Among Friends: How Naughty Dog Built Uncharted 2

Richard Lemarchand takes us from pre-production to release.

Speaking at GDC 2010 last Thursday, Naughty Dog lead game designer Richard Lemarchand gave a candid presentation on the development of Uncharted 2: Among Thieves - a post-mortem of the game-making process that covered, in his own words, "what went right and what blew up in our faces like a red explosive barrel!"

Just one face in a crowd of hundreds, it's a unique opportunity to get a glimpse at the game-making philosophies and techniques of one of the world's leading developers. Here we recap the session in detail and expand upon it with Naughty Dog's assistance and our own unique visual assets. Enjoy!

"We start every new project with a shortlist of project goals and refer back to them throughout development to make sure that we stay on track," says Richard Lemarchand. "Our top-line goal was that we wanted to create something that a lot of us at the studio had dreamed about for a really long time: that is to say, a fully playable version of a big summer blockbuster action-adventure movie which kept the player in moment-to-moment control nearly all the time as drama exploded around him."

Lemarchand and Naughty Dog also sought to expand upon the strong character-driven premise of the first Uncharted, but with even more ambitious aims for the sequel.

"Our story in Uncharted is character-driven rather than plot-driven and we decided to include a larger cast of characters in Uncharted 2," Lemarchand explains. "The other characters would help to show us more of the world that Nate operates in and would act like emotional satellites, revealing more about the good and the darker sides of Nate's character.

"While Uncharted: Drake's Fortune [the first game] had greed and its consequences as the main theme, Uncharted 2: Among Thieves would be about trust and betrayal and whether it's better to stay loyal to your friends or to act in self-interest."

The first Uncharted worked hard in melding gameplay and story into one coherent, almost seamless experience, and the Naughty Dog team pursued this "playable cinema feel" that would drive many of the different improvements to the technological side of the project, while prioritising a wide range of graphical enhancements to the team's proprietary engine.

In addition to that, multiplayer was green-lit for the sequel, with the co-op elements only being added very late on in the development cycle. "We knew that at the very least we wanted to make a competitive game with several different game types," says Lemarchand.

Uncharted 2 was created in a total of 22 months, and six months of that schedule was spent in pre-production.

"The way we handle pre-production at Naughty Dog is one of the things that we think makes us unusual as a studio, in that during pre-production we don't have anything in the way of conventional deadlines or deliverables," Lemarchand explains.

"Our pre-production period is a very freeform time where we brainstorm, we talk about gameplay and story ideas, make lots of concept art and pre-visualisation animations and we do as much prototyping of gameplay as we can with whatever tools we have at hand. By doing this we quickly come up with a handful of game ideas that are simply too good not to include in the game."

One such idea was a gameplay equivalent to the epic Paro Taktshang, the so-called Tiger's Nest monastery in Bhutan in the eastern Himalayas. Just a single photo of this incredible spectacle fired the imagination of the Dogs.

"The way that the monastery seemed to cling on to the side of the cliff seemed perfect for Uncharted," enthuses Lemarchand. "The photo gave us a good grounding in reality for the larger-than-life scenario that we invited, and was also suggestive of the kind of perilous climbing gameplay that we love so much, so we soon began to design a level based on the Tiger's Nest, long before we had any real idea of how it fit into the rest of the game."

The real-life Tiger's Nest monastery in the Himayalas was re-imagined for Uncharted 2. In pre-production, an early rendition of what would become this section of gameplay demonstrated to the team how time-consuming creating these set-pieces would be.

The second tent-pole idea was the concept of Drake fighting on the top of a train as it sped through the landscape. However, with Naughty Dog adopting its signature perfectionist approach, the team wanted to execute the concept in a way never seen to date in a videogame.

"We didn't want to go down the same route that videogame train levels had taken in the past where the train is actually static and the ground is scrolling by, creating the illusion of movement," Lemarchand explains.

"We wanted to do it for real... gameplay ideas like these in pre-production can drive the technology part of the game. This level was one of the first we conceived and one of the last that we completed and it drove an enormous chunk of the new technology we created for Uncharted 2."

