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Emilia Schatz
Emilia Schatz
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Emilia Schatz (born February 18, 1979) is an American video game designer best known for her work at Naughty Dog. She studied computer science at the University of North Texas, where she later worked before searching for work in the video game industry. She was hired at Terminal Reality, where she worked as a level scripter on Re-Mission, as a level designer on BlowOut and BloodRayne 2, and as a senior game designer on Ghostbusters: The Video Game. She was hired at Naughty Dog in 2009, and began working early in development on Uncharted 3: Drake's Deception, for which she designed several levels. She assisted with the development of The Last of Us.

Key Information

Schatz came out as transgender in 2012, when she began her gender transition, and came out to the company in March 2014. She was promoted to co-lead game designer for the development of Uncharted 4: A Thief's End. In this role, she worked alongside Bruce Straley and Neil Druckmann and helped work on accessibility options. She was co-lead game designer for the development of The Last of Us Part II, during which she continued to lead the company's accessibility efforts. Her work and image in the industry has been praised and awarded.

Early life

[edit]

Emilia Schatz was born on February 18, 1979.[‡ 1][‡ 2] She grew up in Texas.[‡ 3] Her mother is an art teacher at an elementary school; Schatz felt that, outside of games, teaching would also be her career choice.[1] As a child, Schatz was a fan of Nintendo games, specifically Mario and The Legend of Zelda, and had a fondness for the Nintendo Entertainment System and the Super Nintendo Entertainment System.[1][2] Schatz's early jobs included mowing lawns, data entry, installing ethernet, and working at Golden Corral.[‡ 4] At high school, she learned how to program role-playing games on her calculator. To pay for her university studies, Schatz worked with professors to create web pages.[3] She studied computer science at Baylor University from 1997 to 1999.[‡ 5] In 2001, she graduated from the University of North Texas with a Bachelor of Computer Science, with a major in general studies and minors in computer science, art, and English.[4] As part of the university's Laboratory for Recreational Computing, Schatz worked on several educational games in Adobe Flash. She also used Flash to develop her own games, including one inspired by Tempest (1981) on a bootleg development environment for Game Boy Advance.[1]

Career

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Terminal Reality (2002–2009)

[edit]

Schatz worked at the University of North Texas for almost three years as a web developer after graduating.[‡ 5] She applied to multiple game development studios in Dallas, and in August 2002 was hired by Terminal Reality as a level scripter on Re-Mission,[1] which aligned with her former experience with educational Flash games; she designed several levels for Re-Mission.[3] She worked as a level designer on BlowOut (2003) and BloodRayne 2;[5][6] she found the latter jarring due to the oversexualization of the lead character. She worked as a senior game designer on the canceled Demonik and Ghostbusters: The Video Game (2009), and provided additional game design work on Kinect Star Wars (2012).[3] She found Ghostbusters: The Video Game "really fun to work on"[2] but was becoming restless and felt she "wasn't making the games I always wished I could make".[1]

Following the release of Ghostbusters: The Video Game, having spent seven years at Terminal Reality, Schatz began applying for positions at her "dream studios",[1] including Double Fine and Naughty Dog; she noted that she "wasn't that interested" in Sony's games until she played Naughty Dog's Uncharted: Drake's Fortune (2007), and had enjoyed the cinematic qualities of Crash Bandicoot and Jak and Daxter, so felt it would be a good studio to work with.[2] The studio was preparing to release Uncharted 2: Among Thieves (2009) at the time, which delayed Schatz's application and interview.[7]: 34:07  She had a phone interview with Naughty Dog, and was later flown out for an in-person test and interview in November 2009. As part of the test, she had to design a level in 30 minutes; by the end of the day, she was hired.[1]

Naughty Dog (2010–present)

[edit]
Schatz speaking at a panel with two others
Wondercon 2015
Schatz speaking at a panel
LiU Game Conference 2016
Schatz has presented at several conferences.[8][‡ 6]

