development development action adventure survival horror video game began thieves release october published june playstation year development led studio kept secret majority development game players assume control tasked escorting young ellie post apocalyptic united_states attempt create potential cure infection ellie immune creative director inspired include infected main feature game discovering fungi story set years outbreak starts civilization destroyed explored possibility fungi humans ellie initially intended daughter team found limiting terms character development team chose portray ellie respectively providing voice motion capture characters baker johnson assisted team develop characters help story relationship ellie central focus game elements developed characters influenced story progression ultimately completely different initial vision features original score composed musician known minimalist approach composing contacted early development naughty dog took similar minimalist approach elements game including action sound design art design sound department began working early sound infected order achieve best work possible similar direction taken art department designs influenced elements development naughty dog overhauled game engine elements game particularly focusing lighting animations officially announced heavily promoted widely anticipated naughty dog missed original release date delaying game order naughty dog marketed game video trailers press demonstrations announcing specific details game development continued special edition versions released comic book featuring characters game production preliminary work project thing began release thieves october time company history developer split teams work projects concurrently team developed drake deception began work order run teams smoothly presidents chose game director creative director lead development employed naughty dog march selected lead project based experience work previous projects employee chosen determination talent design story setting student tasked creating video game concept present film director select winner idea merge gameplay story set zombie apocalypse like night living dead lead character similar lead character police officer tasked protecting young girl lead character heart condition players assume control young girl reversing roles idea win later developed creating story early idea game infection spread women later deemed infected core concept game inspired segment bbc nature documentary planet earth featured fungi fungi mainly insects taking control motor functions forcing help fungus game explores concept fungus evolving humans direct results outbreak infection game directly explain cause virus attributed team focus characters opposed virus preferred explain events explicitly explaining cause infection compared included felt spawned conversations industry sees sign industry seen good stories books film want video games said team concept infected force players explore limits human development team assured infected strictly different zombies order game realistic possible team conducted extensive research setting taking influences world naughty dog created world force players decisions utilize limited supplies effectively research found inspiration real historical events spanish flu illustrated depths self protection paranoia capable humans threat extinction epidemic 1880s demonstrated influences classes assigning blame great disaster cited mindset dedication characters inspiration game story worked head writer creative director series present team took inspiration gravity terms game simplicity intensity writing script tried exclude fancy dialogue keeping short natural community stated narrative overarching themes love loyalty redemption assuring importance game fellow community said game violence fit narrative reiterated stating dark light game designer stated game deals people react pressure extreme situations represented violence combat team felt interested story dark themes beautiful settings major motif present game life goes scene near end game ellie discover herd referenced journalists realization point motif concept artist wrote scene designed ellie lust life triggering curiosity surrounding struggle death explained scene originally involved replaced stating remarkable thing ellie possibly encounter felt sequence works horrible things encountered ign brien wrote scene acts reminder ellie age despite having stripped childhood writer found scene resemblance hope ellie having clearly suffered post traumatic stress following encounter david regards ending team intended open interpretation stated typical ending nice resolution stated frustration players told wanted choice game ending said players told chosen ending game early game development team envisioned ending ellie forced kill order save ending scrapped team felt character arcs game focus hated ending suggesting alternative methods continued game music gameplay closer completion focus began ending discussing ending writer referenced quote saves life saves world entire list highlighting save life doom world wrote character development voiced veteran voice actor ellie voiced actress performances recorded motion capture technology approximately game animations recorded motion capture remaining audio elements recorded later studio team quickly felt johnson fit role ellie spent time selecting actor chemistry characters game baker johnson played alongside team realised perfectly fit role despite actor young age attributed baker voice movement team choice casting baker johnson contributed greatly development characters example baker convinced care loneliness johnson convinced write character ellie stronger defensive manner dialogue duo improvised actors attributed