The Last of Us: Part I is a particularly special project for me, my enjoyment of the original game inspired me to pursue a career at Naughty Dog and this was the first project for which I was promoted to the position of Principal Artist. I fulfilled this role for the duration of the project and it was an incredible learning experience.
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As Principal, I was tasked with expanding upon, and developing new art pipelines that would help empower the environment team to create a visual experience that could truly harness the full potential of the PS5. I also took ownership of some very technically challenging sequences and was responsible for creating many of the modular assets and shaders that would be shared across the project.
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I continued my roles as the Vehicle Specialist (asset creation, art/technical pipeline, management of library) and as a level artist (textures, shaders, modeling etc).
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This has been my third Naughty Dog title and it has been an incredible experience and as always, it takes a monumental team effort in order to make such amazing games. Without the hard work and dedication of the entire team, across all departments, none of this would be possible. Please do check out all of the posts from the other incredible Naughty Dog artists!
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Please enjoy this small gallery and stay tuned for more very soon!
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This shot would be the opening to our official announcement trailer. The environment was worked on by other talented artists prior to me, and I was tasked with applying final polish/look adjustments to the area to try and push it even further
As I'm also responsible for creating all of the vehicles, I was simultaneously working on their models/shaders, as well as the environment. Getting the right reflection response on the taxi and clear read on the hunter bus proved particularly challenging
Topher and I worked together, along with our outsource partners, to redesign the hanging art pieces on the back wall, as with all iconic spaces, we wanted to preserve the 'feeling' of the original space, whilst improving it wherever we could
Interesting surface response is something I always try to push in my work. Even with the weathered and grungey look to many parts of the environments, I always like to try and get metallic elements to respond to lighting and reflections well