Schatz's first day at Naughty Dog was January 6, 2010.[‡ 7] She began working at the company early in development on Uncharted 3: Drake's Deception (2011), designing the French château level, the foot chase, and the ending's underground and collapse segments.[1] She often referenced The Legend of Zelda when designing levels for the game,[2] and cited Don Norman's usability engineering research in guiding the player.[9]: 202  One of her strengths is dynamic environmental levels, such as collapsing buildings.[7]: 35:36  In April 2012, Schatz participated in a panel discussion at PAX East alongside game director Justin Richmond and community strategist Arne Meyer.[10] After the release of Uncharted 3, Schatz assisted with the final months of the development of The Last of Us (2013), providing additional design instead of creating from scratch; she designed the segment in which the player runs from an armored truck, as well as one of the final levels as the player escapes from the hospital, which she took over from designer Peter Field.[2]

Schatz participated in a panel discussion about queer identities in gaming at GaymerX in July 2014,[11] in a panel about game design at PlayStation Experience in December 2014,[‡ 8] and at a panel at WonderCon in April 2015.[8] For the development of Uncharted 4: A Thief's End (2016), Schatz was promoted to co-lead game designer,[12] overseeing level creation and checking in with artists and programmers working on them. She regularly met with game director Bruce Straley and creative director Neil Druckmann about the game's story and overall direction.[1] Schatz and user interface (UI) designer Alex Neonakis collaborated on the game's accessibility options,[13][14] having received emails and messages from disabled gamers requesting them.[15] Schatz noted the push for accessibility was initially a struggle, but they had much more support by the end of development.[3] Schatz designed the Scotland, Marooned, and No Escape levels, as well as some of the mechanics like rock climbing and slope sliding.[‡ 9] She felt Uncharted 4's crunch was Naughty Dog's worst.[16]: 55  Schatz spoke at the Wonder Women Tech Conference in July 2016.[‡ 6]

A 39-year-old woman with brown hair and a man with a dark beard and a cap smiling at the camera
Schatz was part of the leadership team for the development of The Last of Us Part II as co-lead game designer alongside Richard Cambier (right).[17]

In 2017, Schatz was named among the 100 Most Creative People by Fast Company "for helping the gaming industry evolve".[18] She began providing lectures in the level design course at CG Master Academy;[19] she learned more about her own design work by breaking it down for the classes, and found the process rewarding to see the students' improvement. She sought to continue supplemental teaching work in the future to guide aspiring game developers.[3] Schatz was part of the leadership team for the development of The Last of Us Part II (2020) as co-lead game designer alongside Richard Cambier.[20][17] In December 2016, she crocheted a yarn doll of Ellie, the game's protagonist, and provided instructions on Naughty Dog's website.[21] The game's depiction of queer and transgender characters was personally important to Schatz, though she anticipated it would receive criticism;[22] she helped the writers to create a transgender character, Lev, as Druckmann wanted to ensure appropriate representation.[7]: 42:10  Schatz was responsible for the addition of a rainbow crosswalk and transgender flag in the Capitol Hill level of the game, and designed a queer bookstore, working with writer Halley Gross.[‡ 10][7]: 42:10 

Schatz continued leading the studio's accessibility efforts for The Last of Us Part II, now alongside lead systems designer Matthew Gallant. They ensured these options were prioritized early in development.[23] Schatz felt Uncharted 4's accessibility options were "pretty sparse" despite the praise they received, and wanted to improve upon them in The Last of Us Part II.[24] She started working on the game's accessibility after being questioned about the options at GAconf,[25] wanting to ensure all players could complete the game.[26] Schatz and Gallant accepted the award for Innovation in Accessibility at the Game Awards 2020,[27] and Schatz accepted Outstanding Video Game at the 32nd GLAAD Media Awards.[28] She was co-nominated for Outstanding Achievement in Game Design at the 24th Annual D.I.C.E. Awards.[29] In June 2020, Arti Sergeev of 80 Level named Schatz as one of the six developers at Naughty Dog who "revolutionized the industry".[30]

Schatz is working as principal game designer on Intergalactic: The Heretic Prophet.[‡ 11]

Personal life

[edit]

