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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Breathing Life Into 'The Last of Us': Part I and II

Beau Jimenez  (Senior Sound Designer, PlayStation Studios, Sound)

Jesse Garcia  (Senior Sound Designer, Naughtydog)

Location: Room 3002, West Hall

Date: Wednesday, March 22

Time: 5:00 pm - 6:00 pm

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Lecture

Vault Recording: Video

Audience Level: All

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.


Attendees will come away with a more-enlightened perspective on sound design and implementation techniques, prototyping concepts, collaborating interdepartmentally, directing voice actors, and investing in technologies that drive in-game sounds in an impactful way. All with the intention of supporting and elevating the game's narrative.

Intended Audience

This is for sound designers, audio programmers, and any developer curious to learn more about conceptualizing, creating, and finalizing a modern breathing system solution in a narrative title. The hope is that the attendees will be familiar with the games to better understand the content, but otherwise no prerequisite knowledge needed.