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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For 'The Lab' I worked alongside Todd Foster (modeling and layout) and Bethany Lo (lighting) as well as many other people across all departments, as always. I always enjoy the mass collaboration involved to bring a level like this to life, it's not only enjoyable, but essential to the development of such engaging experiences for the player.
Please enjoy this small gallery and stay tuned for more very soon!
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In this video I go through the texture/shader passes I created in order to sell the plastic fabric look that we'd use throughout the level. I liked this approach a lot as it meant I didn't need to bake high to low poly meshes but could still good detail
Wet carpets around leaky water dispensers was a fun detail to add, for wetness I darken the diffuse, increase the specular, reduce the detail normals and also introduce a 'warp' effect to suggest the carpet has misshapen over long periods of remaining wet

I have worked on many iterations of this corridor across both TLOU I and II and across the games various timelines. In TLOU II Ellie returned to this place years after these events, you can see that gallery here: https://www.artstation.com/artwork/WKdBRJ
You can see some further shader breakdowns of this wall in my previous gallery. Abby enters this space moments after Joel in TLOU II: https://www.artstation.com/artwork/NxaD0z
Here's a play/flythrough I made to show how the player might experience the level first hand. I captured this on a devkit rather than the release edition which allows me to activate free cam mode easily and also explains occasional any framerate loss