Assigned male at birth, Schatz began the process of gender transition in 2012, coming out to her family and friends.[6] In late 2012, she began anonymously talking with human resources at Sony to discover more about the company's diversity guidelines. She came out to Naughty Dog's head of operations and organized a plan to send a company-wide email on March 14, 2014, which they coordinated with co-presidents Christophe Balestra and Evan Wells. The company set up the transition so Schatz had a new email address, business cards, and company head shot when she returned the following week;[31] her name was changed in the credits of The Last of Us Remastered (2014).[‡ 12] Nervous about the response, Schatz brought in cookies made by her wife.[11] In deciding to come out, she described the process as "less of an 'if' and more of a 'when'", as she was beginning to suffer emotionally by pretending to identify as male at work.[1]

Schatz and her wife Katy, a young adult fantasy novelist, live in Santa Monica with their daughter and cats.[6][‡ 13][‡ 14] Their daughter was born on December 24, 2017.[‡ 13] Some of Schatz's favorite games that have influenced her as developer include The Legend of Zelda: A Link to the Past (1991), Secret of Mana (1993), Final Fantasy VI (1994), and Super Metroid (1994). She has a particular interest in Metroidvania games due to the exploration and discovery of secrets.[1] Schatz participated in the 2017 Women's March.[‡ 15]

Works

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Video games

[edit]
Year Game title Role
2003 BlowOut Senior level designer[5]
2004 BloodRayne 2 Level designer[3]
2006 Re-Mission Level designer[3]
2009 Ghostbusters: The Video Game Game designer[3]
2011 Uncharted 3: Drake's Deception Game designer[3]
2012 Kinect Star Wars Additional design[3]
2013 The Last of Us Additional game designer[2]
2014 The Last of Us: Left Behind Additional game designer[2]
2016 Uncharted 4: A Thief's End Co-lead game designer[14]
2020 The Last of Us Part II Co-lead game designer[20]
TBA Intergalactic: The Heretic Prophet Principal game designer[‡ 11]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Emilia Schatz is an American video game designer specializing in level and , with nearly two decades of experience primarily at , where she has contributed to major titles including Uncharted 4: A Thief's End (2016) and The Last of Us Part II (2020). She holds a degree in from the and began her career at before joining in 2010 as a lead game designer focused on player traversal mechanics, such as climbing and navigation in game worlds. Schatz has emphasized accessibility features in her work, arguing that benefits all players, and she identifies as a transgender woman. Her contributions to 's projects have been part of teams receiving industry recognition, including nominations for game design awards and Media Awards for video games.

Early Life and Education

Upbringing and Influences

Emilia Schatz grew up as a devoted fan of Nintendo video games, with a particular affinity for the Super Nintendo Entertainment System (SNES), which she has described as holding a special place in her heart. This early engagement with gaming fostered an interest in interactive entertainment characterized by exploration and adventure, as evidenced by her fondness for titles such as The Legend of Zelda: A Link to the Past, Super Metroid, Final Fantasy VI, and Secret of Mana. Her family environment contributed to creative inclinations outside of gaming; Schatz's mother worked as an elementary school art teacher, a profession that influenced her appreciation for effective teaching methods in artistic subjects. These formative experiences with technology-driven play and creative laid the groundwork for her pursuit of and game development.

Academic Background

Emilia Schatz attended the from 1999 to 2001, pursuing studies in . As a , she participated in the Laboratory for Recreational Computing (LARC), a university group dedicated to exploratory projects in recreational , including programming and early game development experiments. This hands-on involvement offered practical training in coding and software tools, building foundational skills in areas such as scripting and interactive systems relevant to technical aspects of . Schatz graduated from UNT in 2001, having developed a multidisciplinary skill set through her coursework and extracurricular activities that emphasized computational problem-solving. No academic honors are documented in available records from this period.

Professional Career

Terminal Reality Period (2002–2009)

