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Making of The Last of Us (2023)

Curious minds want to know... Documentary Movie collection.
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Making of The Last of Us (2023)

Post by bunniefuu »

One of the things

that we talked about for a while,

"How do you start this show?"

It was an enormous undertaking

for everyone.

I wouldn't want to deliver CG...

but to deliver reality.

Three, two, one, action!

Negative degree temperatures

with the wind machine

going like this.

Yeah, so that was hard.

And fun. It was so fun.

The amount of detail, it's incredible.

The color schemes, the textures,

how things would flourish.

There's everything on this show,

from big scopes of airplanes

to smaller tendrils.

You're immediately just so immersed in

"The Last of Us" world.

sh**ting in Canada,

we're not doing anything small.

It was quite the endeavor.

I remember when the game came out,

there were so many people saying

this needs to be made into a liveaction.

I was in conflict with it at first because

I was like, "We've already done it.

"We've shot it, we've performed it,

we've edited it.

Why do we need to go in

and do this again?"

Neil said, "At the end of the day,

"here are people out there

"that will never pick up a controller,

"and they will never experience

the story.

And I think our story is special enough

to bring it to them."

The HBO series, I don't remember

when I first heard about it,

but when I did, I was like,

"Mommy want that,"

'cause I knew

it was gonna be spectacular,

especially when I heard

that it was a collaboration

and that Neil would also be involved.

When you're casting

these iconic characters,

these characters are iconic

in a cinematic way already.

So, now, it's like

we need to find someone that can

elevate it or make it their own

in a really interesting way,

so it doesn't feel like they're just

duplicating this other medium.

I learned very quickly

the massive fan base

that I was stepping into.

I called my sister to tell her

about the possibility of the job,

and she was in the car

with my nephews.

I didn't even get the "s" and "t" out

from the word "Last" when I said it.

"There's this job.

It's based on a video game.

"It's called The La"

And they were like, "The Last of Us"?!

And I was like,

"Okay, I definitely have to do this."

I was actually advised

not to play the game,

so that I wouldn't try and, like, copy

Ashley Johnson's version of Ellie,

which is, like, incredible,

but I just watched some of the gameplay,

though, secretly, on my own.

When I met Bella for the first time,

I was so excited because, obviously,

I'd seen her in "Game of Thrones,"

and seeing her in person,

and even just seeing her on set,

and doing scenes, like, she has

the essence of Ellie already in her.

Seven, eight. f*ck you.

What's incredible about what

they've done with these scripts

was to be able to explore

and nourish things that,

I think, are very much a part

of the experience of the game.

One of those things is the internal life

of these characters,

and to really get into the flesh

of what's happening inside of them.

You wanna know what the biggest

surprise of adapting "The Last of Us" is?

It's that Neil Druckmann, the genius

who made the game in the first place,

who created this story,

these characters, the whole world,

he was so generous,

and flexible, and smart

about how to represent "The Last of Us"

in a different format

to a whole new audience.

The scientific vision that

the show presents to people

is based absolutely in reality.

That fungus is real.

It does those things to insects.

And if it were to be able

to infect humans,

it would go like that. It's terrifying.

We want people to feel the reality

of the science here.

Cordyceps. It's a fungus.

And what that fungus does

is it attaches to the brain stem

of an ant,

takes motor control of the ant's body,

and then attacks the rest

of the ant colony,

spreading the disease,

and devouring the other ants.

Fungus is a funny word, but there's

so much more of it than we realize.

Pretty much anywhere you see grass,

there's fungus right underneath it.

They're connected.

More than you know.

One of the changes that Neil and I

felt we needed to make early on

was the way the fungus would spread.

We loved the idea of biting. We thought

that that was primal and violent.

But we started looking

at something called mycelium,

which are these threads

that make up fungus,

and those threads,

if they get into an insect, for instance,

that's what starts to worm its way

towards the insect's brain.

Barrie Gower and his team

did this beautiful work

to mesh humans and fungus together.

Initially,

we'd created various practical tendrils,

which was basically like a dental plate

that we had inside

the infected character's mouth,

which had all these little

silicone cords joined to.

And as soon as he pulled away,

everything started to

Practically, it looked great.

I think the reality of it

was going to be

the reset ability on the day.

Having huge,

big fungal pieces all over the heads.

As soon as you took the eyebrows

away, you started veering

into zombie territory.

When it has more of a human side,

more of a beautiful side,

it makes it even scarier.

As a person,

you can relate to it more.

