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Level Design in a Day: The Last of Us: Casting Shadows
It's particularly hard joining a project toward the end, during its most crucial moments. You have a limited time to understand the game, the vision and to help make it better - all at the same time. This talk will focus on Elisabetta's experience of joining Naughty Dog during the last months of development of The Last of Us, her work on the combat tutorial, and how her involvement on it led to her training and understanding of a very different genre than she had previously worked on.
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