This gallery is part of my on-going series showcasing my work on The Last of Us: Part II.
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As well as being the vehicle specialist for the duration of the game, I also continued my role as a texture and shader artist with my usual level responsibilities.
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For this particular area, I worked in partnership with Edgar Martinez (modelling and layout) and Bethany Lowe (Lighting) as well as the rest of the fantastic Naughty Dog team, without whose contributions none of these levels would be possible.
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My main responsibilities included the creation and adaptation of textures and shaders for application to the environments and contained assets. The levels ended up being so huge that I also did quite a bit of modelling and additional set dressing, working back and forth with Edgar, to continually push and improve each other's work. I also spent a lot of time in researching a new asset pipeline for which these levels became our testing ground.
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Working on The Last of Us: Part II 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.
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I would also like to take time to thank our incredible outsource studios who time and time again prove to be so vital to our development of these worlds, their contributions are incredible and I am incredibly grateful to have worked with them.
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Edgar Martinez portfolio, please check him out! https://www.artstation.com/edgar_a_martinez
I liked the idea of these zip lock contamination doors as part of a containment protocol. I created the asset and Christophe Desse applied the awesome rigging and physics support
They also gave us a nice reveal moment as Abby passed through them, our talented design team scripted the face covering animations and faulty flashlight effects which really helped to sell this small moment
For those floors, I used marvellous designer simulation - zbrush refinement and substance painter for base textures. Then I created the flooring with this idea of modular panelling and some tricks for a fake transparency effect
I wanted the flooring to feel translucent, but that sort of shader is too costly. Here I fake translucency by using the diffuse map of the floor beneath as a low opacity overlay - so it looks like you can see through it to the surface beneath
Stuff like this is tricky though, the glass that leads to this room wouldn't render on top of the refraction. So I removed the alpha blend and created these vinyl advisory signs instead. They still broke like glass to reveal the tent behind. Cheap fix!
Here's a quick gif of my typical treatment for when infection meets the tent, spreading bile and rotting the shiny plastic. A lot of talented members of the team made these fungus assets, (Ben, Khanh, Alice and more - i salute you!).
And here's how those mechanisms functioned in game, we had a few variations of opening animations too which were really cool to see...side note, explosive shells in the shotty are lethal!
The sequence itself was a collaboration between myself and designer, Jonathan Gregoire. I hooked up shaders with emissive values that could he could script on/off etc. It took a lot of back and forth but the final power up sequence was a cool moment
This area also had a workbench...for these I used a special distance blend feature in the metal shader, to enable extra scratches and fine details that would blend on when the camera got close and off when it pulled away for optimisation