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Systemic Animation of 'The Last of Us Part II'

Michal Mach  (Lead Animator, Naughty Dog, Inc.)

Maksym Zhuravlov  (Principal Animator, Naughty Dog)

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

Naughty Dog is known for the animation quality of their titles. For The Last of Us Part II, they decided to take a leap of faith and switch to at that time pretty experimental animation system called Motion Matching. Two Naughty Dog technical animators will tell you the story of initial joy, later frustration and ultimate fear as the development of the new project went on and but not everything went according to plan. Thanks to many clever solution, hard work and a very talented team, Naughty Dog was able to ship a game that was unanimously praised for animation quality among critics and players.


Michal and Maksym will explain in detail Naughty Dog's take on Motion Matching. You'll learn about use cases of the new system and about other animation techniques they used so they could deliver a highly realistic performances at the end of the PS4 era.

Intended Audience

This talk is intended to Technical Animators, Animation Programmers and general animation audience who'd like to learn not only about Naughty Dog's technology but also about what it takes to ship a game with three playable characters, tons of npcs and animals on top.