Former Naughty Dog VFX artist Matt Radford, who worked on Uncharted 4, The Last of Us and Lost Legacy, shared some interesting details about the studio:
When Uncharted 4 was being developed, the staff could work 80 to 100+ hours a week. The management did ask to go out on weekends, but according to Radford, many developers wanted to make the most of the game themselves.
Cranches severely beaten the personal lives of the employees. Radford himself admitted that his long-term relationship actually broke down around the time he worked at Naughty Dog.
The studio's internal tools were much less convenient than Unreal Engine or Unity. The behavior of the particles for Uncharted 4 had to be manually programmed through Scheme, including the physics of their motion.
According to Radford, Naughty Dog's biggest secret was not in the engine, but in the people.
At the same time, this approach gave a great deal of freedom: if a new technology was needed to implement the idea, the team could create it specifically for the game.
For Uncharted 4, Radford developed his own approach to smoke and explosion rendering. Because of the PS4 memory limitations, the simulations could have a resolution of about 64×64 pixels, and special ray marching made them visually much more voluminous and detailed.
It was through similar experiments that the effects in Uncharted 4 and Lost Legacy got their characteristic look.
After demonstrating Matrix Awakens, Matt Gallant of Naughty Dog told Radford that the studio would be interested in using the Unreal Engine, but the engine itself allowed engineers much more freedom to change technology for the team.
In the early version of Uncharted 4 with Amy Henning, Sam already existed, but was a completely different character and was actually the antagonist.
Radford saw an early greenlight demo of this version of the game.
After Henning left the studio, there was a lot of uncertainty within the studio. Radford, who had recently joined Naughty Dog, was seriously worried that Uncharted 4 might be cancelled and the staff fired.
Development for the PS3 was extremely difficult because of the strict technical constraints.
During the transition from PS3 to PS4 and the redesign of Uncharted 4, employees had some free time to research, which led to some experimental graphics technologies.
There was a very strong corporate culture within Naughty Dog: employees were called psami, and the arrival in the studio could be accompanied by a phrase like welcome to the pet room.
According to Radford, this atmosphere really created a sense of belonging to something special, although the high load was both burning and flowing.
Intergalactic Radford is going to be just like a Naughty Dog fan, believing that the studio is still capable of doing high-end projects.
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