One of the centrepiece tech components was a system dubbed by the team as the "dynamic object traversal system", which essentially allowed Drake and all the other characters in the game to use their moves and combat techniques on any moving object or environment.

"This might not seem like a big deal but for those of us who have been working on 3D character action games for a while, it was pretty much the Holy Grail because it allowed us to do things that we'd only been able to dream of before," Lemarchand explains.

"It was amazingly complicated to get this to work. Our programmers had to touch or rewrite nearly every system in the game from the player control to objects to collision to enemies and allies AI... Taking the leap to do something like this took a lot of tenacity and courage, and we had to keep going even when it felt like an impossible task, but it paid off in countless ways - from the collapsing hotel to the convoy, Uncharted 2 was able to stand out of the crowd and wow our players with things they'd never seen before."

One of the game's most celebrated sequences - the Himalayan village - was also dreamed up during this crucial six months of development.

"One more idea that emerged from pre-production was that of Nate collapsing in the snow and being rescued by a mysterious stranger that for a long time we just called The Rescuer," Lemarchand reveals. "Nate would then wake up in a peaceful Himalayan village and discover that the saviour was a village leader called Tenzin and that they didn't share a common language.

"We planned that Nate would leave the village with Tenzin to explore a puzzling mountain cave system, before returning to find the village now under attack by a well-equipped army. We thought that this would create a particular sequence of emotion for the player almost entirely through gameplay. Even though much of the rest of the story was still undecided we were able to stick a pin in this idea and proceed confident that it would find a home in the game."

Literally the only tangible document that was derived from this half-year of hard work was the so-called Macro design, literally just an Excel spreadsheet, but hugely important for the developmental effort.

"It's a list of levels and corresponding story beats that shows the locations the game visits, what play mechanics are used in each level and whether they're core mechanics or special gameplay sequences," as Lemarchand puts it. "It shows what enemies the player will encounter and what allies will accompany Drake on each stage of his journey."

Nate's moves list was also significantly fleshed out, the idea being to make him even more adaptable, capable... and dangerous.

"We wanted to Drake to have the ability to pull out a gun and fire no matter what he was doing in the world, whether it was climbing, balancing on a fallen beam - even when he's in mid-air during a jump," says Lemarchand. "It didn't take us very long to flesh out his abilities, expanding Drake's traversal options like this was good for devising combat scenarios because we could throw down some enemies in any section of the game and in that way discover novel combat set-ups in the most unexpected traversal sequences."

Comments (52) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • tossetaz #1 2 years ago

    Jesus christ you really have outdone yourself! Looking forward to reading this mammoth of a feature! Kudos to Naughty Dog for giving you access to all that information!
  • MeBrains #2 2 years ago

    read it... some good stuff and I want more of this!

    you mentioned something about GoWIII's presentation being awesome on your twitter. make that the next saturday post! :D
  • karooo #3 2 years ago

    amazing stuff mr leadbetter, great article !!
  • Vroom #4 2 years ago

  • Brockage #5 2 years ago

    Digital Foundry is fast becoming my favourite site, absolutely fascinating stuff. Keep up the good work!
  • byron_hinson #6 2 years ago

    Fantastic article. One of the best on the site ever
  • Skywise #7 2 years ago

    Awesome article for an awesome game :D
  • Dark_Era #8 2 years ago

    thats what you call a good article, really informative, go DF and Kudos to all Naughty Dogs.
  • breedob #9 2 years ago

    Very good read. It's great to get an insight on how these people worked on such a fantastic game.
  • PrivateFloyd #10 2 years ago

    chiming in with my praise too.

    What is so fantastic about these articles is that they are written in a manner that doesnt confuse people like me, who consider gaming to be a major pastime but dont invest loads of time in to the nitty gritty of production.

    i have started reading alot more stuff on game production due to the DF articles.

    Cheers Guys.

  • mkreku #11 2 years ago

    "One poor player had to play the train level fight 27 times before they finally beat it."

