pflegeelternnetz.info Art THE LAST OF US ART BOOK PDF

The last of us art book pdf

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The guys over at Naughty Dog have generously shared some of the concept art art from The Last of Us make sure to check out the book, The Art of The Last of . This books (The Art of The Last of Us [PDF]) Made by Naughty Dog Studios About Books ART OF THE LAST OF US HARDBACK To Download. pflegeelternnetz.info: The Art of The Last of Us (): Various: Books.


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Get ready to be amazed with this definitive collection of more than 85 concept art made for the Last of Us by in particular order, Marek Okon, John. The Art of The Last of Us (): Naughty Dog Studios and Dark Horse proudly present the essential companion toThe Last of Us, a richly. The Art of the Last of Us - Ebook download as PDF File .pdf) or read book online. drawings from the last of us series.

Views Read Edit View history. Among Thieves 3: Upon further iterations, Neonakis discovered that this integration resulted in a cluttered interface. Part two". The relationship between Joel and Ellie was the central focus of the game; all other elements were developed around it. They felt that the pressure forced the characters to make interesting decisions, allowing better development. April 3,

The game features an artificial intelligence system by which hostile human enemies react to combat. If enemies discover the player, they may take cover or call for assistance, and can take advantage of the player when they are distracted, out of ammunition, or in a fight. Player companions, such as Ellie, can assist in combat by throwing objects at threats to stun them, announcing the location of unseen enemies, or using a knife and pistol to attack enemies.

The online multiplayer allows up to eight players to engage in competitive gameplay in recreations of multiple single-player settings. The game features three multiplayer game types: Supply Raid and Survivors are both team deathmatches , with the latter excluding the ability to respawn ; [11] Interrogation features teams investigating the location of the enemy team's lockbox , and the first to capture such lockbox wins.

Each match is equal to one day; by surviving twelve "weeks", players have completed a journey and can re-select their Faction. Players are able to carry more equipment by earning points as their clan's supplies grow.

Players can connect the game to their Facebook account, which alters clan members' names and faces to match the players' Facebook friends. In September , an outbreak of a mutant Cordyceps fungus ravages the United States, transforming its human hosts into aggressive creatures known as the Infected. As they flee, Sarah is shot by a soldier and dies in Joel's arms.

Twenty years later, civilization has been destroyed by the infection. Survivors live in heavily policed quarantine zones, independent settlements, and nomadic groups. They hunt down Robert Robin Atkin Downes , a black-market dealer, to recover a stolen weapons cache.

Before Tess kills him, Robert reveals that he traded the cache with the Fireflies, a rebel militia opposing the quarantine zone authorities.

The leader of the Fireflies, Marlene Merle Dandridge , promises to double their cache in return for smuggling a teenage girl, Ellie Ashley Johnson , to Fireflies hiding in the Massachusetts State House outside the quarantine zone. Joel, Tess, and Ellie sneak out in the night, but after an encounter with a patrol, they discover Ellie is infected. Full infection normally occurs in under two days, but Ellie claims she was infected three weeks ago and that her immunity may lead to a cure.

The trio make their way to their destination through hordes of the infected, but find that the Fireflies there have been killed. Tess reveals she has been bitten by an infected and, believing in Ellie's importance, sacrifices herself against pursuing soldiers so Joel and Ellie can escape.

Joel decides to find Tommy, a former Firefly, in the hope that he can locate the remaining Fireflies.

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With the help of Bill W. Earl Brown , a smuggler who owes Joel a favor, they acquire a working vehicle. Driving into Pittsburgh, Pennsylvania , Joel and Ellie are ambushed by bandits and their car is wrecked. After they escape the city, Sam is bitten by an infected but hides it from the group. As his infection takes hold, Sam attacks Ellie, but Henry shoots him dead and commits suicide out of grief.

In the fall, Joel and Ellie finally find Tommy in Jackson, Wyoming , where he has assembled a fortified settlement near a hydroelectric dam with his wife Maria Ashley Scott. Joel decides to leave Ellie with Tommy, but after she confronts him about Sarah, he decides to let her stay with him.

Tommy directs them to a Fireflies enclave at the University of Eastern Colorado. They find the university abandoned, but learn that the Fireflies have moved to a hospital in Salt Lake City, Utah. Afterward, the two are attacked by bandits and Joel is severely wounded while escaping. During the winter, Ellie and Joel shelter in the mountains.

