Game Analysis: The Last of Us

Summary

  • I analyzed The Last of Us because it is one of my all time favorite games and I think that it is such a creative game with a lot of amazing details in it.

Game Play Analysis

Formal Elements
The Basics
Name of the gameThe Last of Us
The platformPS4
Time played (should be at least 30 minutes)90 minutes
If you could work on this game (change it), what would you change and why?I think I would change the sneaking a bit. I would add the ability to go prone, as to hide better from enemies.
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?Yes
How does this affect play?It makes it a bit harder at times, due to the fact that you have no help from someone you can communicate with.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?The player is trying to survive a zombie apocalypse, while trying to get a girl, Ellie, to a group called the fireflies.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/MechanicsThere really are no rules, you just have to get through certain areas by killing people/zombies in any way that you can think of.
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?Typical PS4 controls are used. Left stick moves, right stick looks. Triggers shoot.
Was there a clear introductory tutorial?Kind of. The tutorial was a little confusing, but it all starts to get easier as you ease into the game. It starts off pretty slow, allowing for the player to get comfortable.
Were they easy to understand or did you find yourself spamming the controller?
Resources & Resource ManagementNOTES
What kinds of resources do players control?The player has to find all resources. Ammo, things for medkits, weapons, components for bombs, all have to be found by the player in the environment.
How are they maintained during play?You run out of materials pretty quickly, but they are very easy to find.
What is their role?Since all material must be found, without it, the player could never survive.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?The actions happen in real time with the player and enemies moving simultaneously.
How does play flow from one action to another?It flows very smooth
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player InteractionThe interactions are almost always direct conflict between player and enemies.
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?Yes. The whole game is driven by story. There are really no choices left up to the player, it is all predetermined.
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Not really. The narrative is just “zombie apocalypse”
Does it have emotional impacts?Yes. Within the first couple minutes, the main characters daughter is shot and killed, and that is pretty emotional.
Also, look for en media res (does it start in the middle of the game)?
The Elements in MotionNOTES
How do the different elements interact?They interact fairly well, there are some glitches here and there due to it being a fairly old game.
What is the gameplay like?It is very fast paced, lots of split second decisions have to be made on how to survive.
Is it effective?Yes
Are there any points where the design choices break down?Not that I can think of
Design CritiqueNOTES
Why did the designer make these particular choices?
Why this set of resources?They wanted to make the resources seem scarce as to mimic what a real disaster like this would be like
What if they made different decisions?It think any different decisions would have made the game less fun
Does the design break down at any point?Not that I can think of
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes. The environments are very beautiful with a lot of detail.
Did you find any bugs or glitches?The environment never glitches that I have seen.
What about sound?The sound is very well done. The original music is very calm and soft, typically heavy on guitar and it fits very well with the gameplay
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?One major challenge is the main character and the girl he is protecting not getting along at first. They don’t trust each other and this causes some challenges that gets people killed
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Yes it is replayable. I have played it multiple times and find new things every time
What is the intended audience?Teens and adults due to the violent content
What is the core, the one thing you do over and over, and is it fun?The core is honestly just killing enemies and yes it is fun due to the variety of ways it can be done.

Week 14 – Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • I spent the last week doing more catching up in all of my classes.

CLASSROOM (THEORY & ANALYSIS)

  • I played The Last of Us

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • It was raining so I was unable to go for a walk, but I sat outside on out covered patio for about 15 minutes. I didn’t really think about much, I just used to time to relax and get away from school work and things like that.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that it is a bit harder to analyze a game than I initially thought

Game Design – Week 13 – Changes

SUMMARY

  • I spent a lot of time this week finishing the final things that I need to do to be completely caught up by the end of the semester.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Construct 3 – Javascript

  • I am now on the Math Operators lessons

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
  • Dynamics
  • Aesthetics

LAB (THEORY PRACTICED)

  • According to Wikipedia:
    • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  • At least one idea per category, but feel free to add more you your favorite categories
  • Write a short sentence for each idea with these three elements included in each description
    • Someone or thing fighting/struggling against Someone or thing for Someone or thing
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE
  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • Place idea here… A game about
  2. Fantasy (Game as make-believe): Imaginary world.
    • Place idea here… Set in an ancient world where the main character is a giant, fighting against unseen forces of evil to save the whole planet
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • Place idea here… A game about a man whose wife goes missing. He has to then follow clues to figure out who took her. The game is more story driven, therefore the game kind of directs the player in the right direction.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • Place idea here… A zombie game where the player has to do everything by himself. Limited tutorials, no guides, just common sense and trying to survive.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • Place idea here… A multiplayer game that is a treasure hunting game, and the players (up to four) have to figure out the clues and work together to find the treasure
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • Place idea here… A game that is set in a normal world. Fully open world, almost like a simulator game because the player can explore and lead whatever life they want.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • Place idea here… A simple game where players can design their houses in first person.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • Place idea here…
  • I was able to go for a short walk where I thought about my productivity in school. I set a goal for myself to not allow myself to have missing assignments like I did this semester.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • While looking at the Construct manual, I learned that there are a lot of working parts to construct that are kind of confusing, but they also make it very clear by explaining how everything works beforehand.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • I learned that Construct is a pretty good tool for working with a team. It is set up in a way that allows things to be easily accesible to all people in the group that you are working with.