Schatz joined in , in August 2002, shortly after graduating from the , initially serving as a scripter responsible for programming level scripts that controlled the moment-to-moment player experience. Her early contributions included level design work on (2003), a , where she is credited as senior level designer despite her junior status at the time, indicating rapid advancement in technical responsibilities for enemy placement, objective scripting, and environmental layout. This role involved building playable spaces that balanced fast-paced combat with navigational challenges in destructible arenas. From 2002 to 2006, Schatz held the position of level designer, applying her scripting expertise to action-oriented titles such as (2004), a hack-and-slash game featuring Rayne navigating gothic environments filled with Nazi enemies and elements. Her tasks encompassed constructing levels with verticality, combat arenas, and puzzle-like sequences to enhance fluid traversal and enemy encounters, honing skills in environmental modeling and player pacing. She also contributed level design to Re-Mission (2006), an simulating cancer-fighting missions inside the , where scripting managed microscopic-scale battles and resource collection mechanics to educate young patients on treatment adherence. These projects spanned genres from arcade shooters to health simulations, allowing her to develop proficiency in adapting level architectures to diverse gameplay loops and technical constraints of platforms like and PC. In 2006, Schatz was promoted to senior game designer, a role she maintained until her departure in December 2009, overseeing broader design elements including integration of mechanics with levels. A key contribution came on Ghostbusters: The Video Game (2009), where as senior game designer she pioneered the Slime Tether mechanic, enabling players to manipulate slime-covered surfaces for traversal, combat, and puzzle-solving in New York City-inspired haunted locales. This innovation expanded environmental interactivity, requiring precise scripting for physics-based interactions and ghost-hunting sequences, and built on her prior experience to influence team-wide tool development for dynamic level prototyping. Over her seven-year tenure, Schatz's progression from scripting to senior design facilitated skill acquisition in procedural level generation, AI pathing for enemies, and optimizing environments for replayability, as evidenced by her credits across 15 titles during this period.

Naughty Dog Tenure (2009–Present)

Emilia Schatz joined in November 2009 as a game designer, initially contributing to level design during the early development of Uncharted 3: Drake's Deception (2011), where she handled segments such as the French chateau and Talbot foot chases. Her role expanded across subsequent titles, including lead design responsibilities on 4: A Thief's End (2016), reflecting steady advancement within the studio's demanding production cycles. In March 2018, Schatz was promoted to lead game designer alongside Richard Cambier, bolstering the design leadership team amid internal restructuring following Neil Druckmann's elevation to vice president. This positioned her as co-lead for The Last of Us Part II (2020), overseeing key gameplay elements in a project that spanned over five years with a core team of approximately 350 at . By 2020, Schatz had advanced to principal game designer, continuing at into 2025 with focus on tools development and features, as evidenced by her contributions to expansive customization options in recent projects. Her trajectory underscores progression through specialized expertise in a studio environment characterized by extended development timelines and high expectations for technical and creative output.

Contributions to Game Design

Level and Environmental Design Expertise

Emilia Schatz demonstrates expertise in level design by establishing precise environmental languages that guide player navigation through consistent visual cues and measurable affordances. In projects such as Uncharted 4: A Thief's End (2016), she defined shape grammars where rectangular forms signal climbable surfaces and rounded elements deny traversal, ensuring intuitive spatial understanding without explicit tutorials. This approach catalogs core mechanics—like climbing, rope usage, and ledge grabbing—and embeds them into the environment, such as yellow handholds for visibility and dangling ropes as grapple points, thereby enhancing player agency by avoiding misleading "teasers" like inaccessible barriers. Specific metrics underpin these designs, including climbable ledge heights limited to 3.5 meters or less, walkable inclines under 35 degrees, and buffer zones (e.g., 3.25–4 meters for dead spaces) to prevent confusion, as refined through playtesting to maintain fluid progression. Her techniques extend to environmental storytelling, where architecture manipulates pacing and immersion by evoking targeted emotions aligned with beats. For instance, in Uncharted 4, Schatz employed low ceilings and constricted passages early in sequences to instill pressure and fear, transitioning to expansive vistas for triumph, mirroring character arcs and sustaining engagement without disrupting flow. Broken ruins and cultural affordances, like implied doorways or ladders, further integrate depth with playable spaces, fostering causal links between environment and player interpretation—e.g., derelict structures believably support traversal while hinting at lore. Iterative prototyping forms the backbone of this process, involving playtests to identify issues like foliage collisions or ambiguous silhouettes (e.g., removing deceptive cracks from rock textures), followed by artist collaborations to preserve design intent from graybox to polish. In : Left Behind (2014), Schatz contributed to level layouts emphasizing enclosed, reactive environments that prioritize stealth and exploration agency, building on Naughty Dog's emphasis on readable metrics to heighten tension in confined . These methods collectively reduce player frustration by minimizing navigational errors, as evidenced by developer refinements that prioritize clarity over ambiguity, though quantitative engagement data remains proprietary; instead, post-mortem insights highlight sustained pacing through explicit denial and support. Her principles, drawn from hands-on iteration, underscore a first-principles focus on how environmental drives emergent gameplay behaviors.