Joel is on the brink of death and relies on Ellie to care for him. Hunting for food, Ellie encounters David Nolan North and James Reuben Langdon , scavengers willing to trade medicine for food; despite initially appearing friendly and cooperative, David turns hostile after revealing the university bandits were part of his group. Ellie manages to lead David's group away from Joel, but is eventually captured; David intends to recruit her into his cannibal group.

Refusing the offer, she escapes after killing James, but David corners her in a burning restaurant. Meanwhile, Joel recovers from his wounds and sets out to find Ellie. He reaches Ellie as she kills David and breaks down crying; Joel comforts her before they flee. Ellie is rendered unconscious after almost drowning, before they are captured by a Firefly patrol. In the hospital, Marlene tells Joel that Ellie is being prepared for surgery: Unwilling to let Ellie die, Joel battles his way to the operating room and carries the unconscious Ellie to the parking garage.

He is confronted by Marlene, whom he shoots and kills to prevent the Fireflies from pursuing them. On the drive out of the city, Joel claims that the Fireflies had found many other immune people but were unable to create a cure, and that they have stopped trying. On the outskirts of Tommy's settlement, Ellie reveals that she was not alone when she was infected and expresses her survivor guilt. At her insistence, Joel swears his story about the Fireflies is true.

For the first time in the company's history, Naughty Dog split into two teams; while one team developed Uncharted 3: Drake's Deception , the other began work on The Last of Us. Druckmann views The Last of Us as a coming of age story, in which Ellie adapts to survival after spending time with Joel, as well as an exploration of how willing a father is to save his child.

The Art of The Last of Us () – GetComics

The relationship between Joel and Ellie was the central focus of the game; all other elements were developed around it. Troy Baker and Ashley Johnson were cast as Joel and Ellie, respectively, and provided voice and motion capture performances.

The character Tess was originally intended to be the main antagonist of The Last of Us , but the team found it difficult to believe her motives. He used various instruments to compose the score, including some that he was unfamiliar with, giving a sense of danger and innocence. The sound of the Infected was one of the first tasks during development; the team experimented with the sound in order to achieve the best work possible.

To achieve the sound of the Clicker, they hired voice actress Misty Lee , who provided a sound that audio lead Phillip Kovats described as originating in the "back of the throat". Ultimately, the team settled on a balance between simplicity and detail; while Straley and Druckmann preferred the former, the art team preferred the latter.

The team created new engines to satisfy their needs for the game. The artificial intelligence was created to coordinate with players; [34] the addition of Ellie as artificial intelligence was a major contributor to the engine. The Last of Us was announced on December 10, , at the Spike Video Game Awards , [37] alongside its debut trailer [38] and an official press release acknowledging some of the game's features.

Downloadable content DLC for the game was released following its launch.

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The game's Season Pass includes access to all DLC, as well as some additional abilities, and the documentary Grounded: Making The Last of Us ; [44] the documentary was released online in February The Sights and Sounds Pack included the soundtrack, a dynamic theme for the PlayStation 3 home screen , and two avatars.

The Survival Pack featured bonus skins for the player following the completion of the campaign, and in-game money, as well as bonus experience points and early access to customizable items for the game's multiplayer. Left Behind adds a single-player campaign which serves as a prequel to the main storyline, featuring Ellie and her friend Riley. It was released on July 29, in North America.

It includes the previously released downloadable content, including Left Behind and some multiplayer maps. The Last of Us received critical acclaim. The game is considered one of the most significant titles of the seventh generation of video games, [74] and has been included among the greatest video games of all time.

The characters—particularly the relationship between Joel and Ellie—received acclaim. Matt Helgeson of Game Informer wrote that the relationship felt identifiable, naming it "poignant" and "well-drawn". Many reviewers found the game's combat a refreshing difference from other games. Game Informer ' s Helgeson appreciated the vulnerability during fights, [66] while Kelly of Computer and Video Games enjoyed the variety in approaching the combat.

The game's visual features were commended by many reviewers. The art design was lauded as "outstanding" by Computer and Video Games ' Kelly, [63] and "jaw-dropping" by Eurogamer ' s Welsh. The world and environments of the game drew acclaim from many reviewers. Kelly of Computer and Video Games stated that the environments are "large, detailed, and littered with secrets", adding that The Last of Us "masks" its linearity successfully.