From an infected point of view,

we had the firststage Infected.

Very shortly after they've been bitten,

there's a lot of redness,

a lot of tenderness around the skin.

Stage two, tiny little things

start breaking through the skin.

They're a bit like the cordyceps

you actually see on ants or spiders

when they're taken over by the fungus.

Stage three is

a slightly bigger version of that

where you've got real mushrooms

that you can begin to see

until you get to stage five

where the head shape is distorting.

Just basically breaks through

the cranium

and just splits

the skull down the front.

And you have these huge sort

of blooms, these sort of petals.

Well, I didn't wanna look at them.

I didn't want that in my head

to go home and sleep.

And then, you have to be kinda...

You're like, "Hi, how are you?"

And it's not just kind of

what they look like.

It's the physicality

in the way that they moveis what makes

them so creepy, but impressive.

Not just the prosthetic, obviously,

but the inhabiting of it.

Coming from visual effects,

I think the clicker performances

can be quite challenging

just 'cause they're very specific.

He just had this really amazing

performance and movement

study to him.

Those are the type of things that is

quite difficult to reproduce digitally.

These are a lot of our

very early concepts and busts.

We're following real reference

and real nature

of real fungus and real mushrooms,

and just down to the shapes of the petals.

Underneath, you've got all these slits,

which are called gills.

And we always had to make sure

that the orientation

was as such that all the gills were

facing downwards.

And occasionally, you'd have a piece

which looked really, really great,

but the mushrooms around

the wrong way,

and so it's just like

just move that over a little bit.

The sound of the clickers,

we worked so hard

to make sure they sounded

just like the game.

Why don't we try some good

oldfashioned clicking in the dark?

Let me just practice a few,

so we can make--

Yeah, sure.

Misty was the originator

of the sound itself.

And she did these amazing,

like, throat sounds,

which were like, "That's it!"

And they were like,

"Now we gotta find somebody

who can do it, too, like a guy."

And then, I was like, I figured it out.

Mr. and Mrs. Clicker, the original,

the Adam and Eve of clicking.

It's also here. Like

Yeah.

I think it's that first little bit, right?

It's just the initial...

which, I think, isn't bad here.

I just want the real thing.

Sure.

Let's do some clickin'.

That was good stuff.

Thank you.

I like that.

I love sound,

but it's like I don't actually think

I've ever had anything like this,

where there was somebody who knew

how to do this incredibly specific thing,

and I had the incredibly specific thing

people doing the incredible...

Ah, this is so cool.

All right, I think it might be time

to go to the bullpen,

and bring in the old lefty.

Yeah, that was a good one.

Yeah, that was a good one.

I was back here goin', "Oh!"

That felt, that felt juicy.

When we made the game,

we don't make

any physical things, it's all digital.

It's all twodimensional on the screen.

The first time I walked on set,

it was Joel's house.

There's Sarah's room,

there's their living room,

there's the sheets

that are just like the game.

And you already got to see

the love this crew had

for the original material.

And I was, like,

emotionally moved by it.

The sets have just been

so f*cking incredible.

I mean,

you just don't even appreciate it

until you're in the space that you can,

like, just f*cking sh**t things in 360

because everything is, like, magic.

In the practical sh**ting of it,

there was, strangely,

little left to the imagination

because of the quality of its production.

The game is beautifully realized,

and has a beautiful tone and story.

"The Last of Us" is about a journey

going across the United States, and

so, having that variety of landscape

really helps make it feel

as authentic as possible.

Fort Macleod was a good standin

for Austin, Texas.

We really tried to go to town

there with neon,

colors you wouldn't see

once the infection starts.

The QZ, that was

a challenge to make the wall,

built it out of actual concrete,

and I could have people walk on it.

I think it really lended a lot

to the realism of things.

Edmonton was a key

for the State House.

The Firefly set was stunning

'cause now we're outside the QZ.

It's way more rundown.

When we're going through the tunnel,

like the underground,

and up to the office, and we're standing

behind about to get through the door,

and I look down, and there's,

like, little sesame seeds

to look like mouse poo on the ground.

The detail is like from this to, like...

That you put that there

it's just amazing.

They created a village, I mean.

Bill's town, the way it was written

is very particular,

the action involved and the look

of the town and the feel of the town.

And I kinda had it

in the back of my mind

that this location existed

after the floods in High River in 2013.

It's on kind of the wrong side

of the berm

and they had to tear all the homes down.

