Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst. An Uncharted Tech Retrospective. Ellie: Buddy AI In The Last Of Us. The Art of Journey. MODO Pre-Viz for Games - Naughty Dog at SIGGRAPH 2014. Uncharted4 Tools. The Mary Sue Interview: Naughty Dog Game Designer Emilia Schatz. In recent years, few game developers have pushed the envelope further than Naughty Dog has.
Between their amazingly written characters and beautifully designed worlds, every game that the studio releases is an absolute must-play. I recently got a chance to talk to Emilia Schatz, one of the lead game designers at Naughty Dog, about working in games, coming out, internet harassment and pizza. David Ochart (TMS): How did you get your start in the gaming industry? Emilia Schatz: I went to the University of North Texas and was a student at their Laboratory for Recreational Computing (LARC), a fledgling game development program mostly focused on coding.
I worked my way through school making educational mini games in Flash for online courses. Uncharted 4: A Thief’s End is due to be released sometime next year. David Ochart (pronounced Oh-Chart) is a freelance writer and social media manager. CHRONIQUE : L’Histoire de Psygnosis. Comme je l’avais promis sur les réseaux sociaux ou lors d’un récent podcast, voici ma traduction de l’eBook de Paul Driscoll consacré à l’éditeur britannique Psygnosis.
Cela tombait sous le sens après mes chroniques dédiées à Sensible Software et Ocean, d’autant que Psygnosis est sans aucun doute encore plus populaire, comme en témoigne l’accueil qui a été fait aux différents articles le concernant sur le Mag. Et beaucoup d’entre vous attendaient ma traduction avec impatience, se disant parfois prêts à payer pour une version française ! Naughty Dog looks back at 20 years of PlayStation development. Though Naughty Dog is celebrating its 30th anniversary, we’re also excited to have been along on PlayStation’s 20-year ride that it’s celebrating this year.
In fact it was developing for the PS1 that had Naughty Dog hire its first employees – for the first ten years it was just our co-founders Jason and Andy doing all of the art, programming and design themselves. Oh, how times have changed! Developing the Crash Bandicoot games on the PS1 was an exciting time. The PlayStation didn’t have a mascot to go up against Mario or Sonic, so when Naughty Dog debuted Crash for the first time at E3 in 1996, Sony put it right up, head to head with the other gaming juggernauts. And it worked! The first game was developed by just eight people (some who are still here!)
Naughty Dog Full Length 30th Anniversary Video. Naughty Dog 30th Anniversary Video Promo. XXI SINFO - Jason Gregory - Dogged Determination. A Candid Interview With Evan Wells And Christophe Balestra. Naughty Dog - the legendary studio behind The Last of Us, Uncharted, Jak and Daxter, and Crash Bandicoot - has been in the headlines the last few months, but for all the wrong reasons.
How We Made The Last of Us's Interface Work So Well. I'm super-glad there's an article out there like this, especially hot on the heels of the Deux Ex menu showcase.
I've gone through far too many programs, operating systems, and games that have had hilariously bad UI/UX design (I'M LOOKING AT YOU, EVERY SINGLE BETHESDA GAME), and things like this definitely help in getting people to appreciate when it's done well. I'm actually thinking of getting a career change to doing UX/UI design, and video games have been my primary interest. What does it take to get a job in UX, perhaps even specifically gaming UX, and what kind of experience do you recommend?
And I mean everything from the obvious, like college majors or certification courses, to the less obvious, like everyday hobbies that involve heavy use of associated skills. Should add that I have absolutely zero computer science/programming background. You don't need to know scripting and programming to do UI design/art though they are incredible assets. I can certainly understand that. Grounded: The making of The Last of Us. The Rise of Naughty Dog - Part 1. The following is an exclusive excerpt from serial entrepreneur Morgan Ramsay's recent book release, Gamers at Work: Stories Behind the Games People Play.
The book features personal conversations with 18 of the world's most successful founders of video-game companies about their earliest days to where they are now. GamesIndustry International is proud to bring you this exclusive chapter about Jason Rubin's early days as co-founder of Naughty Dog and how the studio became one of the most successful in the business. Jason Rubin and Andy Gavin cofounded Naughty Dog in 1986, becoming two of the youngest contractors to develop for Electronic Arts. During its rise from a scrappy startup to an industry powerhouse with three of the top-ten games for Sony PlayStation, Naughty Dog established a reputation as one of the most innovative developers of video games on the planet.
Ramsay: When did you get started with Naughty Dog? Rubin: Andy and I met in school at around age 13.