fact script included unnecessary lines gameplay sections allowed actors choose felt necessary characters ellie basis game development characters established game concepts followed beginning development team intended feature dual protagonists strong individual story arcs winter segment game players assume control ellie developers ensured change kept secretive prior game release surprise players ellie immunity game prologue players assume control daughter sarah change control ellie signifies change role protector echoing previous ideas student character interactions inspired relationship thieves turn inspired video game game protagonists represent eras shown game represents world outbreak having spent life period ellie represents world outbreak born post apocalyptic world emotionally damaged loss experienced maintains optimistic view life having familiar damaged world spending time saw qualities overlapping lively ellie learning survival skills initially wrote character inspiration portrayal saw quiet cool pressure baker interpretation emotional person evolved character different way ultimately narrative exploration willing father save child initially willing sacrifice evolving willing sacrifice friends finally feeling sacrifice humanity order save ellie felt players specifically parents able relate character bonding ellie baker believes discovers morality game narrative working difference loss sacrifice true personality begins auditioning role baker read phrase character sheet stated moral lines left cross anchor point character baker found great difficulty filming game prologue features scenes daughter sarah portrayed later viewing day footage scene felt improved filming scene explained baker perform felt best baker initially found mechanical realised previously trying impress audiences acting scene needed portraying ellie johnson faced challenges performing scenes feel uncomfortable days shoot things age feel little uncomfortable johnson described johnson feels video games rarely feature strong female characters ellie expressed excitement portray role reason questioned inspiration ellie gameplay feature recalled ideas thieves created mute character summon player follow creating beautiful relationship gameplay concept included final game idea raised team discussing new project ultimately inspiring ellie felt inspired wars took place syria afghanistan creating ellie felt conflict familiarity children countries similar ellie view character originally intended featured main antagonist pursuing year final confrontation killed ellie team found difficult believe dispute pursue year solved significantly adjusting story impressed script ability write unique female characters writing game female characters particularly ellie avoided external influences media portrayal women wished write story character bill portrayed revealed homosexual point game initially left vague script inspired script read alter lines reflect bill sexuality bill interesting explored concept contradictory statements bill states attached people lower chances survival revealed partner cared bill role game voice concerns escorting ellie voice reason bill bill actually warn stuff said veteran voice actor portrays protagonist naughty dog series chosen play role david game approached role north immediately accepted diversity previous acting roles portray character north approached personality multiple perspectives viewing david survivor north david stating david actions considering apocalyptic situation felt david initially attempting protect ellie viewed hope team felt post apocalyptic world survival horror genre gave opportunity better develop characters taking inspiration work games team knowledge paralleling characters conflict gameplay stories developing took inspiration books road city thieves film noting include memorable characters point inspiration player feel truly like exist inside world bullet counts step conscious choice going break existence said team felt pressures world allowed better develop characters felt pressure forced characters interesting decisions allowing better development technical gameplay development team create new engines satisfy needs artificial intelligence created coordinate players intimate level opposed action elements previous projects addition ellie major contributor engine team intentionally added feature ellie remains close order avoid conceived burden programmer stated working ellie tried imagine experiences game events attempt achieve realism enemy considered important features game developed random choices study surroundings finding tactics attack player gameplay factor attempt making players feel emotions enemies lighting engine created incorporate soft light sunlight spaces reflects surfaces team found great difficulty developing gameplay felt mechanic required thorough analysis feel lot pressure add things fun gets super difficult said weapon players equipped change behavior human addition stealth system intentionally developed offer sense desperation players feel multiple features omitted game team considered typical video games boss fights traditional cover system excluded game team wanted players constantly team attempted cause players feel lacking particularly supplies collect building tank said motivated design decisions gameplay animations melee combat mechanic add realism team developed game combat mechanic way forces players spend time planning wanted players forced retreat combat infected despite belief retreating anti video game play mechanic combat mechanic developed feel intense intentionally moving camera closer players order feel strike team felt game forces players difficult choices terms combat stealth resource management allowing understand decisions characters gameplay elements