m ot ion p ictu re s o u n d e d i to r s I 65
could run dialogue as much as we
were running sound for the game
because it was becoming huge.
BS: Yeah, they were getting bigger.
There was that much more stuff that
had to be right. Leilani came highly
recommended from everyone I ever
talked to, and she was very capable
and a sweet woman. It was a no-
brainer.
PK: And she is still there today! She's
my senior manager of dialogue at
PlayStation now.
Uncharted 4 was a huge challenge
for us. We took all the systems that
Jonathan built and then appropriated
them in certain ways to work more
intelligently in an Uncharted space
because we weren't making a horror
game.
We took a lot of the work done
for indoor and outdoor audio and
changed our gun system for that.
We also had IR reverb, which was
the first time we ever had that in
our games. We worked with the
tools and tech team at Sony, and
we were able to double the amount
of IR verbs that we could get into
the game, to almost 20 at a time.
Consistent, like 20 IR verbs of up to
Drake returns for action in Uncharted 4: A Thief's End.
Drake and Sam drive toward a mountain in Uncharted 4: A Thief's End.