Welcome to the Emilia Schatz Hub! This community hub — built on top of and serving as a companion to the Wikipedia article — lets you discuss, collect, and organize everything related to Emilia Schatz.
Emilia Schatz came out as transgender to Naughty Dog on March 14, 2014. The
company had 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.
Emilia Schatz was born, marking the beginning of a life that would later become deeply intertwined with the world of video game development. Her early life and influences laid the groundwork for her future passion and career.
Early Work in Game Development
Early Career
Before joining Naughty Dog, Emilia Schatz worked at several game development studios, honing her skills and gaining valuable experience. These early roles likely exposed her to various aspects of game design, programming, and art, shaping her multifaceted approach to game development.
Joins Naughty Dog
2007
Emilia Schatz joined Naughty Dog, a pivotal moment in her career. This marked the beginning of her involvement with some of the most critically acclaimed and commercially successful video game franchises.
Uncharted 2: Among Thieves
2009
Emilia Schatz contributed to Uncharted 2: Among Thieves. It's difficult to tell which specific aspect of the game she worked on, however, this game received widespread praise for its cinematic storytelling, stunning visuals, and engaging gameplay, solidifying Naughty Dog's reputation and showcasing Schatz's collaborative abilities within a large and talented team.
Uncharted 3: Drake's Deception
2011
Emilia Schatz was a designer on Uncharted 3: Drake's Deception. She worked as part of a team who created intricate environments. Her expertise contributed to the game's immersive world and memorable set pieces.
The Last of Us
2013
Emilia Schatz's work on The Last of Us showcased her ability to create emotionally resonant and deeply compelling narratives within the interactive medium. The Last of Us became a landmark title, known for its mature themes, complex characters, and groundbreaking storytelling.
Uncharted 4: A Thief's End
2016
As Lead Designer for Uncharted 4: A Thief's End, Emilia Schatz played a crucial role in shaping the game's mechanics, pacing, and narrative. This project highlighted her leadership abilities and her commitment to pushing the boundaries of cinematic action-adventure games.
The Last of Us Part II
2020
Emilia Schatz served as Lead Designer on The Last of Us Part II, a highly anticipated and controversial title. Her leadership was instrumental in realizing the game's ambitious scope, complex themes, and divisive narrative choices. The Last of Us Part II sparked intense debate within the gaming community, further showcasing the power of video games to evoke strong emotions and provoke meaningful conversations.
Brief
Known For
Video game design, specifically her work at Naughty Dog on games like "Uncharted: The Lost Legacy" and "The Last of Us Part II".
Key Dates and Places
Born Date: February 18, 1979.
Career
Current occupation: Video Game Designer.
Current Place of Work: Naughty Dog.
Wikipedia Article
Welcome to the Emilia Schatz Hub! This community hub — built on top of and serving as a companion to the Wikipedia article — lets you discuss, collect, and organize everything related to Emilia Schatz.
Emilia Schatz came out as transgender to Naughty Dog on March 14, 2014. The
company had 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.
Emilia Schatz was born, marking the beginning of a life that would later become deeply intertwined with the world of video game development. Her early life and influences laid the groundwork for her future passion and career.
Early Work in Game Development
Early Career
Before joining Naughty Dog, Emilia Schatz worked at several game development studios, honing her skills and gaining valuable experience. These early roles likely exposed her to various aspects of game design, programming, and art, shaping her multifaceted approach to game development.
Joins Naughty Dog
2007
Emilia Schatz joined Naughty Dog, a pivotal moment in her career. This marked the beginning of her involvement with some of the most critically acclaimed and commercially successful video game franchises.
Uncharted 2: Among Thieves
2009
Emilia Schatz contributed to Uncharted 2: Among Thieves. It's difficult to tell which specific aspect of the game she worked on, however, this game received widespread praise for its cinematic storytelling, stunning visuals, and engaging gameplay, solidifying Naughty Dog's reputation and showcasing Schatz's collaborative abilities within a large and talented team.
Uncharted 3: Drake's Deception
2011
Emilia Schatz was a designer on Uncharted 3: Drake's Deception. She worked as part of a team who created intricate environments. Her expertise contributed to the game's immersive world and memorable set pieces.
The Last of Us
2013
Emilia Schatz's work on The Last of Us showcased her ability to create emotionally resonant and deeply compelling narratives within the interactive medium. The Last of Us became a landmark title, known for its mature themes, complex characters, and groundbreaking storytelling.
Uncharted 4: A Thief's End
2016
As Lead Designer for Uncharted 4: A Thief's End, Emilia Schatz played a crucial role in shaping the game's mechanics, pacing, and narrative. This project highlighted her leadership abilities and her commitment to pushing the boundaries of cinematic action-adventure games.
The Last of Us Part II
2020
Emilia Schatz served as Lead Designer on The Last of Us Part II, a highly anticipated and controversial title. Her leadership was instrumental in realizing the game's ambitious scope, complex themes, and divisive narrative choices. The Last of Us Part II sparked intense debate within the gaming community, further showcasing the power of video games to evoke strong emotions and provoke meaningful conversations.
Brief
Known For
Video game design, specifically her work at Naughty Dog on games like "Uncharted: The Lost Legacy" and "The Last of Us Part II".