Naughty Dog Thread

Let's talk about anything about video games, no matter what platform it is. What is your favorite game? Who is your favorite character? What are the recently released games? What is DLC (downloadable content)? How do I beat this boss? How do I set up my team?
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darkwing_uop
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Wed Aug 21, 2013 4:02 am

Naughty Dog, Santa Monica and MM have unannounced games

http://www.vg247.com/2013/08/20/naughty ... -projects/

obvious is obvious
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Wed Aug 21, 2013 4:12 am

3 Killer Exclusives games, yeah baby mmm delicious :lol: :2thumbs:
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ron_bato
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Sat Nov 02, 2013 11:12 am

So the evidence has been mounting lately that Naughty Dog may be working on a sci-fi game for it's next IP. Here is the evidence so far:

1. Science fiction comic book Savage Starlight heavily featured as a collectible in The Last of Us
- This could be nothing, or it could be something :bigmouth: Remember that the cordyceps virus outbreak was featured as an easter egg in uncharted 3. Also the release of the ps4 was an easter egg in the last of us. Naughty Dog loves to leave clues to stuff in their games.

2. Regarding Savage Starlight, in a Reddit AMA, a Naughty Dog dev was being coy about Savage Starlight and a potential involvement of Nathan Drake in their next game. See the screen for the response of the dev.

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3. Naughty Dog takes a tour of SpaceX, and Geoff Keighley posts a gif of an alien in NeoGaf. Naughty Dog seems to follow this trend of revealing or teasing games through Spike and Keighley has announced an All Access PS4 Event where new PS4 games will be revealed. Also, Keighley is such a tease, he was all coy about the giraffe scene in the last of us weeks before it was released. source: (http://www.neogaf.com/forum/showpost.ph ... tcount=239)

This could of course be just an elaborate troll attempt by Naughty Dog, seeing as how fans decode a lot of their easter eggs in their games, and maybe they're just trying to throw some misdirection to the fans. If this were a sci-fi game, I'm really excited that Naughty Dog is going to try something new again. A next gen sci-fi game from ND would be a really good showcase for what they can do.

Update: ND's co-president denied that the next game will take place in space. And people are now saying that Uncharted 4 is next in line for the studio. Potentially to be revealed at the Playstation all access event on 11-14. They say that Uncharted 4 has been in development for two years now.

http://eskimopress.com/articles/games/i ... -vgas-2013
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Wed Mar 05, 2014 1:22 pm

Uncharted PS4 Writer Amy Hennig Leaves Naughty Dog
http://www.ign.com/articles/2014/03/05/ ... a46500005d
UPDATE:
Sony has verified to IGN that Amy Hennig has left Naughty Dog. "We can confirm that Amy Hennig has left Naughty Dog. Amy has made significant contributions to the game industry and we appreciate all she has done for Naughty Dog. The development timeline of Uncharted will not be impacted."
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Amy Hennig, the creative director and writer on the Uncharted series, has left developer Naughty Dog.

Numerous trusted sources close to Naughty Dog have verified Hennig’s departure from the studio. She was writing and leading development of Uncharted PS4. Her final day at the studio was Monday, March 3.

Sources claim Hennig was “forced out” by The Last of Us’ Neil Druckmann and Bruce Straley, and explained that Uncharted may now come under their control.

Hennig recently celebrated her 10th anniversary with Naughty Dog, where she served as director and writer on Uncharted: Drake’s Fortune, Uncharted 2: Among Thieves , and Uncharted 3: Drake’s Deception. Her work was recently profiled in IGN’s The History of Naughty Dog.
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Wed Mar 05, 2014 2:19 pm

Wow, that's a surprise. Before Uncharted, she worked on the Legacy of Kain series.
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Fri Mar 07, 2014 9:55 am

Statement from ND's co-presidents.
Earlier this week we had to confirm the regrettable news that Amy Hennig has left Naughty Dog. She will be missed and, as we stated before, we appreciate the significant contributions that she has made to Naughty Dog and the industry in general. We wish her the best.

