While it may be easy to think that many studies often work on games on their own, the truth is that a large number of developers belonging to the same editor are often helped with each other in several projects. In fact, one of the most notable releases last year, The last of us part II, actually received attendance from the study behind another remarkable Title of PlayStation that was launched by 2020.
In a new interview with Naughty Dog Co-Chairs Game Informer, Evan Wells and Neil Duckmann, they said Sucker Punch Productions, which is the study that has created the infamous franchises, Sly Cooper and Ghost of Tsushima, ended up helping with work In The last of us part 2. Although Sucker Punch did not directly developed the latest title of Naughty Dog, the studio shared assets that helped the team a lot. In particular, Sucker Punch's Second infamous son and _The last of us part II both settled in the city of Seattle. Then, when Naughty Dog began his own development effort, Sucker Punch sent the work he had done to Second son to help.
Very early in the last of us part II development, we knew that I was taking place in Seattle, and we knew that Sucker Punch had completely modeled Seattle to _Second infamous son. We said: 'We are not going to use the assets in the game, but we want to quickly feel the space, then, can we have access to those assets?' And they said, Sure, and they sent it, Wells explained about the collaboration between the collaboration between Naughty Dog and Sucker Punch. We were able to quickly alter the environment. That was very helpful.
Druckmann ended up intervening with his own anecdote and explained that both studies ended up collaborating in another instance as well, this time when Sucker Punch was creating fantasma of tsushima. Another thing that comes to mind when we talked with Sucker Punch is that we were talking about causing a horse for The last of us part II, and we were looking for ways to do it, and they said, 'Oh, we are about to do the same [For Ghost of tsushima]. We duplicate our efforts, Druckmann explained. The capture of movement for a large animal is a big problem, and we were able to address the problem together and use similar data, sometimes the same data for both games .
While Sucker Punch and Naughty Dog can make some very different games, it's great to see that both companies have helped each other over the years. In all likelihood, these collaborations are probably those that occur in all the respective studies of PlayStation, although it is possible that the general public never listen far from it.
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