights. Mostly indirect natural light from an overcast weather.
It's very hard to have artistic control over the lighting of scenes in such conditions. Instead of just placing lights, it's more about strategically layering dense areas plunged in penumbra with better lit zones, creating interesting contrasts thanks to mist, fog & reflections.
Read 6 tweets
Pytacie o moją opinię o #TheLastofUsPartII , więc odpisuję, że nie mam, bo nie grałem. Przy takich grach przed premierą egzemplarze trafiają raczej do sprawdzonych, bezpiecznych mediów, aby potem można było robić takie zestawienia jak załączam. Ludzie z YT to zbędne ryzyko.
To nie znaczy oczywiście, że gra jest zła. Pewno jest dobra i właśnie dlatego taka strategia marketingowa jest skuteczna, bo narracja jest tylko pozytywna. Co więcej embargo zeszło przed premierą, więc do pierwszych opinii graczy na premierę za tydzień innej narracji nie będzie.
Żeby nie było - ja się nie skarżę, bo rozumiem czemu to tak wygląda. Niemniej moja recenzja będzie dobrze po premierze i ratuje mnie tylko to, że moje materiały mają jakiś charakter, więc chyba nadal ktoś to będzie chciał obejrzeć po takim czasie ;)
Read 6 tweets

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