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Naughty Dog’s ‘interactive cinema’ trade secrets

Naughty Dog’s ‘interactive cinema’ trade secrets

Prized studio explains the steps it took to craft Uncharted 2’s drama

Californian outfit Naughty Dog has been inundated with accolades for exceptionally high standards of cinema in the PS3 title Uncharted 2.

And in an exclusive extract from a newly-published book on developing the game, Develop Online now features a behind-the-scenes exploration into the various processes Naughty Dog underwent to make their defining title stand out.

“Naughty Dog’s goal with Uncharted 2 was to create an ‘active cinematic experience’, which partially meant taking control away from the player as little as possible,” said cinematic animation lead Josh Scherr.

“The collapsing building in Nepal, the convoy chase, and helping Jeff get to safety are all moments that might’ve been cinematics in other games,” he added.

“However, we made them fully interactive and they were all the more immersive and awesome for it. So when we do take control away, it had better be for a good reason.”

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Extracts of the book – entitled The Art of Uncharted 2: Among Thieves – reveals that, at its peak, Naughty Dog’s cinematics team had 32 animators who produced 90 minutes of highly polished animation in less than a year.

“Each animator was responsible for 12-15 seconds of finished animation per week, including the body, face, eyes, props, vehicles, and whatever other elements might be in a scene,” added Scherr.
 
Full details from the extract can be found here

Biggest mystery

posted by LeeC22 Aug 03, 2010 at 4:39 pm
1

The biggest thing I cannot work out, is how can the cut scene animations be so good, and yet the ingame ones be so average. It's almost like they mo-capped the cut scene stuff and keyframed the ingame stuff.

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In game animations

posted by JeffH Aug 03, 2010 at 5:43 pm
2
JeffH

Average? They are blended and fluid. The player makes them look good or bad in the way they control Drake. Right?

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