# Former Naughty Dog artist says he worries ‘new tech’ will mean current games end up like historical buildings people marvel at

> **Key Architectural Takeaway:** An artist who previously worked at Naughty Dog says he’s worried that new technology will lead to today’s games being lauded in the future in the same way as historical buildings.

**Published:** 2026-10-13T13:45:41+00:00 
**Source:** Valve Steam Community Global News 
**Category:** open-gaming 
**Canonical URL:** https://fosswire.org/news/former-naughty-dog-artist-says-he-worries-new-tech-will-mean.html 

## Executive Summary
An artist who previously worked at Naughty Dog says he’s worried that new technology will lead to today’s games being lauded in the future in the same way as historical buildings. Matt Radford, who was a VFX artist on games like The Last of Us and Uncharted 4, was speaking to the Kiwi Talkz podcast and was asked about the work that goes into a modern game these days. Radford said he was surprised at the amount of criticism that Naughty Dog figures like Neil Druckmann and Bruce Straley have received over the years, considering they’re “giving their lives to make art that we all love”, and that soon we may no longer have games crafted entirely by hand.

## Architectural & Systems Analysis
From a graphics pipeline, kernel sub-system, and runtime compatibility perspective:

- **Translation Efficiency:** Minimizing DirectX/Vulkan mapping overhead (DXVK, VKD3D-Proton) delivers deterministic frame times.
- **Kernel Synchronization:** Integration of wineserver optimizations with fsync/futex primitives eradicates multi-threaded bottlenecks.
- **Engine Neutrality:** Open engines like Godot provide a genuinely vendor-independent development target.

## Impact on the Open Ecosystem
Solidifies Linux as an uncompromising, tier-one operating system for high-performance interactive 3D computing.