games excluded nature team grounded camera angle melee system altered fit team intention game gameplay features inspired game post apocalyptic nature example task involving spatial problem solving inspired prior inclusion strong water current players team felt inspired terms wanting intimate gameplay scenarios team decided include optional paths players use point felt additional content useless team eventually felt feels natural organic game online multiplayer mode features game types team opted limit game types opposed creating abundance order create deeper game experience multiplayer mode inspired combat encounters single player campaign team aimed recreate slow pace encounters maintain similar crafting system achieved making weapons lethal placing crafting items strategic locations map intended result gameplay careful selection emphasized stealth elements mode lead multiplayer designer felt slower pace difficult achieve multiplayer environment stating multiplayer shooters players sprint high speeds spray bullets moves addition multiplayer designed support different play styles players prefer act sniper opt perform support adding revive system players significant damage slowly crawl bleeding death created large consequence death losing team members intended significant loss players designing multiplayer team wanted players little information location threats giving minor indication location attributed importance threat detection competitive experience particularly high game purchasing system designed akin role playing game set points game character rigging team introduced new elements previous games lead character technical director found creation faces challenging terms hardware faces team joint based facial blend shape retain shape face avoid awkward movement faces rigged mouth open eyes slightly closed faces based allowing based approach use higher density allowed volumes shape face creating cleaner shapes giving geometry attempt add subtle features pupil added character models bodies team edited character movements joint alignment animation joints added game allowing dynamic hand shapes flexibility subtle addition arm controls allowing minor editing arms feature previously available opened animators muscle system added adding muscle shells based attachment joint distance muscle system written maya days works real time solve issue body movement resulted awkward movement clothing implemented total joints character model face driven locked animation user interface design underwent different development user interface designer originally intended integrate weapon upgrade system weapon system order constantly remind players upgrade weapons discovered integration resulted interface ultimately decided upgrade system integrated form upgrade benches occasionally found game world solved problem witnessed players upgrade lowest possible option opposed saving parts higher options decided split upgrade systems initial design select weapons circle design eventually considered slow replaced preference list system identified main problem list design forced players focus navigating intense combat led final design allows players swap slot weapons menu integrate game separated individual elements changed format user interface programmer provided tools elements coordinates animated transitions hard coded led difficulty creating smooth transitions tedious times incredibly frustrating meant pretty creative things designed said game crafting system implemented immediate gameplay order players feel involved needed streamlined fast felt like moment able craft thing going mean survival thirty seconds failure survive lead game designer said art design designing game artistic viewpoint team took pieces work inspiration photographs following hurricane katrina reference point designing flooded areas pittsburgh beautiful horrific photos decay post apocalyptic grey human world playing portray destruction said concept post apocalyptic environments considered starting point artists art team achieve realism piece art explained artists like going awesome fucking wall terms creating attractive environments art department forced fight things wished include high demand development ultimately team settled balance simplicity detail preferred art team preferred artistic composition game locations feature strongly focused order evoke varying emotions players final weeks development roles art department undertaken members team example hand arranged texts game training screens task lead artist found unusual heard game director like intern task wells said creating look infected art team early ideas included infected looking like aliens zombies final design chosen lead character artist incorporated images diseases fungal growth human expressed difficulty changing art allow viewing different angles process sending completed concept art lighting visual effects artists create art game engine lack artificial light sources game world team forced work natural light achieve high quality lighting use led problems lighting fixed slightly modifying characters added scenes initially looked place addition shadow generally fixed game opening credits directed designed original concept development opening sequence began late january production began march team initially intended game opening credits later added bridge gap game prologue following scene cut previously deemed sudden opening credits produced opening credits time lapse photography record growth fungus multiple days spores end credits computer generated sequence inspired featured similar concepts music sound production development compiling musical tracks found inspirational searching composer work game music realised compiled tracks composed described music organic instrumentation minimalist resonance