However, we feel it necessary to clear up a very important point that was unprofessionally misreported when the story broke. Bruce Straley and Neil Druckmann were NOT involved in what transpired. It was very upsetting to us that dozens of stories were run, linking back to the same hurtful accusations in the original report. As co-presidents of Naughty Dog, we are responsible for all studio affairs.

Normally, we wouldn’t respond to rumors and speculation on matters that are internal to Naughty Dog, but because the personal reputation of two of our employees is being damaged we needed to set the record straight. There is nothing left to be said on this subject. Now we’re going back to what we should be focused on – making games.
The suggestion that Druckmann and Straley were behind Hennig leaving was ridiculous to me. They don't seem like the type and the claim seemed out of character for both who have expressed admiration for working with Hennig (Druckmann admits learning a lot from Hennig when he was helping her write Uncharted 1 and 2). Irresponsible reporting by IGN once again.
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Thu Mar 13, 2014 5:34 pm

Naughty Dog Explains PS4′s CPU, Memory and More in Detail and How They Can Make it “Run Really Fast”

During the tail of an extremely interesting presentation at at the Semana Informática in Lisbon Naughty Dog Lead Programmer Jason Gregory described the PS4′s CPU, its memory, it’s GPU, its cache architecture and more in great detail, also explaining how the studio optimizes those resources to achieve superior results thanks to the knowledge of the strengths and weaknesses of the hardware, taking full advantage of it and making code “run really fast.”

First of all, Gregory explained that while 8 gigabytes of ram seem like a lot, only five are allocated to games, and they can be filled up quite easily:
Even in the PlayStation 4 you have 5 gigs, which seems like a lot but you’ll be amazed by how quickly it fills up.
Due to that Naughty Dog is very careful on how the memory is budgeted and allocated in order to use it efficiently.

Memory fragmentation is one of the worst enemies, because it causes a game to run out of memory a lot faster than it normally would. Naughty Dog solves that by custom-tailoring memory allocators to match the software’s allocation patterns.

The studio also uses explicit memory maps in their engine, that tells at any given time where the memory is being used and what kind of memory it is.

That’s quite important because many development kits, especially PS3 ones, have twice as much memory, used for debug purposes. That means that game features should not to use that memory.

Moving on to multi core processor management, Gregory explained how The PS4, which he defined as a “highly paralel machine,” works.

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There are 8 CPU cores, that are “higher quality more powerful processors than what you have on the main CPU of the PS3,” and they’re organized into two clusters.

Gregory also explains that the GPU is “more powerful than it’s necessary to render graphics at 1080p at 60 hz” and that the idea of the designers of the PS4 was to give the console extra GPU resources because it’s “incredibly good at doing massive amounts of parallel processing” and they envisioned that game designers are going to take advance of that processing to do physics, cloth simulation, fluids and more on the GPU.

With the PS3 Naughty Dog developed in conjunction with Sony’s ICE team a “Job system” to make efficient use of the multi-core CPU, and a similar one has been created for the PS4.

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Only six cores are available for games, as two are used by the operating system. The Job system also uses the GPU on top of these six cores, as it’s enabled to run code. Each CPU core runs a worker thread, and while the first takes care of the main game loop, other jobs are allocated between the remaining five cores.

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On the other hand the GPU takes care of the rendering and the GPGPU (genral purpose GPU programming) Wavefronts, basically the physics, cloth and similar computing mentioned above.

Another very important concept is optimization, and a crucial element of it is the “80/20 rule,” meaning that your program spends 80% of its time running 20% of your code. The rest of that code is run very seldom.

So when you optimize your code, you don’t want to optimize that 80%, because you’d be wasting your time. On the other hand Naughty Dog focuses on that 20% that really matters, and that allows them to get the most bang for their buck.

Knowing the hardware is very important as well, as there are optimizations that can be adapted only to one specific piece of hardware, given a deep knowledge of its inner workings.

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Memory caching is a very relevant part of optimization, as modern processors take a fairly high number of cycles to access data from the main RAM, which is big. Then there’s a much smaller memory cache named L2, that is also much faster to be accessed, the L1 cache that is even faster, and then there are Regs on the chip itself that are super small, but basically instantaneous.

