I had two roles on The Last of Us: Part II, one as the vehicle specialist (asset creation, art/technical pipeline, management of library) and the other as a level artist (textures, shaders, assets etc).
The military vehicles were a really great challenge to undertake. I was responsible for the full pipeline, including their concept and design, all modeling, high poly to low poly, baking, texturing, shader setups etc. The challenge for these mainly came from the design aspect, as we always need to be mindful of existing IP's and ensure that our own military vehicle designs are completely unique to The Last Of Us: Part II. I did a lot of research to ensure that this vehicle set would be recognisable and yet would also feature enough unique design elements so that we could call them our own. Hard surface modeling and design is always something I really enjoy so getting to make all of these was one of the most enjoyable parts of the project for me
I'm also indebted to my friend Tyler Moore, in the final stages of production he was invaluable in helping to troubleshoot the thousands (!) of collision, traversal, cover and melee bugs that we ran into. Tyler also was instrumental in ensuring that background artists had the vehicle variations they needed. I had set up the template materials to define the 'looks' for each vehicle type and Tyler did a great job of propagating those looks to other vehicles when bg required them, as well as helping to optimize 'the fleet' when the time came.
I'd also like to thank my Leads, Andres Rodriguez and Christian Nakata for trusting me with such a monumental task and for their support along the way, as well as Waylon Brinck, Florent Devillechabrol, Ke Xu, Steven Tang and Dongsub Woo (and many others) for their technical and graphics expertise that was essential in the process.