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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For 'The Lab' I worked alongside Todd Foster (modeling and layout) and Bethany Lo (lighting) as well as many other people across all departments, as always. I always enjoy the mass collaboration involved to bring a level like this to life, it's not only enjoyable, but essential to the development of such engaging experiences for the player.
Please enjoy this small gallery and stay tuned for more very soon!
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Though I worked across many levels in the game and all vehicles, St Mary's Hospital was my main level responsibility. I worked alongside Todd Foster to re-imagine this level for the PlayStation 5, hopefully giving it some new flavour along the way...
With so many shadow casting, runtime lights, physically breakable objects and complex characters on screen at once, this opening sequence was extremely difficult to optimise for performance. It's always tough to balance the visuals with our framerates