WHAT I LEARNED and PROBLEMS I SOLVED

  • This week I learned about all of the different aesthetics for video games and how to brainstorm game ideas around those aesthetics.

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • The last week, I have just been spending a lot of time trying to finish up missing work so that when we get back from winter break I will be all caught up.

PRACTICE ROOM (TUTORIALS)

  • Set a timer for 30 minutes in this ‘room’
    • Continue with either ONE of the scripting languages below, Javascript (Construct 3 / PlayCanvas) or C# (Unity)  (NOT BOTH)

Construct 3 / PlayCanvas – Javascript

  • I am halfway through the “data types” lessons

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • I learned that construct 3 is a very helpful tool to learn game designing easily and that it works well with JavaScript.

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • I was unfortunately not able to go for a walk because it was raining very hard, but I was able to sit outside on our covered patio and just relax which was nice.TT

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I struggled to make more than just a simple character running around because I didn’t want to end up making the exact same thing as the tutorial.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that even just making a cartoon character walk in a game is very difficult.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

SUMMARY

  • This past week I have been spending a lot of time trying to get things done. I have been working to get completely caught up on all of my missing schoolwork.

PRACTICE ROOM (TUTORIALS)

PlayCanvas – Javascript

  • I worked on the “Comments” lesson today

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

You are going to learn to develop your own version of David Allen’s Getting Things Done (GTD) process in this ‘room.’

  • I have learned that I really need to start using the GTD system because I never write things down, I always just keep them in my head, and this causes me a lot of stress trying to remember everything, which then causes me to procrastinate.
Screenshot from Animated Book Summary And Review at YouTube

Examine Two GTD Maps: Basic and Detailed

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that taking the time to make a GTD system for yourself is a very helpful use of time because it allows you to get your thoughts out of your head and onto something where you can physically see them.

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

  • I spent a lot of time this week making sure that I was caught up on things in all of my classes, but especially this one.

CLASSROOM (THEORY & ANALYSIS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk
  • I learned that GTD is really just about prioritizing things however you feel is right, you don’t need any fancy tools to keep you organized, as long as what you are using works for you. You should also try and never have things just sitting in your head, you should try and find an appropriate place to “park” these things where you will see them at least once a week.

PRACTICE ROOM (TUTORIALS)

In this ‘room’ you are going to try Getting Things Done (GTD).

STEP 1: MAKE A LIST

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • History lecture: F&I War 1&2
  • GTD part 2 blog post
  • Updating workflow blog post
  • Week 13 blog post
  • Sport med lesson 1,2,3,4
  • Chemistry project
  • Read a poem for English

STEP 2: NOTICE WHAT YOU NOTICED

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • History lecture: F&I War 1&2
  • GTD part 2 blog post
  • Updating workflow blog post
  • Week 13 blog post
  • Sport med lesson 1,2,3,4
  • Read a poem for English
  • Chemistry project

STEP 3: SET A TIMER

https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW
  1. Set a timer for your first task
    1. Decide how long you think it will take before you start
  2. Start working
  3. Repeat this process for 45 minutes for as many tasks as you can complete, then take a 15-minute break

Start steps 1 through 3 again, repeat for your school day

Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
  • I think that if I had a effective GTD system set up, I would be much happier and less stressed out. I struggle to stay motivated which puts me behind, which in turn makes me less motivated, so I have more to do. I need a system to put my thoughts down to make them easier to achieve

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that all of the work I have isn’t actually that hard, as long as I dedicate time and effort to it, and as soon as I do that, I will be much more successful and a lot happier.

