This gallery another in a series that showcases 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 Scott Greenway (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
There were a lot (!) of door styles in the hospital, at the bottom of this gallery i've shared a little information on how we went about creating so many different styles to suit our requirements for the hospital
Kudos for the animation and design team on this 'unseen' animation sequence. Though the player can never be fast enough to see Nora race through this space clearly, her movement and animation is still present
Edgar did an awesome job of dressing this shelf with a lot of small props, then our foreground department would ensure that these would all react correctly to physics as Ellie is thrown against it
(Sound on) visuals are one thing, but the sound design in the game was really incredible