sounds result sony reached agreed work game soundtrack hearing game pitch excited work game previously wanted work video games refused work focus story characters stance composing music lacks knowledge reading writing sheet music preferring simply record began working early development point base music simply told story themes opposed giving specific instructions composing appreciated freedom feeling assisted composing compose felt need dark place necessarily melodic challenge variety unique instruments unfamiliar giving sense danger innocence guitar producing deep noise produce unique tunes recorded rooms including bathroom kitchen team wanted game affect music tried music evoke reaction player sounds trigger previous emotion felt music manager felt game action music action music games stating relatively low key taking context changes immediate reaction game theme piece music team received impressed sound design team began working game early development order achieve best results immediately realised challenging early development told sound team subtle ideas audio lead excited completely create sounds sounds carried previous games team looked ways create sounds point view introduce game found added feelings tension loss hope game appeared typical action game approach high dynamic range allowing opportunity inform players tactical information locations explore game sound design created reflect grounded subtle mood particularly focusing lack sound taking inspiration team attempted said team trying tell story going quality stated audio vital scenes game psychology happening seeing stated felt decision allowed meaningful effect sound occurred sound team attempted portray game dark themes sound team felt important let sounds play long possible game drawing tension team propagation technique help players determine exact locations enemies tactical advantage system created team naughty dog processed random game engine game audio engine throws ray casts frame games avoid game engine allowed work team spent lot time recording sounds game doors metal sound designer traveled rio_de_janeiro discovering locations record sounds recorded chickens game voices rats team continued add change game sounds end development create sound stage infected team found inspiration report journalism present blind children noises communicate liked idea taking sound scary said addition team wanted reflect creature feeling pain suffering attempting balance sense sound team created sound realising early challenging create sound hired voice actors perform renditions voice actress provided rendition noise described originating throat senior sound designer agreed wanted emulated sound feature game business announcement december prior announcement game easter egg found drake deception referencing concept game newspaper stated reference intended seen game reveal june timing reveal pushed forward team forgot remove reference weeks game announcement billboard times square teased game naming playstation exclusive won believe sony officially unveiled game december spike video game awards shortly unveiling naughty dog president revealed details game genre defining experience blends survival action elements tell character driven tale modern plague mankind nature civilization forcing remaining survivors kill food weapons find ruthless survivor ellie brave young teenage girl wise years work survive journey remains united_states february naughty dog announced miss intended release date delaying june allow cutting corners vision came tough decision game deserved extra weeks ensure detail naughty dog internal high standards naughty dog stated press release release trailers game extensively marketed video trailers game trailer released alongside game announcement showcasing game concept characters setting trailer team held extended discussions concerning features gameplay include initially planned infected trailer order focus characters ultimately decided include infected felt anticipation final reveal trailing focus away characters final design trailer team attempted incorporate gameplay features possible including human melee implementation stealth character relationships game cinematic released depicting scene ellie ambushed hunters followed second trailer titled sky turned grey released trailer revealed redesign character ellie revealed look similar actress game cinematic introducing character bill shown game panel july trailer released august showcasing game environments enemies event video released showcasing process cutscenes developed raw material final product prime naughty dog showcased video demonstration game displaying gameplay story trailer game later shown december trailer broadcast following season finale walking dead march trailer game online multiplayer mode released june showcasing factions elements mode final pre launch trailer released june marketing demo included copies god war ascension available game launch encourage pre order sales collaborated retail outlets provide special edition versions game post edition includes unique case packaging statue ellie unlock codes additional content single player multiplayer modes edition ellie edition include similar contents contain features differentiated characters issue comic book miniseries titled american dreams published written illustrated comics serve prequel game journey younger ellie young survivor riley issue published april reprint available second issue published day followed issue june fourth issue july issues republished single package october game cover art unveiled december featuring ellie team fought feature ellie cover despite attempts external influences image discussions asked push ellie naughty dog flat refused said
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