A cinematic action-adventure game from Naughty Dog.
From Emilia Schatz, Naughty Dog
Naughty Dog shaped Uncharted 4 caves to make players feel the character's emotion. Uncharted 4 caves start with low ceilings and close walls, then end in a giant vista. The tight start builds pressure and the open space releases it as triumph, with no backstory added.
Emilia Schatz of Naughty Dog describes the approach: "I might make the ceiling very low, might make the walls come in, so you feel tight and constrained." Space, scale and colour carry the emotion, so players understand how the character feels without being told.
Its caves start low and narrow, then open into a giant vista, conveying how the character feels without adding backstory.
Naughty Dog shaped Uncharted 4 caves to make players feel the character's emotion. Uncharted 4 caves start with low ceilings and close walls, then end in a giant vista. The tight start builds pressure and the open space releases it as triumph, with no backstory added.
Emilia Schatz of Naughty Dog describes the approach: "I might make the ceiling very low, might make the walls come in, so you feel tight and constrained." Space, scale and colour carry the emotion, so players understand how the character feels without being told.
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