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Keeping high performance data small helps thanks to this, as it can fit in the cache, which can be accessed extremely quickly. Having them small and contiguous in memory is even more beneficial.

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The PS4, specifically, has eight cores arranged in two clusters. The L2 cache is actually split in two, one for each cluster, and communicating from each cluster to its own L2 cache takes 26 cycles. Communication between a cluster and the L2 cache attached to the other cluster is much slower, taking 190 cycles.

In addition to that, when you read a single byte in the main RAM, it also loads a whole 64 bytes of memory into the cache.

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The knowledge of those PS4-specific quirks allows the studio to optimize the code so that it avoids having clusters that communicate with the “wrong” L2 cache and puts data on separate cache lines, removing the chance of conflicts and slowdowns.

A last very interesting detail is that the PS3 had really terrible branch prediction hardware in the CPU, meaning that “If” branches in code often caused bad performance if they weren’t given “all sorts of hints” simply because the CPU wasn’t good at predicting what the code would do.

On the other hand the PS4 has “really really good” branch prediction hardware, that will “guess” what the code will do, removing the need for all the additional work that was necessary on the PS3.

One thing is for sure: hearing this talk it’s hard not to feel even more excited about seeing the first Naughty Dog PS4 title. We’ll have to wait and see if the studio’s technomancy will really make the platform sing, but my money is on “yes.”

http://www.dualshockers.com/2014/03/11/ ... ally-fast/
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Mon Apr 14, 2014 12:16 pm

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Yes, you read the headline right. Back in 1984, Andrew Gavin and Jason Rubin formed a company called JAM (Jason and Andy Magic) Software. Five years later, after finding new publishing support, the game development company with the very 80′s name incorporated as Naughty Dog, Inc. Fast forward to 2014, tally up more than seventy million games sold globally, and we’re now celebrating thirty years of making awesome games.

One of the hallmarks of Naughty Dog has always been our top-notch artistic quality and talent. We’re paying tribute to that this year as we’re teaming up with Dark Horse Comics to release The Art of Naughty Dog.

The Art of Naughty Dog will be available later this year. It will span the history of Naughty Dog and feature hand-picked, never-before-released artwork depicting our past, present, and future. Being around for thirty years has bestowed upon us all kinds of incredible art from our amazing fans. Select fan art will be a chapter of the book as well. To mark the occasion properly we’re having a book launch event later in the year. We’ll have more details once the pages and the plans are ready.

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We’ll have other celebratory merchandise available and we have some special events planned over the next few months. We’re currently at PAX East with the rest of our PlayStation family and there are hints at what’s coming for our anniversary in our activities there. Also, if you didn’t hear the news, it was recently announced that we are participating in Operation Supply Drop’s 8-Bit Salute. We encourage you to check out Team Naughty Dog’s fundraising page today.
This kicks off several anniversary announcements happening over the coming months. Turning thirty is going to be a fun year for us all. Get ready to celebrate with us!

http://blog.us.playstation.com/2014/04/ ... -of-games/
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Mon Apr 14, 2014 2:05 pm

Where's Way of the Warrior? You know, their fighting game in the mid 90s?
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Daniel
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Mon Apr 14, 2014 2:15 pm

Marami pa yan. Meron pa palang Keef The Thief. Mga di talaga kilala. :lol:
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Mon Jun 02, 2014 11:59 pm

Neil Druckmann and Bruce Straley have been tasked to be the new directors of Uncharted PS4. They previously worked on UC1 and 2 before heading The Last of Us.

Also, the next AAA game from Naughty Dog is in early pre-production.

All found here in the Game Informer interview

http://www.gameinformer.com/b/features/ ... of-us.aspx
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Mon Aug 04, 2014 4:35 pm

Lead game designer and narrative design lead depart for Call of Duty studio
http://www.computerandvideogames.com/47 ... nity-ward/
Jacob Minkoff, who served as lead designer on Uncharted 3: Drake's Deception and The Last of Us, has joined Infinity Ward as design director. He also designed what was arguably the standout level in Uncharted 2: Among Thieves, Train.

Taylor Kurosaki, who previously served as narrative design lead at Naughty Dog, has also confirmed that he's now working as narrative director at the Activision owned studio.

