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A Second Shot: Improving Ranged Combat in 'The Last of Us Part II'
Third-person shooters are a notoriously difficult nut to crack in game design. The decoupling of the camera from the player creates as many problems as ways to solve them. In this session, discover how Naughty Dog improved the gunplay of its predecessor in The Last of Us Part II. Derek Mattson goes over the solutions used in The Last of Us Part II to address common issues with third-person shooters such as camera vs character perception, weapon feel, hit detection, and input delay. In addition, Derek provides a glimpse into how these solutions were tested and verified with in-engine debugging.
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