Pace mak­ers


Naughty Dog is one of gam­ing’s bet­ter sto­ry­tellers. Among the small group of stu­dios that work with bud­gets in the tens of mil­lions, it’s al­most with­out equal. But pac­ing is not sim­ply a nar­ra­tive con­cern, Cam­bier ex­plains – it af­fects the de­sign teams too. “Un­charted’s about va­ri­ety,” he says. “We have th­ese great, tense sniper fights. We have th­ese nar­row hall­ways with shot­gun­ners clos­ing in on you. Then we have set­piece mo­ments, very spe­cific fights. Just like the story arc, our com­bat arc has this pac­ing, th­ese beats we have to hit, th­ese tran­si­tions that we have to think about.” Cam­bier’s con­fi­dent that Naughty Dog’s de­sign team has pulled it off. We’ll find out for cer­tain soon enough.

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