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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(Includes audio) Much of this sequence would feature in a big story trailer for the game, this would mean shader and lighting adjustments per shot sometimes, to ensure everything looked as good as possible
It was a great experience to work alongside technical artists, Alex Rivera and Charlotte Francis, who were responsible for the rigging setup and the many, awesome, animated glass fractures and destructible elements of the truck
In the original game, this reflection seen on the glass was added in post I believe, but for our new version, everything was real-time. I worked with technical artist, SIchen Liu to come up with this fake reflection using a scrolling shader. A fun trick
(trigger warning - this scene is a little violent) A lot of scuffling and fighting in and around the vehicle interior here. Alex did a great job in rigging all of the interior parts for animators to do their magic
I worked with our vfx team to apply a new system that tied my emissive shader to the vfx lens flares and runtime lights for this quick shot. It allowed us to perfectly time all three of those elements together to achieve the blinking head and tail lights