And what was left was all the streets,

and the sidewalks,

and the infrastructure.

There's a town here, Canmore,

that stood in quite nicely

for Jackson Hole, Wyoming.

This is a town that's selfsufficient.

My favorite part of that

was building the paddock

and the stables and everything in the

parking lot right in the middle of town.

I was just like, "There's a bank!

And there's a studio! Lights!"

I was like...

It's like everything was like...

I was like, "They got everything!"

I was really impressed with

our production design

and everything was just

so faithful to the game,

and so detailed and specific.

But the mall was, I think,

one of the most amazing

sets there is, you know?

And we had to get a carousel.

We had to do a Halloween store.

We had to do a Victoria's Secret store.

Even though this was

an abandoned mall before,

the authenticity

of what the mall looks like,

it's really cool.

Plants growin' everywhere.

There's algae.

It's just a mess.

So this location

has been perfect to sh**t in

because they were gonna tear down

this mall anyway.

So, that's given the amazing

art department, like,

free rein to completely destroy it

and make it their own,

so as soon as we finish this,

like, this mall is gone.

And let's cut.

Okotoks, the challenge was

that we needed

a culdesac neighborhood

to situate this big action scene.

And it's actually a bit freaky

in terms of how perfect it fits

within the visuals within the game.

When we scouted,

it was exactly what we wanted.

We had extreme winds.

We literally...

You couldn't stand up.

When Craig was there,

I mean, he was just like,

"This is what I wrote," and that's

the best compliment you can get.

We went to Waterton

because it was known to have

a massive amount of snow.

And what happened was,

there was no snow.

There was drifts

up against some buildings,

but all the roads, all the grass,

everywhere that ya looked,

the snow was gone.

You couldn't bring in snow

from outside the park.

I had to use whatever was

in the town.

So, in three days,

we did 350 dump trucks of snow.

Shoveling, brooming, raking,

snow blowers to cover 10 city blocks.

That night, it snowed.

There was a day of sh**ting,

and we were out in the elements,

and there was snow everywhere,

and we were on the side of a mountain,

and it was really cold,

and there was a trek through the snow,

and there were three or four

housesize wind machines.

I loved it. I love it. I wanna go back.

For me.

S, for you.

Gustavo Santaolalla, our composer,

has such a different way of working.

The way I worked with Gustavo,

starting with the game, and now,

continuing with the show,

is pitch him the story.

And Gustavo as well is, like,

very much about minimalism.

Like, what's the least we need

to do to achieve this moment,

which is very much mine

and Craig's philosophy as well.

The whole thing in the music

of "The Last of Us" from what I do,

is to preserve this organic element,

and of minimalism

'cause I have to play less.

The pipes, the cans, all that

has a little bit to do with the reality

of a postdisaster world

of found objects, broken things,

but it's very organic.

It's almost like

a primitive folk instrument,

like a modern, primitive folk.

The beginning, you know,

was trying to find

how to translate the language

from the game to the series,

but I think we have found, now,

something that, that kind of like flows.

He would go off and he'd come back

with an hour or more of music.

And we just sit here listening,

and he's just like,

"Here's, like, this moment

"that you talked about

has inspired this theme."

And that's very much what it's like

working with Gustavo,

is, like, starting with a lot,

and then continue

to trim it down, trim it down,

and find the right elements

and how they fit.

There's stuff that was created

for the game

that you can just take it and put it,

and it works fantastic,

which, for me, says a lot

also about what they have done,

'cause it means that there is

a connection between the game

and what the series is.

Visual effects

is a big part of this show.

Every shot that we sh**t

needs to be touched,

in some way, by visual effects.

There's such an effort

to really push the boundaries

on both what is practical

and what is a visual effect.

Right from the getgo,

the impetus was to try

and do as much practical as possible.

Alex understands that the dovetail

between practical and visual effects,

when you make it seamless,

that's the magic.

It was very interesting

working with Alex and the VFX team.

The visual effects department is probably

the one department

we work probably the closest

with on any given show or film.

They benefit a lot more from having

something there and on the day,

which they could either manipulate

or augment in post,

or they've got something there

that needs a touch.

There's everything on this show

from airplane crashes

to big environments

to wartorn destruction in a big city

to smaller tendrils.

So there's a lot for visual effects

to work on.

Because there's a lot of environments,

we've actually

used a lot of drone scanning,

so that we're able to

recreate it digitally.

On this show, we used a combination

of drones and Lidar.

Lidar scanning is light imaging,

distance ranging.