Accessibility and Tools Development

During the development of The Last of Us Part II (2020), Schatz served as co-lead game designer and contributed to implementing approximately 60 options, including fully remappable controls, high-contrast visual modes, scalable UI elements, enhanced with speaker names and background noise descriptions, and audio-based cues for visually impaired players. These features enabled the game to be completed from start to finish by players with visual impairments, marking it as the first major AAA title to achieve such comprehensive playability without external aids. Empirical feedback from disabled gamers highlighted improved inclusion, with reports of enhanced engagement for those with motor, visual, and auditory challenges, though some noted limitations in haptic feedback customization. Schatz has also engaged in tools development at , focusing on programming support for level and environmental design workflows, as indicated in her professional profiles. While specific metrics on iteration time reductions remain internal to the studio, her emphasis on tools aligns with Naughty Dog's processes, which prioritize efficient prototyping and testing to maintain environmental coherence without compromising fidelity. As of 2024, Schatz's accessibility implementations in The Last of Us Part II have influenced industry practices, with similar options appearing in subsequent titles from other developers, reflecting a causal spread of verified effective features like audio cues and contrast enhancements rather than unproven advocacy-driven changes. In discussions that year, she noted the empirical value of barrier removal for broader player completion rates, supported by post-release data showing sustained use among diverse audiences. No major new implementations tied directly to her were publicly detailed in 2025, though her prior work continues to underpin Naughty Dog's standards for efficiency.

Personal Life and Identity

Family and Personal Interests

Schatz resides in , in proximity to Naughty Dog's studio, facilitating her professional commitments alongside family life. She identifies as a to a child, born circa , whom she has publicly described as "spunky" in a 2021 post. Among her personal interests, Schatz pursues crocheting as a creative outlet, notably crafting an amigurumi doll of the character Ellie from The Last of Us Part II and sharing DIY instructions via Naughty Dog's official blog in 2016; she has also produced larger crochet wall hangings depicting game interfaces. She plays the mandolin, including participation in casual bluegrass jam sessions, such as one held during a Naughty Dog departmental event. Additionally, Schatz engages in drawing and digital illustration, utilizing applications like Procreate on for practices in sketching and coloring landscapes.

Gender Transition and Public Disclosure

Schatz initiated her privately in 2012, beginning by to her wife, family, and friends over the ensuing years. This personal process preceded her workplace disclosure, during which she identified as a woman and adopted she/her pronouns. She has publicly signaled alignment with both and identities through profile flags on . In preparation for professional disclosure, Schatz consulted Naughty Dog's head of operations approximately six months prior to the announcement and anonymously queried Sony's on diversity policies. On March 14, 2014, she informed select coworkers before sending a company-wide , transitioning fully at the studio the following week with management support, including updated records, business cards, and addresses. Colleagues reacted with initial surprise but overwhelming positivity, attributing the supportive environment to the team's familiarity with diverse narratives in gaming. Post-disclosure, Schatz encountered sporadic online harassment, particularly on when engaging with topics like diversity, issues, and , though she noted it was less intense than that faced by more publicly visible figures due to her behind-the-scenes role. Despite this, her career at progressed uninterrupted; she advanced to co-lead game designer on projects including Uncharted 4: A Thief's End (2016) and The Last of Us Part II (2020), roles sustained by her established expertise in level design rather than identity factors.