    OMG. That is my new hero, whoever it was! Not being knocked down is not strength, it's the ability to keep getting up that's strength.
  • local_celebrity #12 2 years ago

    Effected levels? Insure?

    Tsk.

    Nitpicking aside, this was a fantastic article. Well done.
  • Ebicurry #13 2 years ago

    great article...thank you!
  • Eighthours #14 2 years ago

    Absolutely fantastic article, Richard. I really enjoyed reading it - there were some fascinating insights in there.
  • RESIDENT_nEVILe #15 2 years ago

    ND have been pure class over the last few years, imo. A lot of studios seem unabe to spot and fix the correct faults in their games, but ND - like very few other devs - make nearly all right choices.
    Edited by 2 at 20/03/10 @ 12:05
  • GreyBeard #16 2 years ago

    Excellent article. Thanks Richard/EG.
  • Ged42 #17 2 years ago

    Good article, that train level was totally worth all the time ND put into it.

    ND definitely deserve the BAFTAs and other awards they've got for Uncharted 2
  • local_celebrity #18 2 years ago

    How did they achieve this amazing hair? It's so detailed and lifelike. Did they use Microsoft Paint?
  • Retroid #19 2 years ago

    Blimey. This is one hell of a meaty article and shows the admiration for ND's work on Uncharted 2 and its engine.

    Bravo!
  • Lee_Morris #20 2 years ago

    Great article Mr Lemarchand. Hopefully you've got a few more of these from GDC for us. I really wish I could see more thorough articles from the speeches.
  • GamesConnoisseur #21 2 years ago

    Engrossed from the first sentence onwards, brilliant feature and congratulations to Naughty Dog for crafting a very well made game and EG for doing the most interesting article on UC2 developments, I had seen anyway!
  • masterson #22 2 years ago

    Great article - more like this please :)
  • Instinct #23 2 years ago

    Great article.
    Love seeing your passion for high-tech high-concept games.

    @Lee_Morriss: The article isn't by Lemarchand, the presentation was.
  • Bitkari #24 2 years ago

    Great stuff. Kudos to Naughty Dog for letting everyone have a peek behind the curtain!
  • ShinMegami08 #25 2 years ago

    Great article.

    I find it very interesting, that Sony pushes a lot of new IPs since bringing out the PS3: Infamous, Motorstorm, Uncharted, White Knight Chronicles, LittleBigPlanet, Heavy Rain... They keep the very good franchises from the last gen (GodOfWar, GranTurismo, etc.) but cherish them like gems and only bring out sequels every four or five years.
    I prefer this strategy than Microsofts, which only pushes a couple of established franchises (Halo, Gears of War) and is not very innovative in the moment.

    Sony may have had a difficult time the last couple of years, but the wind has definitely turned.
  • TheHitman #26 2 years ago

    "How did they achieve this amazing hair? It's so detailed and lifelike. Did they use Microsoft Paint? " local_celebrity

    Good article. Fantastic game. Hilarious comment.
  • CaptainQuint #27 2 years ago

    Fantastic stuff, got a love NG and their admirable ambition -they are leaders in their field and I LOVE the Uncharted games.
  • derspringer #28 2 years ago

    Yes, a great article for a really great game... now I'm off to play that train level again.
    Edited by 1 at 20/03/10 @ 16:00
  • Kaminari #29 2 years ago

  • SpaceViking #30 2 years ago

    That was a great read. :)
  • ryn.x #31 2 years ago

  • G_J_M #32 2 years ago

    I'm sorry, I know you worked really hard on this but I found this dead boring especially in comparison to your other work.
  • carlosdfn #33 2 years ago

    Congrats on another fantastic article DF.
  • oerhoert #34 2 years ago

    The fact that they don't have "mandated crunches" doesn't have to mean all that much if people are hired as they tend to be in the US; such that one can be fired for any reason, or no reason, with immediate effect, as long as it's not discriminatory.

    Good article by the way, great to see some in-house documents and graphs.
  • man.the.king #35 2 years ago

    What a fantastic, fascinating article!

