*Spoiler warning*
---
*Flashing lights warning*
---
This gallery contains certain images/sequence that reveal story details in The Last of Us: Part II, some are graphic and there are also short video clips that featuring flashing lights
---
This gallery another in a series that showcases my work on The Last of Us: Part II.
---
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.
---
For this particular area, I worked in partnership with Edgar Martinez (Modeling and layout). Our process for this level differed a little to our others however, Edgar worked on this independently to begin with, porting over the assets and corridor from the first game and completing the first pass on the model/asset swaps for the different level scenarios. From there, I took responsibility for the remainder of the work, which included the final art, additional prop modeling, set dressing and technical setup for the various level swaps (there is a clean and dirty version, with various lighting scenarios for this particular level). Towards the end, Edgar and I teamed up once more to ensure the level was bug free! Lighting for these sections was done by Boon Cotter, Bethany Lo and Mark Shoaf and as always, a huge thanks to the rest of the fantastic Naughty Dog team, without whose contributions none of these levels would be possible.
---
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.
---
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.
---
Edgar Martinez portfolio, please check him out! https://www.artstation.com/edgar_a_martinez
(Includes audio) Much further into the game, we revisit these moments as Abby, she has heard about the intruder and rushes to her father...
I remembered this red door and the importance it had from the first game, so wanted to do it justice in the remake. I remade the graphics and used a combination of detail and blend shaders to achieve some extra macro detail that we see on the surface
*GRAPHIC* This is quite a heartbreaking moment as you experience it for the first time in game. The blood pool I placed here I would later create a new, aged and smeared version of for Ellie's return...these small details are so much fun to consider
*GRAPHIC* At a later point in the game, I needed to create a version of the surgery that was 'mixed' with a forest for a nightmare sequence. I loved this idea and the wetness and overgrowth shader pass was both challenging and rewarding to complete
(includes audio) In contrast to the nightmare sequence, Abby returns once more in a dream sequence. Again, new lighting, slightly altered set dressing and shader treatment were required, but this is one of my favourite sequences in this environment
Here i'm demonstrating how these types of blends would be applied and then also how I use two uv sets on my wall, the second giving me control over where I place my mural details
My hospital floor shaders took a lot of refining, but mostly in the roughness map, to achieve the warping and subtle scratches that these floors typically accrue over time
Finally at peace...