The Last of Us: Part I...Teaser gallery

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 etc) alongside Naughty Dog Lead Artist, Todd Foster (modelling and layout on the Firefly Lab).
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I have a lot of work to dive into and i'm excited to try and bring breakdowns and insights into some of our workflows, but it's been important to me to also take time to rest and as this is a process I love, I really want time to enjoy it.
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I'll be uploading additional galleries along with detailed information and break downs in the coming weeks (months heh) and I hope those of you that are interested will enjoy some of these galleries to come.
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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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(Please allow a moment to load) I worked closely with Alex Rivera and our OS partners in bringing a new lease of life to this hero vehicle for the opening level in the game. There were a lot of challenging shaders in play and it was great fun to work on.

The vehicles seen throughout this level also presented a new challenge, clean and un-aged paint/details. I worked with Barry Evans to create a new look for them that involved the development of a brand new car paint shader with clear coat features.

The vehicles seen throughout this level also presented a new challenge, clean and un-aged paint/details. I worked with Barry Evans to create a new look for them that involved the development of a brand new car paint shader with clear coat features.

I also had the pleasure of working on many levels in the game, helping to polish this entire space and this final shot for our announcement trailer.

The Hotel Grand Atrium was an iconic space from the first game, it was a great privilege to work alongside Topher Sassman to reinvent it for the PS5

The Hotel Grand Atrium was an iconic space from the first game, it was a great privilege to work alongside Topher Sassman to reinvent it for the PS5

There were many other 'hero vehicles' throughout The Last of Us: Part I too. I was able to further refine a new shading pipeline that would allow us to achieve high fidelity details for the interiors, without sacrificing texture memory

There were many other 'hero vehicles' throughout The Last of Us: Part I too. I was able to further refine a new shading pipeline that would allow us to achieve high fidelity details for the interiors, without sacrificing texture memory

Bill's truck was one such 'hero vehicle' that presented the technical art team and I many challenges. Technical Artist, Alex Rivera and I worked closely on achieving the final look, I hope to provide details on my texture and shader pass soon

I also worked with Alex Rivera again on this exciting sequence, the unstable bus that would sink, trapping Joel inside...

I also worked with Alex Rivera again on this exciting sequence, the unstable bus that would sink, trapping Joel inside...

It provided a great opportunity for animated, shattered glass effects as well as streaking water drops and wetness effects. I'll try to do more fun breakdowns in the coming months

The lighting and challenges that the glass and wetness shaders provided meant this was a difficult sequence to work on, but i'm excited to share more once i gather more images and videos...

The lighting and challenges that the glass and wetness shaders provided meant this was a difficult sequence to work on, but i'm excited to share more once i gather more images and videos...

I also supported our snow teams with a small library of shaders. In order to achieve the look I wanted for this ice shader, I worked closely with Rosy Fu, who engineered new ways in which shadows would work with the parallaxing technique I employed here

The Firefly Lab was my main level assignment, working alongside Todd Foster and Lanaea Bowie, we re-imagined many areas to give it a new look for the PS5

The Firefly Lab was my main level assignment, working alongside Todd Foster and Lanaea Bowie, we re-imagined many areas to give it a new look for the PS5

I had the pleasure of working with Boon Cotter and Brandon McDonald as well (lighting artists) to create some really interesting lighting effects as a way of giving each area in lab a unique identity.

In my role as Principal for the duration of the project, I also had the responsibility of prototyping some new trim techniques alongside building multiple 'kits' of shared, modular assets. I'll hope to show more of these over the coming months

In my role as Principal for the duration of the project, I also had the responsibility of prototyping some new trim techniques alongside building multiple 'kits' of shared, modular assets. I'll hope to show more of these over the coming months