Naughty Dog Nearly Bled Out a Game After 3 Years of Work – Then Someone Walked In, Played It, and Said: This Game Is Crap

The history of Naughty Dog is not defined only by the games it released, but also by the internal decisions and troubled projects that never made it into players’ hands. Now Gabriel Betancourt, a former senior lighting artist at the studio behind The Last of Us and Uncharted, has recalled one such project – a game that reached a point where it nearly lost its funding altogether.

 

Betancourt spoke about his time at Naughty Dog in an interview with the Kiwi Talkz channel, where he reflected on the studio’s culture and its emphasis on honest criticism during development. To illustrate that point, he shared a story about a game he deliberately refused to identify by name. What he did say was that the project had already been in production for two and a half, almost three years when doubts began spreading inside the company. It was also tied to a franchise that had already been successful up to that point, so on paper there was no obvious reason to think it should be heading toward disaster. According to Betancourt, the project lead at the time had surrounded himself with people who mostly said yes to everything. The team was still basking in the glory of earlier successes and was heading into what would have been their fourth project, so they seem to have assumed that the same formula would simply work again. They delivered a demo by the deadline, and the general attitude, as Betancourt described it, was basically this: we have been successful before, so we can do it again.

That confidence, however, collapsed the moment somebody from outside the production bubble got their hands on it. Naughty Dog asked a director from another team to give an opinion on the build. Betancourt was not personally in the room and says he only heard the story afterward, but as he tells it, that director walked into a room full of people, picked up the controller, tried the game, and bluntly said: “This game is crap.” The silence was immediate. Everyone froze, people were stunned, and the project director was furious. Betancourt said the tension was so intense you could practically cut it with a knife. Someone in the room reportedly pushed back, saying it was rude to speak that way. The response was even harsher. The visiting director insisted that he was saying it because the game really was bad: there were no clear objectives, it was difficult to understand what was going on, the controls felt clunky, and the whole thing simply was not on the level Naughty Dog had delivered in the past. At that point, this was no longer just an uncomfortable opinion. It was a direct warning that something inside the project had gone badly wrong.

 

The Project Lead Was Removed, and the Game Had to Be Rebuilt

 

The issue did not end with a heated exchange. Naughty Dog’s higher-ups took a closer look at the troubled project and, according to Betancourt, reached much the same conclusion as the brutally honest director. The company effectively told the team they were in serious trouble and that funding would be pulled if the game was not fixed. This was not a gentle internal note or a routine correction. It was an ultimatum. The result was that the project’s director was removed, despite having already found success with previous entries. In his place, the so-called pessimist and two others were assigned to help save the game. The project had to be rebuilt, and by the time it was finally finished, what had initially been two and a half or three years of development had turned into a total production cycle of five or six years. According to Betancourt, the final result became a success.

That naturally raises the question of which game he was talking about. Betancourt never directly named it in the interview, presumably because of confidentiality agreements tied to Naughty Dog, but the community moved quickly and many people concluded that the anecdote may have been about an early version of Uncharted 4: A Thief’s End. Historically, the earlier Nathan Drake games were directed by Amy Hennig and were both critical and commercial hits. Hennig left Naughty Dog in 2014, and the fourth game was ultimately directed by Neil Druckmann and Bruce Straley. The theory gains even more weight because Nolan North, the voice of Nathan Drake, had already said in the past that the Amy Hennig version of Uncharted 4 had been in progress for about seven months before the work was scrapped. That does not prove beyond doubt that Betancourt was referring to that exact version, but the timeline, the internal tension, and the notion of a major rebuild all point strongly in that direction.

Still, Betancourt did not share the story simply to reopen an old wound. His main point was to underline what he appreciated about Naughty Dog’s internal culture. From the beginning, he said, there was a philosophy that even if someone sounded rude when talking about the work, what mattered most was whether they were right. In other words, truth and honesty were valued more than the comfort of a team coasting through a project that was clearly not good enough. That troubled build, the one that nearly ran out of funding, will never see the light of day in that form. But it is entirely possible that one day someone will pull back the curtain more fully and explain exactly what went wrong – and how a game that nearly got buried ended up becoming one of Naughty Dog’s major successes.

Source: 3DJuegos

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BadSector is a seasoned journalist for more than twenty years. He communicates in English, Hungarian and French. He worked for several gaming magazines - including the Hungarian GameStar, where he worked 8 years as editor. (For our office address, email and phone number check out our impressum)

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