And it basically gives you a 3D model

of what you're scanning.

We knew that there would be a lot of

environment work in line with the game.

There's a lot of overgrowth,

and everything's deteriorated

and we knew that

we would have to pretty much

help out in every episode,

in that respect.

So there's a couple

of different types of scanning

that we're doing on the show.

One of them is cyber scanning.

It's a circle of cameras and lights

that flash simultaneously.

We scan every character

that's on a show

in case we need to build

a digital version of them.

For all the gamers,

I know everyone knows this scene

when they're escaping,

and they're in the car

and you can watch everything,

what's happening

from Sarah's perspective.

The amazing thing with that scene

is that it's very true to the game.

We feel like we're with Sarah and Joel

in Tommy's truck the entire time.

And because of our desire working 360,

it was a big challenge

how should we do that.

So, the car was built

with a stunt pod on top.

So, the stunt driver

was sitting on the rooftop driving a car

while actors could do their thing.

Tilt up.

Run!

The culdesac sequence

was certainly the toughest sequence

that we had to do.

And the combination of the effects

and the choreography

and the explosions

just the craziness of it all, really.

And this used to just be a field.

This was nothing but grass.

Craig wrote this amazing sequence

where our cast,

they walk their way onto

this seemingly innocent culdesac,

and come under attack.

And then, behind them, a whole convoy

of rebels come up behind them.

So, at that point, we actually opened

this up into the main road behind,

and that gave us all that extra distance

out there in the real world,

and a real road for the convoy

to get up to speed,

and start chasing them.

These trucks come through.

There's a "run" truck

that just plows through

all these vehicles,

knocking them all over the place.

Yeah, it was a big deal

plowing through all these cars,

making it look realistic.

We had to reinforce the plow

because the first night, it broke.

And then,

it was the driving into the house

without destroying the building

because the building

was prepped for fire,

meaning that, postcrash,

we would pull the truck out

and put another truck in there

that would then explode.

Special effects did an amazing job

piping those houses

and vehicles with propane.

But we'll go in there and just add

the finishing touches.

In the big climactic battle scene,

most of that was done practically

with real performers.

However, we felt like

we needed to triple that amount,

so everything in addition

was visual effects.

When we need to make

these creatures in CG,

it's always good to have a reference

from the actual performers themselves,

so an animator doesn't have

to do it framebyframe.

MoCap is a methodology of

capturing movement of characters.

We did a MoCap session, try to

record as many different movements

from the stuntmen

as we possibly could.

We had multiple cameras set up.

So much of what we do

in post with animation

depends on the performances.

We shot a library of their movements,

and we selected the best ones

that we could have.

Of course, we tried to do as much

practically as possible.

The makeup people were awesome.

The design work from

Barrie Gower's team was complete.

We took these designs

and we scanned 'em

and this helped create

digital assets for us in post.

With the Infected, we started exploring

all these other paint schemes.

Once we knew what the colors were,

then we would paint a suit to match.

We would glue all the mushrooms

and everything onto the suits,

and then, the suits would go over

to Sage and her team,

and they would cut the costumes for

the mushrooms to be growing through,

and the sort of dripping stains

as they kind of came through the skin

and the flesh broke down.

Each clicker is designed individually

and the costume

had to be durable enough

to go through all

of the crazy contortionist,

sort of, moves that the clickers have,

and the fight scenes.

Then they run it through

the breakdown department,

so it looks like they've been rotting

and molding for months or years.

And so, when you see the whole thing

together with the prosthetics,

and the sort of muddy,

drippy costume

that's coming off them,

just looks so amazing.

You never go into battle with

one costume, but these guys did.

So, you know, makeup,

effects, and costumes

would be sitting on set,

biting their nails,

just hoping that everything

stays together.

So one thing we did

for a lot of our shots

was we actually had a little area

that we could remove

from the crown of the clicker's appliance.

We would either have

complete vision for the actors

and you'd see their eyes

looking through,

which would then be replaced in post,

or we'd be able to do

some more closeup stuff,

and put that plug back in.

The amount of work they had to do

just to get the 200 we had in there,

it was amazing.

There are several creatures

that we had to make the decision

fairly early on

whether they'd be done

practically with prosthetics

and visual effects entirely,

or if it might be a hybrid approach

of the both.

In the case of the Bloater itself,

because it's an enormous creature,

it's meant to stand

about seven feet tall,

you can get a man and put him

in a prosthetic suit, which they did.

