the graphics software Autodesk Maya included dynamic hair strands and cheek flushness. In Part II, Naughty Dog wanted to increase the accessibility options introduced in Uncharted 4 to ensure that all players could complete the story. The developers attended conferences and worked with advocates like Brandon Cole and Can I Play That? media editor Steve Saylor during the process. The game has around 60 accessibility options, including audio clues, visual aids, and customizable controls. The team began planning the features during early production, which game designer Matthew Gallant felt was the reason they added so many; in particular, high-contrast mode, customizable controls, and text-to-speech required the most resources. The designers ensured that the game's tone and themes remained consistent with the accessibility options enabled. Schatz found the visual options particularly challenging due to the spectrum of visual impairments. When a developer suggested an accessibility option to censor the violence against dogs, Druckmann refused as it would impact the narrative too heavily. He felt that including an option to censor gore would lessen the discomfort intended by the story. Members of the team worked extra hours to ensure the addition of the accessibility options, despite Druckmann instructing them otherwise. Music production Gustavo Santaolalla returned to compose and perform the score, as he had done with the first game. He was tasked with creating the emotional, character-based tracks. Santaolalla worked on the game for around two to three years. Instead of scoring directly to the game's material, he created music based on the story pitch by Druckmann, and the two later collaborated to fit the music into the scenes, where it would occasionally require a minor rewrite. He delivered small parts of the music over time, often inspiring Druckmann to write new scenes based on the tracks. With elements of the game still in development, Santaolalla worked with the story, characters, and artwork to craft the score, though he felt that his work on the first game ensured that he was already familiar with "the visual language". He wanted to maintain and extend motifs from the first game while introducing new elements. Santaolalla continued to use the ronroco, his signature instrument used in the first game's main theme, as he felt it enhanced Ellie's qualities through feminine sounds. Part IIs main theme uses a banjo, which Santaolalla felt reflected the game's American setting and origin; he was initially hesitant in using it,