    Naughty Dog sounds like the kind of place I would love to work for. Now, if I only had the slightest idea of how to contribute to the development of a game :)
    Edited by 2 at 21/03/10 @ 08:09
  • Rens11 #36 2 years ago

    and thats why Uncharted 2 is such a good game!
  • smartgun #37 2 years ago

    Great article. I'd love to see a video of the original presentation.
  • Bigglesworth #38 2 years ago

    Essentially a transcription of the ND GDC lecture, as pointed out in the intro, but a well-written piece overall with interesting, authoratative information direct from the people who know and do. To be honest, these articles are the one redeeming feature of DF - I guess the speculative guesswork we get in the interim are the price we have to pay for these occasional gems.
  • EvilBob_leeds #39 2 years ago

    Awesome article. This site is missing "a buy Leadbetter a pint" paypal option.

    designerheadache + 1

    I remember when Edge was the magazine that had a wonderful non elitist geeky joy with video games. Now they're too big to see the simple fun in GOW, NSMBW, Mario Kart or GeOW. They've devolved into a bizarre parody of themselves. Shame.
    Edited by 2 at 21/03/10 @ 02:31
  • Bremenacht #40 2 years ago

    That was a good read - thanks.

    I find it hard to believe this game was built with a 'just in time' approach to key parts. I can imagine Duke Nukem Forever being built with that approach, but not something that was done on time to such a high standard. ND must have some pretty talented people together to have succeeded.
  • Darkjinxter #41 2 years ago

    C'mon Naughty Dog, give us a proper Crash Bandicoot game again.
  • man.the.king #42 2 years ago

    @Bremenacht

    "I find it hard to believe this game was built with a 'just in time' approach to key parts. I can imagine Duke Nukem Forever being built with that approach, but not something that was done on time to such a high standard. ND must have some pretty talented people together to have succeeded."

    I think it's more like people who really enjoy what they do for a living. In my opinion, when you are passionate about something (or just having fun working), work rarely seems like work.
    Edited by 1 at 21/03/10 @ 08:08
  • berryl227 #43 2 years ago

    @ frankfurter209

    Really?

    I felt this was a game that drew me in with its narrative and gameplay elements. I remember when Drake first enters the water how his clothes stayed wet. Its this attention to detail that reinforces gameplay and narrative rather then break them.

    As for it being an indiana jones rip off... well probably but does that make it bad? I personally rather enjoyed the quips and a good number made me laugh out loud. Point in case in the opening levels when you are scaling a wall you are told "there is someone above you" and as you pull the enemy of the roof the NPC quips "theres someone below you theres somenone below you" as the enemy falls 100's of feet into the water. Its areas like this that set apart UC2 for me from its contempories.

    edit: typos as always
    Edited by 2 at 21/03/10 @ 08:41
  • neems #44 2 years ago

    Presumably because playing a game as Nathan Drake, International Anthropologist, Paragon of Pacifism, Philanthropist Extraordinaire just wouldn't be that interesting (apologies for a truly horrific level of wossname, you know, the thing... alliteration. Jesus my vocabulary gets worse every day).
  • mathare92 #45 2 years ago

    Fantastic article. DF's best to date. Kudos to Naughty Dog as well for being so forthcoming... just dont know how they're going to top UC 2...
  • Badassbab #46 2 years ago

    If only all games could look this good.
  • mzx #47 2 years ago

    Very interesting article! Great that naughty dog have giving us a inside in their development stage's!
  • Brianstorm #48 2 years ago

    Just read this fantastic article and now want to go and play the game again....
  • Chupakun #49 2 years ago

    Fantastic feature for a fantastic game!
  • DiamondIce #50 2 years ago

    Really good read and fascinating in places; I am definitely going to play through UC2 again shortly.

    The article helped soften the disappointment of certain football results yesterday...
  • varsas #51 2 years ago

    That was a fantastic article. More please! :)
  • mousearmyone #52 2 years ago

    Always good to hear talented passionate people speak about their art. Seems like ND have almost nailed the ultimate workplace atmosphere. Glad to hear they're trying to mitigate the problems associated with the dreaded crunch.