At the end of the day,

there's only a certain amount

of mobility in this prosthetic suit.

As good as it looked,

he just couldn't do the things

that he needed to do as the Bloater.

Very early on, we kind of planned

for doing it, practically, on set

in a prosthetic suit

that Barrie Gower made,

but we reserved the option,

and shot a lot of clean plates,

which means we took the Bloater,

the physical Bloater out of the shot,

so that we had a clean background

to use

in case we wanted to go the CG route

in some or in all the cases.

Barrie Gower and his team

did a fantastic job

creating the Bloater suit

with so much detail.

However, we found that

what we needed was the Bloater

to be a little bit bigger,

and needed to move

a little faster as well.

This CG creature is doing

some very fantastical things,

things that a normal human

couldn't do.

We ended up just feeling like

it was necessary

to create a full,

digital version of the Bloater.

In the case of the child clicker,

very much like the Bloater early on,

what we did was we sussed out a

person that could play the role,

and in this case, it happened to be

a girl from Toronto called Skye

who was also a contortionist,

so she could move her body

very, very effectively

and do all sorts of clickery,

kinda stuttery motions.

What we did was we shot Skye on set,

like the Bloater.

And then, we also decided to

sort of change the design

just ever so slightly,

in terms of the prosthetic makeup.

We wanted to feel

frightened by her character,

but also have a sense

of sympathy for her.

We had more of her face exposed.

We could see her long hair,

her pigtails.

These were all the aspects that

were important to Craig and Neil.

What started out as just replacing

Skye's head as a CG element,

we realized we might as well

go a full CG body on it,

and then we can get thischild clicker

to do exactly what we want it to do.

So, you know, she's able to do that

in a much more fantastical way

because we went CG with it.

The fight at the Silver Lake Steakhouse,

special effects did an excellent job

of essentially piping the entire set.

Of course,

we can see some of this piping,

which this is where

visual effects will come in

and remove the piping,

and also blend in more flames.

At one point,we were not gonna do

any practical fire

because the discussion was that

it was too much money,

and we couldn't do it

in the time we had.

That's where I come in

and say, "No, we can do it."

Basically, I said, you can have,

of this size of set,

you can have a quarter of it on fire.

Joel Whist,

our special effects supervisor,

is amazing,

and he designed that entire set

to be fireproof in the areas

that we needed it to be,

and that helped,

immeasurably, for us.

sh**ting with Nabo the giraffe

will certainly be one

of my favorite experiences.

What I quickly learned

after doing the research on the game,

was just how critically important

this one moment is

to the whole story of the game.

Giraffes are pretty massive.

It's like a spiritual experience almost

being so close to such

a magnificent animal.

Yes, you can create a giraffe in visual

effects, but it's just not the same.

Fortunately, the one thing

Alberta does have

is a zoo with giraffes,

and we spent quite a while

putting things in the enclosure,

so that we could sh**t it

and getting the giraffes acclimated.

Like, panels with blue screen,

so that we could go in there

and just sh**t the giraffe,

and have Ellie feed the giraffe.

And then, visual effects in

all the other pieces around it.

Something that was so fascinating

about this experience

was that the visual effects

and the special effects,

and all of the departments

working together,

building all of these

practical elements,

to be able to actually see it

in front of you was everything,

in terms of the playing

of these characters,

and the being in this

fungus apocalypse 20 years in.

I don't know how to describe

this feeling of pride,

and I can't wait for everybody

at Naughty Dog

that worked so hard on the game

and realize that the first time

to see this version, like,

does all their work justice.

There's something really beautiful

and moving about that.

When people talk to me about the game,

we are same, we understand each other.

We have a shared language.

Arts are so important because it holds

a mirror to our social condition

and it helps us

have better understanding

for someone who doesn't look

or act like us,

who might come

from a different culture.

And I think that we'll be able to

jump over some of these

skyscraper high hurdles

that we have in the things that divide us,

and that will never end.

That right there,

is the crux of "The Last of Us."

One of the most exciting experiences

of my life was getting this job.

To come back to HBO,

which basically raised me,

to meet Craig, to meet Bella,

all of our different actors,

there was something of where I knew

this was going to be

the hardest

and the best experience of my life.

And weirdly,

there was something that I knew

was special and terrifying,

and it all came true.

On the first day,

I set a fairly reasonable goal

to make the best television show ever.

That was our reasonable goal.

I just wanna say, thank you.

I love you guys. Thank you.

And that's the end of the story.