Reviewers praised the use of sound in The Last of Us. Eurogamer ' s Welsh felt that the sound design was significantly better than in other games, [65] while Game Informer ' s Helgeson dubbed it "amazing". The graphic depiction of violence in The Last of Us generated substantial commentary from critics. Engadget writer Ben Gilbert found the game's persistent focus on combat was "a necessary evil to lead the game's fragile protagonist duo to safety", as opposed to being used as a method to achieve objectives.

He stated that the deaths within the game were not unnecessary or unjustified, making the story more powerful. Many critics discussed the game's depiction of female characters. Jason Killingsworth of Edge praised its lack of sexualized female characters, writing that it "offers a refreshing antidote to the sexism and regressive gender attitudes of most blockbuster videogames".

Sam Einhorn of GayGamer. Within seven days of its release, The Last of Us sold over 1. Noire [89] and the fastest-selling PlayStation 3 game of at the time.

The Last of Us is one of the most awarded games of all time, winning over Game of the Year awards. A four-issue comic book miniseries, titled The Last of Us: Written by Druckmann and illustrated by Faith Erin Hicks , the comics serve as a prequel to the game, chronicling the journey of a younger Ellie and Riley.

The performance was hosted and directed by Druckmann, with graphics by Alex Hobbs. In February , Druckmann said Naughty Dog were considering a sequel but needed to find a story "really worth telling, and that's not repeating itself". A Thief's End , released in May From Wikipedia, the free encyclopedia. This article is about the video game. For other uses, see The Last of Us disambiguation. For other uses, see Tlou.

Bruce Straley Neil Druckmann. See also: List of The Last of Us characters. Main article: Development of The Last of Us. Bruce Straley left and Neil Druckmann right led development as game director and creative director respectively.

The Last of Us Remastered. List of accolades received by The Last of Us. Among Thieves and Batman: Arkham City Black Ops II The Kotaku Review". Gawker Media. Archived from the original on October 18, Retrieved October 19, PlayStation Blog. Sony Computer Entertainment.

Archived from the original on October 6, Retrieved October 6, Making The Last of Us. Retrieved October 11, Bricks, bottles and a few bullets".

Archived from the original on March 2, Retrieved March 3, Prima Games. Random House. DMG Media. Future plc. Gameplay In The Last of Us". CBS Interactive. If you continue browsing the site, you agree to the use of cookies on this website.

See our User Agreement and Privacy Policy. See our Privacy Policy and User Agreement for details. Published on Jun 4, SlideShare Explore Search You. Submit Search. Successfully reported this slideshow. We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime. Upcoming SlideShare. Like this presentation?

Why not share! The relationship between Joel and Ellie was the central focus of the game, and all other elements were developed around it. Various other characters were influenced by the story progression, ultimately becoming completely different from the initial vision.

The Last of Us features an original score, composed by musician Gustavo Santaolalla. Known for his minimalist approach to composing, Santaolalla was contacted early in development.

Naughty Dog took a similar minimalist approach to other elements of the game, including the action, sound design and art design. The sound department began working early on the sound of the Infected, in order to achieve the best work possible. A similar direction was taken by the art department, whose designs influenced other elements of development.

Naughty Dog overhauled their game engine for some elements, particularly lighting and animations. The Last of Us was officially announced in ; it was heavily promoted and widely anticipated. Naughty Dog missed the original release date, delaying the game in order for further polishing. Naughty Dog marketed the game through video trailers and press demonstrations, announcing specific details about the game as development continued.

Various special editions of the game were released, along with a comic book featuring characters from the game. Among Thieves in October For the first time in the company's history, developer Naughty Dog split into two teams to work on projects concurrently; while one team developed Uncharted 3: Drake's Deception , the other began work on The Last of Us.

As a student at Carnegie Mellon University in , Druckmann was tasked with creating a video game concept to present to film director George A. Romero , who would select a winner. Druckmann's idea was to merge the gameplay of Ico in a story set during a zombie apocalypse, like that of Romero's Night of the Living Dead , with a lead character similar to John Hartigan from Sin City — The lead character, a police officer, would be tasked with protecting a young girl; however, due to the lead character's heart condition, players would often assume control of the young girl, reversing the roles.

