Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Bryan Collinsworth (Game Designer, Naughty Dog)
Michal Mach (Lead Animator, Naughty Dog)
Asher Einhorn (Game Designer, Naughty Dog)
Pass Type: All Access Pass, Core Pass
Topic: Design, Visual Arts
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
In the Last of Us Part II, Naughty Dog sought to push the performances, behaviors and combat of the player's NPC allies to new levels of realism. This session will use standout player-NPC interaction moments from the game -- such as Ellie and Joel's visit to an abandoned museum, Abby's Seattle explorations with Lev and Yara and combat with Ellie and Dina -- to illustrate the principles, systems, and technologies that made TLOU2's characters feel dynamic, alive, and engaged in moment-to-moment gameplay.
Attendees will gain insights on developing more lively, responsive, and engaging non-player characters during exploratory and narrative beats with Michal and Bryan in the first half of the talk. In the second half, Asher will delve into the inner workings of allies in combat scenarios. Throughout, attendees will learn how designers, animators and programmers can collectively harness leading edge-technologies to advance NPC behaviors.
Designers, animators, and programmers can all gain insights from this session. The presentation will be grounded in real gameplay examples from The Last of Us Part II and will focus on high-level concepts, systems, and implementation, so general game development knowledge is the main prerequisite.