___ LATEST POSTS
| Neil Druckmann at Sundance 2011 | 2011 Jan 25
By arne | Twitter @arnemeyer
Not sure how many of our community may be attending Sundance 2011 - but if you happen to find yourself at or near Park City and the festival, there's a video games panel you may not want to miss. That panel is called Video Games: The Plot Thickens and takes place at New Fronter at the Miner's Hospital on Wedesnday, January 26, 2011, and features panelists from the video game industry who will get together and discuss narrative and character development in the unique interactive medium of video games.
We're honored to see Naughty Dog Neil Druckmann make the trip out to Sundance 2011 to take part in the panel -- he's more than well-qualified to discuss the topic, having served as one of our game designers - along with some writing duties - on the UNCHARTED games, wrote and directed the UNCHARTED: Eye of Indra motion comic series, and is author of his own graphic novel, A Second Chance at Sarah.
You can grab the full description of the panel below - or on the Sundance 2011
| What we’re up to at PAX Prime | 2010 Aug 31
By arne | Twitter @arnemeyer
I’m really looking forward to PAX Prime this weekend. It’s going to be awesome to spend time checking out what all the other developers and publishers are showing off, attending a ton of panels, speaking on three panels and – hopefully – running into some of our fans and community members.
What we’re NOT up to at PAX Prime is making any kind of announcements… just in case you were wondering.
So, what am I bringing up to PAX Prime? A couple of weeks ago, we asked you which UNCHARTED characters you would like to have on an order of 1-inch buttons we were placing. The results of our survey came in last Monday and we immediately placed an order for buttons featuring Nathan Drake, Victor Sullivan, Elena Fisher and Chloe Frazer. You check out a photo of the buttons below and on our Flickr page.
You’ll notice we’re bringing more than four buttons with us – we’ll reveal the other two buttons, including a limited, very special design, over the next two days
| UNCHARTED 2 buttons at PAX Prime | 2010 Aug 18
By arne | Twitter @arnemeyer
I’m heading up to Seattle in a couple of weeks just to check out PAX Prime 2010 (and sit in on a few panels). As the date for PAX Prime started to draw near, we figured I should bring something cool to hand out to our fans over the weekend. We’re going to order a limited run of 1-inch buttons featuring a selection of UNCHARTED characters, but we were having a little bit of a hard time narrowing down which characters we wanted to print on the 4 buttons. That’s where you come in…
To help us decide which characters we’ll print on the buttons, check out the survey below and rank, from 1 (least favorite) to 10 (most favorite), your favorite UNCHARTED characters that are listed. The survey will end on Monday, August 23, at around 10:00 AM PDT. Oh, and you have to rank at least 4 characters.
[EDIT: The survey has ended - stay tuned to see who made the cut!]
Thanks for helping us out—we hope to see you at the show!
| Video of our PAX East 2010 panel—Game Design with the Dogs | 2010 Jul 30
By arne | Twitter @arnemeyer
Missed out on attending PAX East this year? Didn’t get into the Naughty Dog panel because of the humongous line?
Lucky for you we took (slightly shaky) video of the whole darn thing and we’re making it available to everyone.
The point to our panel, “Naughty Dog Live and Unleashed – Game Design with the Dogs,” was to give everyone a peek inside the game design process at Naughty Dog. I joined three of our game designers – Richard Lemarchand, Jacob Minkoff, and Justin Richmond – on a frosty weekend in Boston to take on the challenge of developing a new gameplay sequence in UNCHARTED: Drake’s Fortune. We wanted to show off the same highly collaborative, iterative design process that we use all the time at Naughty Dog to design a new sequence, with some specific game and story goals in mind, to take place between Chapter 3 and Chapter 4. To keep in the spirit of being highly collaborative, we also opened up the floor to audience questions and suggestions at a key











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