Logic, Flowcharts, and Coding

“Code” by mutednarayan is licensed under CC BY-SA 2.0

PRACTICE ROOM (TUTORIALS)

  • Set a timer
  • Spend up to 15 minutes in this ‘room’ on either ONE of the scripting languages below, Javascript or C#  (NOT BOTH)

PlayCanvas

Screenshot from Sololearn.com
  • I completed lesson 2

CLASSROOM (THEORY & ANALYSIS)

Image from https://monkeyblogmonkeydo.com/2010/07/19/so-duh-pop-quiz-classic-video-game-flowchart-edition/
  • Only 1 start point
  • Sometimes multiple end points
  • Typically, when using the diamond, the line coming out of the bottom is a “Yes” and the line coming out of the right is a “No”

Mr. Le Duc’s Flowchart Shape Guide

More Flowchart Creation Resources

LAB (THEORY PRACTICED)

  • I have found after making my flowchart, that flowcharts for games are actually a lot harder to make than it may seem. It is not as straightforward as I thought it would be
  • https://drive.google.com/file/d/1OxgQb0uL0OsL0DGs9zpaOZ1URg9jKz_R/view?usp=sharing

WHAT I LEARNED and PROBLEMS I SOLVED

  • I have learned that game design actually takes a lot of dedication and problem solving. You can’t just expect to know everything right off the bat, it takes time. One problem I solved was more of a mental problem. I struggled to stay motivated throughout this post, but i eventually pushed through and got it done.

Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • I thought it was really cool to learn about all of the different parts to making a game.

PRACTICE ROOM (TUTORIALS)

CLASSROOM (THEORY & ANALYSIS)

  • Finding the Minimal viable product is what can keep your game from falling apart. To find it you have to cut the game down to it’s core functions, meaning the things that are needed to keep it working, without the extra stuff.

Game Genres from the Simplest and Most Difficult to Create

  1. Racing Game
  2. Top-Down Shooter
  3. 2d Platformer
  4. Color Matching Puzzle Game
  5. 2D Puzzle Platformer
  6. 3D Platformer
  7. FPS
  8. JRPG
  9. Fighting Game
  10. Action Adventure
  11. Western RPG
  12. RTS

LAB (THEORY PRACTICED)

  • To play a game like a designer, you must learn how to observe, while still having fun and try to understand why you’re feeling the way you do. The FOO strategy allows your game to be too easy, but this can be a good thing. It can help beginner players not struggle so much in an online multiplayer, but it can also be very bad because it can ruin your game by making it too easy

STUDIO (GAME DESIGN)

  • 1. A simple racing game
    • It will be a cartoon racing game, so it is not too hard to make the cars and the detailed tracks. The race tracks will be fairly curvy and there will be obstacles in the way that will mess up the driver, like oil spills, cracks in the road, cones and other things like that
  • 2. A fighting game
    • Similar to a Mortal Kombat or street fighter game. There will be a few characters to choose from. there will be different objects in the environment that can be thrown around to help you win. There will be a health bar at the top for both characters and a timer in the middle.
  • 3. A tropical survival game
    • You are on a boat and it sinks. You get into a life raft and find an abandoned island. You must learn how to craft certain objects to survive, such as, knives, fire, shelters of various difficulties, water catchers and other things like that. It would ideally be a first person survival game, but it might end up being a top down game, since that is easier to make
  • 4. Parkour game
    • A third person parkour game with different levels that progressively get harder and you will be ranked on a 3 star system of how well you did. The levels will be realistic settings, not just floating platforms in the sky
  • 5. A horror puzzle game
    • You wake up after being kidnapped in a small partially lit basement. You must find different phrases hidden around the house to type them into a screen at each door so that you can open the next room and eventually escape. These phrases could be carved into the wall, written on mirrors, on pieces of paper, etc. And don’t let the scary guy catch you

WEEKLY ACTIVITY EVALUATION

  • I had a lot of fun with this blog post, learning the basics of how to actually develop a game idea. It gave a cool insight into how games don’t need to be super complicated to be good.

Developing Quality Workflow

What is Workflow?

Image Creative Workflow from Behance.com, https://www.behance.net/gallery/27919515/Creative-workflow-GIF

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” – lexico.com

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage.  Read on and find out!

Stages of Creation Development

Inspiration

How do we find ideas to develop?

  • Some tools that a person could use for inspiration could be other people’s work (just be sure not to plagiarize), Brainstorming ideas can also be a great way to spark creativity.
  • Not all processes work for everyone, so people just need to find what will work for them, but time management is a major one.
  • Quality can’t really be measured, it is very subjective. The only way you could measure the quality of inspiration could be just how well something gets from idea to fruition.
  • I think that the only person who can measure quality is yourself. Only you can truly judge how good your ideas are.

Intention

How do we clarify our specific goal(s) for a project?

  • Planners, calendars, and folders could all be used as tools to help you with your intentions. Basically anything that can keep you focused will help.
  • You should use whatever processes work you, whether that is keeping a planner so you can write things down or setting a reminder on your phone since you’ll always have it with you. It is just finding whatever is right for you.
  • You can measure quality of intention by how organized and thought out a person is. How well are they able to stay on task.
  • In a school setting, teachers measure quality of intention, as well as students. If a student is overwhelmed, their intentions probably aren’t very clear.