Though the idea did not win, Druckmann later developed it when creating the story of The Last of Us. An early idea for the game was that the infection only spread to women, though this was later deemed misogynistic. The Infected, a core concept of the game, were inspired by a segment of the BBC nature documentary Planet Earth , which featured the Cordyceps fungi.

The Art of the Last of Us

They preferred to explain the events through subtext , rather than explicitly explaining the cause of the infection. He felt that the latter had spawned various conversations within the industry, which he sees as a sign of a maturing industry. Now I want to see them in video games," said Straley. In order to make the game as realistic as possible, the team conducted extensive research for the setting.

Taking influences from Alan Weisman 's The World Without Us , Naughty Dog created a world that would force players to make decisions and utilize their limited supplies effectively. When writing the script, Druckmann tried to exclude "fancy dialogue", keeping everything "short and natural". A major motif present throughout the game is that "life goes on". Concept artist John Sweeney wrote that the scene was designed to "reignite [Ellie's] lust for life", triggering her curiosity and forgetting the surrounding struggle and death.

In regards to the ending, the team intended for it to be open to interpretation. After Baker and Johnson played alongside each other, the team realised that the former perfectly fit the role of Joel, despite the actor's young age. Druckmann attributed Baker's voice and movement to the team's choice of casting him.

During the Winter segment of the game, players assume control of Ellie. The developers ensured that this change was kept secretive prior to the game's release, to surprise players; they did the same with Ellie's immunity, as well as with the game's prologue, where players assume control of Joel's daughter Sarah.

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Among Thieves , in turn inspired by the video game Ico. While the former is emotionally damaged due to the loss that he has experienced, the latter maintains an optimistic view of life, having become familiar to the damaged world; [13] spending time with each other saw these qualities overlapping, with Joel become more lively, and Ellie learning more survival skills.

Though Druckmann initially wrote the character of Joel using inspiration from Josh Brolin 's portrayal of Llewelyn Moss in No Country for Old Men , which he saw as "very quiet, very cool under pressure", Baker's interpretation of Joel as a more emotional person evolved the character in a different way. Upon later viewing of the first day of footage from the scene, Druckmann felt that it could still be improved. When filming the scene again, Druckmann explained to Baker how to perform it, and felt that it was the best take upon doing so.

Though Baker initially found the take too "mechanical", he retroactively realised that he had been previously trying to impress audiences by his acting, and that it was "not what the scene needed". When portraying Ellie, Johnson faced challenges in performing scenes that made her feel uncomfortable. Among Thieves and created a mute character who would summon the player to follow them, creating a "beautiful" relationship through gameplay alone. Though this concept was never included in the final game, the idea was raised when the team were discussing a new project, ultimately inspiring Ellie.

The character of Tess was originally intended to be featured as the main antagonist of The Last of Us , pursuing Joel for a year before a final confrontation in which she is killed by Ellie. However, the team found it difficult to believe that Tess would dispute with Joel and pursue him for a year; this was solved by significantly adjusting the story. Earl Brown , is revealed to be homosexual at one point in the game. Druckmann initially left this vague in the script, but was inspired at the script read-through to alter a few lines to further reflect Bill's sexuality.

Bill's role in the game was also to voice Joel's concerns about escorting Ellie, as Joel does not voice them. When approached by Druckmann about the role, North immediately accepted the part, appreciating its diversity from his previous acting roles. North empathized with David, stating that most of David's actions were understandable when considering the apocalyptic situation.

He felt that David was initially attempting to protect Ellie, who was viewed as a "glimmer of hope". The team felt that the post-apocalyptic world and the survival horror genre gave them the opportunity to better develop the characters. Taking inspiration from their work on the Uncharted games, the team used their knowledge of paralleling characters with the conflict in both gameplay and stories when developing The Last of Us.

They also took inspiration from the books The Road and City of Thieves , and the film No Country for Old Men , [33] noting that they all include memorable characters and using this as a point of inspiration. They felt that the pressure forced the characters to make interesting decisions, allowing better development.

