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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(All video includes audio) I personally really love these IGC (in-game cutscene) sequences, they give us a chance to direct the game play in a very cinematic way. In this case the player is in control during key moments of an otherwise, scripted sequence
In very wet and glossy lighting/material scenarios I pay particular attention to specular occlusion, so areas that would be in shadow do not reflect unrealistically. For this bus I manually paint and IBL occlusion mask to solve that particular issue
Here's a more detailed breakdown video, with some annotations in place to help describe the shader and scripting work that went into these intense few seconds of action
And the final sequence as it appears in-game. Those animated droplets were also scripted to turn on briefly as the shattered door swings open - it's a split-second detail that many will miss, but I like to think it's worth adding for those that catch it