Notable Works

Video Game Credits

Schatz contributed to several video games during her tenure at Terminal Reality, including as senior level designer on BlowOut (2003, PlayStation 2), level designer on BloodRayne 2 (2004, PlayStation 2) and Re-Mission (2006, Windows), and game designer on Ghostbusters: The Video Game (2009, multiple platforms). At Naughty Dog, her credits include game designer on Uncharted 3: Drake's Deception (2011, PlayStation 3), additional game designer on The Last of Us (2013, PlayStation 3) and its Left Behind expansion (2014, PlayStation 3), lead game designer on Uncharted 4: A Thief's End (2016, PlayStation 4), and lead game designer on The Last of Us Part II (2020, PlayStation 4).
YearTitleRolePlatforms
2003Senior Level Designer
2004Level Designer
2006Re-MissionLevel DesignerWindows
2009Ghostbusters: The Video GameGame DesignerMultiple
2011 3: Drake's DeceptionGame Designer
2016 4: A Thief's EndLead Game Designer
2020 Part IILead Game Designer
She received special thanks credits on later titles such as Uncharted: The Lost Legacy (2017, ) and The Last of Us Part I (2022, ), reflecting ongoing involvement with projects.

Other Contributions

Schatz featured in the 2024 documentary Grounded II: Making The Last of Us Part II, produced by , where she addressed development challenges including extended crunch periods and resulting burnout, stating, "I'm realising that I can't crunch like I used to." In public talks and interviews, she has shared expertise on level design principles, such as using architecture and player psychology to evoke emotions like excitement or tension; a 2018 video interview highlighted her approach to crafting critical paths that balance challenge and triumph. Schatz has discussed accessibility innovations in media appearances, including a 2024 NPR Indicator from Planet Money episode, where she described prototyping features like enhanced aiming aids and haptic feedback to accommodate diverse player needs, motivated initially by enabling her mother to play. For her influence on industry practices, Fast Company named her to its 2017 list of 100 Most Creative People in Business, citing her role in evolving game design toward greater inclusivity and emotional depth.

Reception and Impact

Achievements and Industry Recognition

Schatz joined Naughty Dog in November 2009 as a game designer and progressed to leadership roles, including co-lead game designer on Uncharted 4: A Thief's End and lead game designer on subsequent projects. In March 2018, she was promoted to lead designer alongside Richard Cambier, bolstering the studio's design department amid internal advancements. Her over 15-year tenure at the studio reflects stability in a sector known for frequent personnel changes, with contributions to level design in award-winning titles like the Uncharted and The Last of Us series. In 2017, recognized Schatz as one of the 100 Most Creative People in Business for advancing level design practices that improve player navigation and environmental storytelling in action-adventure games. Industry analyses have credited her specialization in puzzles and level layouts for elevating Naughty Dog's gameplay cohesion, as evidenced by her oversight of design teams on major releases. For The Last of Us Part II, Schatz received a co-nomination for Outstanding Achievement in at the 24th Annual in 2021, shared with Richard Cambier and Matthew Gallant, highlighting her role in the game's structural and pacing innovations. These accolades affirm her impact on peer-reviewed design excellence, independent of broader game honors.

Criticisms, Challenges, and Controversies

Schatz contributed to The Last of Us Part II amid Naughty Dog's intense crunch periods, which involved extended mandatory overtime during production. In the 2024 documentary Grounded II: Making The Last of Us Part II, she reported personal burnout, stating, "I am realizing that I can't crunch like I used to, I can't put everything I have into these games as much as I was." Naughty Dog acknowledged its historical reputation for such practices, which have been associated with developer health risks including physical exhaustion, deterioration, and long-term job dissatisfaction, as evidenced in industry analyses of crunch's effects. As co-lead game designer on Part II, released June 19, 2020, Schatz was involved in a project that sparked divided reception, with leaks in April 2020 amplifying backlash over narrative choices like the early death of protagonist Joel and emphasis on antagonist Abby's perspective. Some reviewers and players criticized these decisions as ideologically motivated, prioritizing themes of revenge, relationships, and muscular female characters over plot coherence and fan expectations, leading to a user score of 5.8/10 from review bombing. Following her 2014 public disclosure of , Schatz experienced online harassment, particularly on when advocating for diversity, rights, and in gaming. She described receiving occasional targeted abuse, though less intense than that faced by more visible colleagues, attributing it partly to broader industry prejudices against visible minorities. This contrasted with critiques from some conservative commentators questioning whether industry emphasis on diversity initiatives, including visibility for transitioned individuals like Schatz, sometimes elevates identity over demonstrated merit in hiring and promotions, though no specific allegations targeted her work directly.

References

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