Both are expected to work on Infinity Ward's Call of Duty: Ghosts follow-up, an unannounced entry in the series likely to be released in 2016.

Following the recent release of The Last of Us Remastered, Naughty Dog will primarily be focused on next year's PS4 exclusive Uncharted 4: A Thief's End, although it also has another large-scale project in the early stages of development.

The studio has seen multiple high-profile departures throughout 2013. Uncharted series director Amy Hennig left in early March. She's now working with Visceral Games on a Star Wars project for EA.

Uncharted PS4 game director Justin Richmond also left Naughty Dog in March after six years for position at League of Legends studio Riot Games.

The Last of Us lead artist Nate Wells left the studio in April to join The Unfinished Swan maker Giant Sparrow.
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Daniel
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Mon Aug 04, 2014 5:11 pm

Wow! The train stage is one of the greatest technical showcase of Uncharted 2. So with the designer going to another studio, for sure he's gonna be a big asset.
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Mon Aug 04, 2014 6:59 pm

Congratulations to Jacob Minkoff! Heard about the news last weekend, he's a very talented guy, the work he did in Left Behind was amazing, as well as his work on Uncharted 2. Great pick-up by Infinity Ward, the studio has gotten real stale since a lot of the original team left for respawn. I think with guys like Minkoff, they will definitely improve (though sa lahat ng CoD studios favorite ko sledgehammer dahil kay Glenn Schoefield -- basically the guys that created dead space).

I think Kurt Margenau will be the next great designer in the studio (he's going to be the lead designer for A Thief's end) which will be good for the game.
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Thu Oct 23, 2014 6:17 pm

Naughty Dog has confirmed that it is continuing to push for 1080p and 60 frames per second for all of its future games on the Playstation 4.

The company’s dedication to full HD resolution and smoother frame rates solidified after it released The Last of Us Remastered on the PS4, which garnered up plenty of praise from fans and critics alike.

Naughty Dog is currently working on its Uncharted series follow up, Uncharted 4: A Theif’s End, we’ve seen a few impressive looking images from the game so far, including an in-engine PS4 render of Nathan Drake’s face. Unfortunately though, its just a picture of a picture, rather than a proper shot.

While talking about achieving 1080p and 60 frames per second, Naughty Dog Community Manager, Arne Meyer, said: “I think that’s what we want to push for with anything we’re doing on this generation. That’s sort of the mandate from when we were building the PS4 engine. Let’s see if we can do this and hit it. We hit it with The Last of Us Remastered, so why not stick with this?”

Many Playstation owners are looking forward to the next Uncharted game. However, rumors have been floating around about a potential PS4 remaster of the original trilogy, much like the Last of Us, Meyer has addressed those rumors, stating that “I personally think it would work well, because there’s a lot of attention on the studio between the success of Uncharted 2, 3 and The Last of Us. It’d be nice to give players the opportunity to go back and play the older games, and people who are new to the PlayStation platform.”

However, Meyer also noted that the team is very busy and doesn’t know if they’ll have the time or man power to dedicate to it any time soon: “I think that’d be great – but I have no idea how that could fall into our timeline.”

The Last of Us Remastered took around a year to create with a full, dedicated team working on it the entire time, so it’s possible that Naughty Dog just doesn’t have the time right now to properly re-create the first three Uncharted games for the PS4.

Source: http://www.kitguru.net/gaming/developme ... ps-on-ps4/
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Fri Oct 24, 2014 11:29 am

Ano kaya itsura ng mga action-packed sequences nito? I'm imagining the train level in Uncharted 2. Wow!
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Sat Oct 25, 2014 7:34 am

Havent played the uncharted games since I was on the 360 platform previously, hopefully we get the trilogy on the PS4
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Sat Oct 25, 2014 12:55 pm

I love naughty dog. Like kojima, they always knew how to push a console's capabilities to its limits.
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Wed Dec 24, 2014 1:49 pm

Must watch for any Sony and Naughty Dog fan. A 50 minute documentary on the history of Naughty Dog

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Wed Dec 24, 2014 7:12 pm

By the Naughty Gods...
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