Yesterday we’ve seen the amazing gameplay debut of Uncharted 4: A Thief’s End, and there have been many comments and reactions from gamers about one of PlayStation Experience’s biggest reveals. But what about the developers themselves?
Several folks at Naughty Dog took to twitter to give their insight and further info about what we’ve seen.
First of all, the two Game Directors spoke: Neil Druckmann expressed his pride for the team’s work:
— Neil Druckmann (@Neil_Druckmann) December 6, 2014
Bruce Straley, on the other hand, provided a lovely tease on the design that mixes stealth and shooting, also promising that this is just the tip of the iceberg:
So that’s just the tip of the iceberg people! Our meat-n-potatoes, core moment-to-moment experience for #Uncharted4.
— Bruce Straley (@bruce_straley) December 6, 2014
Technical Designer Bryan Singh mentioned that the series’ core gameplay has never been so good, but the team is trying to stay true to Uncharted, while improving everything at the same time.
Uncharted’s core gameplay has never been so good — Bryan Singh (@Monkokio) December 6, 2014
@JoeMiller101 Seriously though, we’re trying to stay true to Uncharted. But make every bit of it better than it’s ever been.
— Bryan Singh (@Monkokio) December 6, 2014
We also learn that the level has been designed by Emilia Schatz, while Jeremy Huxley and Adam Littledale create the textures of the jungle.
Uncharted 4! Adam Littledale and I have been working on jungles since early 2012, here is some of our work! https://t.co/1qPKHP4cZf
— Jeremy Huxley (@JeremyHuxley) December 6, 2014
Huxley also revealed that the environment team hand-painted every single texture with no photo-sourcing involved.
Every texture in the UC4 demo is hand painted from scratch by our Environment team, not photos. — Jeremy Huxley (@JeremyHuxley) December 7, 2014
AI Engineer Max Dyckhoff was happy to see that many within the community understand the design philosophy behind the demo:
It’s great reading the comments on our U4 gameplay video. Lots of people “getting” a lot of the design philosophies we are going for.
— Max Dyckhoff (@maxdyckhoff) December 7, 2014
Programmer Drew Thaler expressed pride to be part of the team:
Thaler also commented on the little “fall through the world” glitch, that prompted a respawn with no loading and shown that there were no tricks involved:
After sixteen years covering this industry, one would think I saw them all, but they manage to impress and surprise me every single time.