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."
Character-driven rather than plot-driven sums up Naughty Dog's approach to story in Uncharted 2, meaning that Nate makes some new friends - and enemies - in the sequel.
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."
The two train chapters in Uncharted 2 created a unique technological challenge for the Naughty Dog team.
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.
Direct from the Naughty Dog kennel. The Macro design was the key document created as a result of six months of pre-production. Click through to get a look at the docs close-up.
"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."
You may also like...
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: Final Fantasy 13-2
-
Face-Off: The Darkness 2
-
Why Can't Games Do Sex?
-
Retrospective: Star Wars Episode I Racer
-
Game of the Week: Catherine
-
Who Killed Rare?
-
Mobile Controller Group Test
-
Everybody's Golf Vita Review
-
Remedy's message to Alan Wake PC pirates: "enjoy the story!"
-
Warp Review
-
The Kickstarter Conundrum
-
Assassin's Creed 3 release date announced
-
Dear Esther Review
-
Full-length Far Cry 3 cinematic trailer
-
NCsoft confirms Guild Wars 2 on console
-
Alan Wake PC version footage
-
Notch downplays Psychonauts 2 funding offer
-
Japan PlayStation Vita sales at lowest ever weekly total
-
Huge range of PlayStation 2 Classics storm European PlayStation store
-
Double Fine Adventure is DRM free, has English voiceover
-
Indie game Dear Esther profitable in less than six hours
-
Assassin's Creed Revelations getting Desmond single-player DLC
-
UFC Undisputed 3 Review
-
Syndicate launch trailer blasts out the dubstep

















Comments (52) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
you mentioned something about GoWIII's presentation being awesome on your twitter. make that the next saturday post!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Tsk.
Nitpicking aside, this was a fantastic article. Well done.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
ND definitely deserve the BAFTAs and other awards they've got for Uncharted 2
Comment below viewing threshold Show
Comment below viewing threshold Show
Bravo!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Love seeing your passion for high-tech high-concept games.
@Lee_Morriss: The article isn't by Lemarchand, the presentation was.
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Good article. Fantastic game. Hilarious comment.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Good article by the way, great to see some in-house documents and graphs.
Comment below viewing threshold Show
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
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
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.
Comment below viewing threshold Show
Comment below viewing threshold Show
"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.
Comment below viewing threshold Show
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
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The article helped soften the disappointment of certain football results yesterday...
Comment below viewing threshold Show
Comment below viewing threshold Show