
When developer Naughty Dog released The Last of Us earlier this year, there was no shortage of people whose jaws dropped at the sight of the quality of its graphics.
The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."
Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.
There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.
The Last of Us was a great game and did look amazing, but I'm pretty sure it had frame rate issues in some areas. Again, I can't remember if I had them, but I remember hearing other people had them.
This is why we need new consoles, even though the current consoles can achieve amazing graphics, it still struggles at displaying them at a steady frame rate.
I'm looking forward to the new consoles, being able to see amazing graphics, physics, AI and a steady frame rate.
New stuff is awesome, that's why.
Why do we want new TV's, phones, cars, computers etc. Improvement.
You could also ask the question ''Why do we need to be held back by old hardware?''.
"Why are we still doing this?"