GDC 2014

GDC 2014 Session Scheduler

View, browse, and sort the ever-growing list of GDC sessions by pass type, track, summit, format, and day. With GDC Session Scheduler you can build your schedule in advance, and access it during the show via export or with the GDC mobile app, app.gdconf.com. Please note that adding sessions to your schedule does not guarantee you a seat in that session. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Start building your GDC agenda — create your linked account for the GDC Session Scheduler and the GDC Mobile App now!

Register now for GDC 2014!

Please note: Registration accounts are separate from Session Scheduler. Even if you've registered, please create a Session Scheduler account below.

Export Schedule:

Unsynced: The Last of Us Melee System

Anthony Newman  |  Game Designer, Naughty Dog, Inc.


Location: Room 2016, West Hall

Format: Session
Track: DesignProgramming
Vault Recording: Video


This session is an overview of the design and implementation of the melee system for The Last of Us. The design portion of the talk will discuss solutions to the challenges of creating an effective hybrid between gunplay and melee combat, and how those mechanics emphasized the tone and world of The Last of Us. The implementation portion will delve into the technical details of how we sync animations, our memory management, and efficient scripting practices. The talk will also cover the evolutions made between Uncharted and TLOU, the additional challenges of multiplayer, and an examination of techniques we used to achieve the game's brutal aesthetic.

Takeaway

The audience will take away high-level design concepts of how to integrate melee combat with gunplay, a set of techniques to achieve a heightened aesthetic for melee, and a lean implementation paradigm that allows for a large scope with a small team.

Intended Audience

This session is intended for game designers who are looking for an understanding of how we developed TLOU's melee mechanics, designers with a technical focus interested in effective implementation, technically-minded animators interested in techniques for melee, and programmers looking to develop an efficient environment on which to develop a melee system.