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00:01Crash Bandicoot.
00:04Is there a problem?
00:06No. No, just, uh...
00:09How do you, uh...
00:10How do you make it go?
00:12Push the start button.
00:14I knew that. All right, I got it.
00:21One of the greatest accomplishments of Naughty Dog
00:23is just the games that we make,
00:25and having done it for 40 years...
00:28Yeah, that's a long story, right?
00:31I mean, it's impossible to talk about 40 years of Naughty Dog
00:35without talking about where it all started.
00:40Jason Rubin and Andy Gavin, these high school kids,
00:43decided to just make their own games.
00:46They saw something was missing in the game industry,
00:49and they wanted to leave their mark.
00:51I was in Hebrew school at the time,
00:53and there was this guy, Andy Gavin,
00:55he was in my Hebrew school,
00:57and he was a much better programmer than I was,
00:59so I'd ask him questions when I had issues.
01:02I mean, computers were so new then,
01:03and most of the games were in arcades and stuff,
01:05and we were 12-year-old guys
01:07who the stuff was all new and cool,
01:10and we were just like,
01:11well, let's make some.
01:13And that turned into a drive cross country to California,
01:16during which we created, I guess,
01:18or at least came up with the concept
01:20of making a character action game
01:22that ended up being Crash Bandicoot.
01:24So Crash, the idea of the game,
01:26we definitely knew we wanted to make it
01:27like a cartoon character.
01:28We had this idea that we could, like,
01:30take some kind of animal that was, like,
01:32cute and kind of a little cool
01:34and sort of obscure with, like,
01:36maybe like a cool name or something,
01:37that if we made this character based on it,
01:39we could sort of, like, own the animal.
01:41I remember when they were pitching to Sony,
01:45and it was a really big deal.
01:47You know, I remember Jason saying, you know,
01:49they're treating us like rock stars.
01:54So after Crash, we had this tremendous pressure
01:58to follow up and make our next groundbreaking title.
02:02I remember we were brainstorming and pitching ideas,
02:06and one of our animators sketched out this elf-looking character,
02:13and another one sketched out this Otzel character.
02:17And there you go.
02:18We put those guys together,
02:20and that was Jak and Daxter.
02:22When Jak and Daxter came out,
02:35there was a lot of excitement
02:36because it was PlayStation owners' chance
02:39to play a game that is more traditionally associated
02:42with, like, a Nintendo release.
02:44I want information.
02:46Where the hell am I?
02:47Eh, sorry.
02:48He's new to the whole conversation thing.
02:51We wanted to tell a much more detailed story.
02:54We wanted a sort of, like, immersive,
02:56like, completely creative world
02:58that wasn't nearly as grounded.
03:00It was driven tremendously by our sort of gameplay goals
03:03of having this sort of, like, seamless, immersive,
03:05very beautiful world that you could explore.
03:08We'd love to stay and chat quickly,
03:10but we're, uh, itching to get on with our adventures.
03:15In the end, we learned a lot,
03:17and all of this development was just preparing us
03:20for our next big title.
03:22This project was going to be so ambitious
03:24that we even code-named it Big.
03:26Here's the thing, kid.
03:28We don't get to choose how we start in this life.
03:31Real greatness is what you do with the hand you dealt.
03:35One of the things I remember as we looked into
03:37what the next game is was there was this list of, like,
03:40what are the things we didn't accomplish
03:42that we want to maybe then take a short list
03:44and put into our next game.
03:46And I think that just speaks to,
03:47hey, we're always looking towards the future.
03:49We're always trying to evolve.
03:52If you wanted to do something cool
03:53that wasn't, like, 100% core gameplay,
03:55it was just a cutscene.
03:56And the goal in Uncharted 2 was, like,
03:58take all those things that would have been cutscenes
04:00and make them playable.
04:02And the ambition from there, from, like, subsequent games,
04:04just got bigger and bigger and bigger.
04:06Everyone trying to game always pushes some new technology,
04:09some new thing that we want to do.
04:11We're trying to create moments
04:13that we've never seen in games before.
04:15And while the tech has evolved over time,
04:17I think there are some core elements
04:20that are key to Naughty Dog and our success.
04:23I mean, you know, as I look at the next future decades,
04:26what I would really like the studio to continue to be doing
04:29is to, like, build on that legacy
04:31and continue to push boundaries and push the envelope
04:34in the games and the stories that we try to make.
04:38Oh, The Last of Us is about love.
04:40The Last of Us is about the duality of love,
04:42how it is the best and worst parts of us.
04:45I think The Last of Us really proved
04:47that you can tell a great story within a genre,
04:50that there's some perception is overplayed or overused.
04:53I think people really fell in love with Joel and with Ellie
04:57and going on that journey with them
04:59was just such an incredible experience.
05:01It means a lot to be able to do that,
05:04and part of that is the ability to be able to bring
05:07such a talented team together
05:09with the singular goal of making amazing experiences.
05:12After all we've been through.
05:16Everything that I've done.
05:18Sweet Jesus.
05:19Doctor!
05:20What are you doing?
05:21It can't be for nothing.
05:22If you look back at the history of Naughty Dog,
05:24like, everything that we've done,
05:25everything that was done before I even joined Naughty Dog,
05:27like Crash Bandicoot, Jack and Daxter, Uncharted,
05:31has all given us the knowledge and the tools
05:33and the know-how of how to work together
05:36to make something like The Last of Us.
05:38Naughty Dog's been around for 40 years.
05:40No small feat, especially in an industry
05:42as so tumultuous as ours.
05:4440 years is a really long history,
05:46it's something to be proud of.
05:48There aren't a lot of game studios
05:49that have been around that long.
05:51It's really about embodying these characters
05:54that are very specific and strong-willed characters,
05:57even though they're flawed,
05:58and then making you connect with them
06:01and their journey in a way that hopefully
06:03by the time you're finished with that experience,
06:06you view reality a little bit differently.
06:08With Intergalactic, we're gonna move into a world
06:20with new characters and new capabilities.
06:23I hope the future holds more
06:25of what Naughty Dog has always done,
06:26being at the forefront of making entertainment
06:30that is of the highest possible quality,
06:32telling the stories it wants to tell
06:34with depth and meaning.
06:37That is the core of our craft, is authenticity.
06:41I know our studio will continue to create
06:46amazing story-driven, character-based games
06:50that touch upon the human experience.
06:53Again, the stuff that we build here
06:55is bigger than any one person can make.
06:57That's one of the things that makes it special.
06:59But at the core of it is just to strive for excellence,
07:03of loving what we do and looking back
07:05and being proud of the thing that we made.
07:09Like are you that you're gonna do?
07:10Do you think you like I am the thing?
07:11The world is correct.
07:12Do you think you are true,
07:13you are true?
07:14You are the one who can do that.
07:15Do you think?
07:16I feel like I do not know our craft
07:17is a good thing,
07:19you are the one who can do it.
07:21You are the one who can do that single one.
07:22For these things to make it,
07:23I realize everything is clear.
07:24I realize everything is clear.
07:25And you are doing it.
07:26And I see that there is not clear.
07:27I understand everything.
07:28The world is better than any other things.
07:29I know you can do it,
07:30I understand everything.
07:31And I understand everything.
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