For The Last of Us , the team had to create new engines to satisfy their needs. The artificial intelligence AI was created to coordinate with players on an intimate level, as opposed to the action elements from their previous projects; [13] the addition of Ellie as AI was also a major contributor to the engine. This uniqueness to gameplay was a factor into the attempt at making players feel emotions towards the enemies.

The Art of The Last of Us PDF Book

There are multiple features omitted from the game that the team considered typical of most video games, such as boss fights. To further add to the realism, the team developed the game's combat mechanic in a way that forces players to spend more time planning. They also wanted players to be forced to retreat from combat after alerting the Infected, despite their belief that retreating is the "anti-video game play mechanic".

Many gameplay elements from the Uncharted games were excluded from The Last of Us due to the nature of the latter.

The team made Joel more "grounded and less nimble" than Uncharted ' s Nathan Drake. The camera angle and melee system were also altered to fit with the team's intention of the game. While at one point they felt that the additional content was useless, the team eventually felt that it feels "natural and organic".

The game's online multiplayer mode features three game types; the team opted to limit the number of game types, as opposed to creating an abundance of them, in order to create a "deeper game experience". This was achieved by making weapons lethal, and placing crafting items in strategic locations across the map, which was intended to result in stealthy gameplay and careful selection of ambushes. It also emphasized the stealth and teamwork elements of the mode.

Lead multiplayer designer Erin Daly felt that the slower pace was difficult to achieve in a multiplayer environment, stating that "in most multiplayer shooters Daly attributed this to the importance of threat detection in a competitive experience, particularly when the lethality is high. The in-game purchasing system was designed to be akin to a role-playing game by allocating a set of spendable points. For the game's character sculpting and rigging , the team introduced various new elements that were not used in their previous games.

Lead character technical director Judd Simantov found that the creation of the faces was the most challenging, in terms of hardware. For the faces, the team used joint-based facial rigs, with some blend-shape correctives. To retain the shape of the face and avoid awkward movement, the faces were rigged with the mouth open and eyes slightly closed.

The faces were also based on the Facial Action Coding System , allowing for an anatomical-based approach. The use of a higher mesh density also allowed more volumes and creasing in the shape of the face, creating cleaner silhouettes and shapes and giving enough geometry to sculpt correctives.

In an attempt to add subtle features, pupil dilation was added to the character models. For the bodies, the team edited the character movements from Uncharted 2 , softening some joint alignment.

The animation of carpal joints was also added for the game, allowing more dynamic hand shapes, and flexibility. Another subtle addition was the arm mover controls, allowing minor editing on the arms; though this feature was previously available, it was opened up to the animators for The Last of Us. A muscle system was also added, adding muscle shells that bulge, based on attachment joint distance; the muscle system, written in Maya within a few days, works in real time.

To solve an issue in which body movement resulted in awkward movement of clothing, runtime helpers were implemented. A total of joints were used in the full character model, with 98 of these in the face; 85 of these are runtime driven, while are locked into animation. The user interface design UI for The Last of Us underwent various different iterations throughout development. User interface designer Alexandria Neonakis originally intended to integrate the weapon upgrade system into the weapon slotting system, in order to constantly remind players to upgrade their weapons.

Upon further iterations, Neonakis discovered that this integration resulted in a cluttered interface. Ultimately, it was decided that the upgrade system would be integrated in the form of upgrade benches, occasionally found throughout the game's world; this also solved another problem that Neonakis witnessed, in which players would upgrade to the lowest possible option, as opposed to saving parts for the higher options.

Once it was decided to split the upgrade and slotting systems, the initial design was to select the weapons from a circle. This design, eventually considered "clunky and slow", was replaced in preference of a list system. User interface programmer Paul Burg provided Neonakis with tools to move elements using their coordinates.

All animated transitions were hard coded , which led to difficulty in creating smooth transitions. When designing the game from an artistic viewpoint, the team took various pieces of work as inspiration. Robert Polidori 's photographs of Lower Ninth Ward following Hurricane Katrina were used as a reference point when designing the flooded areas of Pittsburgh.

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Straley explained that the artists "would be like, I'm going to make this the most awesome fucking wall ever," in terms of creating attractive environments. Ultimately, the team settled on a balance between simplicity and detail; while Straley and Druckmann preferred the former, the art team preferred the latter. That's like When creating the look of the Infected, the art team cycled through various iterations.