The Last of Us: Part II...Basement fight

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 Antoine Deschamps (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

Seemingly cornered and with nowhere else to turn, Ellie jumps, taking Nora with her. The WLF pursue them into this long abandoned lobby area...

Seemingly cornered and with nowhere else to turn, Ellie jumps, taking Nora with her. The WLF pursue them into this long abandoned lobby area...

(All videos have sound, please enable to hear a small sample of the work our amazing audio team do)

Though the action here is pretty fast and frantic, Edgar and I still worked hard to set dress and give the spread of infection a 'story' with these corpse vignettes

Though the action here is pretty fast and frantic, Edgar and I still worked hard to set dress and give the spread of infection a 'story' with these corpse vignettes

The torchlight and the deep red lighting made this area particularly memorable for me. Great art direction as always from John Sweeney

The torchlight and the deep red lighting made this area particularly memorable for me. Great art direction as always from John Sweeney

searching...

A lot of these lab table and medical shelves were built from another of my modular kits, mixed with specific sets of tiling textures for large surface areas

A lot of these lab table and medical shelves were built from another of my modular kits, mixed with specific sets of tiling textures for large surface areas

The morgue area, I tried to imagine this body being enveloped over time by fungal growths, attempting to pull itself away before succumbing to them...pretty gross to work on, but also fun

The torch bounce light illuminating the volumetric fog also made for some beautiful and eerie lighting moments

The torch bounce light illuminating the volumetric fog also made for some beautiful and eerie lighting moments

(Sound on) The clickers using their sounds to 'see' their environments is just as scary as it ever was

The presence of both the WLF and the clickers in-waiting meant that while at first this is a challenging combat space, clever players can use the two enemies against each other...

The presence of both the WLF and the clickers in-waiting meant that while at first this is a challenging combat space, clever players can use the two enemies against each other...

hiding...

hiding...

These gas-mask WLF look so bad-ass, the way they search the environment makes this scenario so tense

Face-off...

Face-off...

clearing...

clearing...

Watching the WLF cover each other and fight off the infected, using their military tactics to outsmart them (and sometimes failing) is so cool. Once the skirmish is over you can pick off any remaining foe

Reflections are something I tend to prioritize in my environments, I wanted to convey that 'wobbled' reflection in all of the medical flooring, using puddles strategically near light sources also amplified this

Closing in on Nora now...

Closing in on Nora now...