Pre-production

How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • The tools that can be used for this stage are similar to the last, as well as you can use a partner for help
  • You can decide with your partner or team what processes will work for everyone
  • The quality in pre-production can be measured in how well you are working with your group, and how long it is taking to plan things out
  • You and your team should decide how much quality there is. It is up to you all on how well you are working together.

Production

How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • You can use any tool that will allow you to effectively make your game turn out how you want it to.
  • Any process that is going to help you and the production team form a quality game
  • Quality can be measured in how playable your game seems each day, and if you are progressing towards that “perfect” game.
  • You, your team, and potentially any people you have come and test your game randomly to check for any bugs or errors that could be fixed.

Post-production

How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • You can use people to come in and test the game to make sure that it is nice and polished and ready to be revealed.
  • Whatever process you find that allows you to ensure that your game is as good as it could possibly be.
  • How likely is the game to be bought or enjoyed by someone else. Are there any bugs or errors in the code?
  • Testers, and the team

Presentation/Performance

How do we share our project with our learning community, advisory members, and the world?

  • Presentations can be good for a formal unveiling, but social media can also be a great way to get the word out about the game.
  • Use the tools stated above to make the absolute best hype you can for the game, get people excited.
  • How the people you are presenting to react, are they excited? Bored?
  • The audience

Feedback

How do we conduct a feedback session at the end of the project development cycle?

  • Use the whole team to answer questions.
  • Be able to accept constructive criticism, no one is going to make an absolutely flawless game that no one has any complaints about, so know how to take the feedback.
  • Quality can be measured by how well you take the feedback and make changes to your game
  • I think that it is up to you to base how well you took the feedback, did you truly take it to heart and do your best to fix the complaints?

Recipe for success: Paul de Gelder

Born March 23, 1977, in Melbourne, Australia

Personal Success Definition

I define success as anyone who is doing what they love in life, while also helping as many people as they can.

Paul de Gelder has achieved so much in life, he was able to make a major difference for his home country of Australia by serving in the army as a paratrooper and in the navy as a bomb disposal diver. He is now continuing to better the world around him by working as a passionate environmental activist, motivational speaker, and mentor to children in his home town

Skills for Success

Paul de Gelder is successful because of his 1)His drive 2)his unwillingness to give up 3) and his heart. Paul was kind of a troubled child growing up, he caused a lot of mischief but he was able to get his life back on track when he joined the Australian army in 2000 at the age of 23. In April of 2006 he officially switched into the navy as a diver. But it was in February of 2009 that he was attacked by a 9 foot bull shark while diving. He lost his right arm and right leg to the shark.

Paul in his Navy uniform after being attacked

How Paul Uses These Skills

His drive in life is what led him to give up his life of partying to serve his country to get his life back on track. without his drive, he likely wouldn’t be where he is today. His unwillingness to give up can be seen in many parts of his life. Military training is very rigorous and he could have given up at any point but he didn’t. When he had his shark attack he could have very easily just given up, but instead he decided to persevere through his physical therapy and become a better, stronger person because of it. Paul also has a huge heart. He works as a motivational speaker for other amputees, he also does a ton of environmental work with sharks, despite the fact they almost killed him. Instead of believing that sharks are evil man eaters, he decided to take it upon himself to learn about these beautiful creatures in their habitat. He continues to dive with sharks while educating people on this very misunderstood animal.

Challenges Overcome

Paul has faced many challenges in life despite the obvious challenge of losing two limbs in a traumatizing shark attack. He was the oldest of four growing up, and his dad was a police officer, meaning he was gone often. this left his mom to raise him and his siblings practically alone, and with Paul being the oldest, he was given the least support. He then struggled to hold a job for a while, working in strip clubs, bars, and even trying to start a career as a rapper. When he was attacked by the shark, his hand was completely gone, his hamstring was shredded and his sciatic nerve was torn. The pain he felt in the hospital was so horrible that he thought about ending his life then and there, but he persevered. He has suffered from PTSD ever since, but instead of hiding from his fear, he faced it head on and now has a incredible passion for the very thing that almost killed him.

Paul hand feeding a bull shark, the same kind of shark that tried to kill him.

Significant Work

Paul has wrote a book called “No Time For Fear” where he details his whole life from his childhood, his career in the military, to post shark attack. He has been featured on the Discovery Channels “Shark Week” where he has been a part of many research projects from tagging, to monitoring migratory patterns. He has also become part of an anti-poaching team in Africa to hunt poachers and film the amazing work done by the Rangers there for “FEARLESS”, aired on National Geographic. Paul has been recognized as one of the top fifteen most inspirational Australians and top ten speakers.

Resources

https://blog.padi.com/wp-content/uploads/2019/04/PauldeGelder.jpg