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Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
This talk covers the design goals, challenges, and lessons from designing the interactive guitar mechanic in The Last of Us: Part II, both from a musical and technical perspective. The system's designers will discuss developing a flexible but approachable guitar minigame that allows any player to sound good but also allows experienced musicians to express themselves.
Attendees will come away from this talk with specific lessons in balancing creative systems to be flexible and high-fidelity without being inscrutable to novice players. Additionally, attendees will gain insight into a slice of Naughty Dog's design process, and how our system design reinforces our narrative and emotional goals each step of the way.
This talk will appeal to designers, but is also accessible to anyone with an interest in developing creative systems. It will require no prerequisite technical knowledge of music, scripting, or design concepts.