Uncharted: The Lost Legacy...The final puzzle rooms

This is the ninth gallery in my small series showcasing my work on Uncharted: The Lost Legacy. As a texture and shader artist I worked in partnership Edgar Martinez (modelling and layout) as well as Elaine Kubik (VFX) and Gabe Betancourt (Lighting) in order to complete these environments.

My responsibilities included the creation and adaptation of textures and shaders, vertex blending, additional modelling and set dressing, foliage placement and uv mapping, as well as other general tasks and co-ordination with other departments.

This has been my first 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.

Edgar Martinez:
https://www.artstation.com/edgar_a_martinez
Elaine Kubik:
https://www.ekubik.com
Gabe Betancourt:
https://www.artstation.com/gabearts

In the second puzzle room, not one but three mechanical guards block the way ahead...

In the second puzzle room, not one but three mechanical guards block the way ahead...

*When the guards are poised to strike, the jewels embedded in their chest plates glint in the light from above*

*When the guards are poised to strike, the jewels embedded in their chest plates glint in the light from above*

*These metallic shaders were my favourite to work on*

*These metallic shaders were my favourite to work on*

Exiting the second and heading down in to the third and final puzzle room...

Exiting the second and heading down in to the third and final puzzle room...

Five guards, many more ways to die...

Five guards, many more ways to die...

*This shot is a nice example of the three different material types that I created for the armoured soldiers*

*This shot is a nice example of the three different material types that I created for the armoured soldiers*

*I modelled the floor details and trims around the pedestals here, imagining erosion and water damage causing most of the wear and tear*

*I modelled the floor details and trims around the pedestals here, imagining erosion and water damage causing most of the wear and tear*

Almost through, just a few more well timed jumps to freedom...

Almost through, just a few more well timed jumps to freedom...

Through this door and on to the next adventure...

Through this door and on to the next adventure...

*I modelled this small section of the exterior, heavy use of foliage and my moss shader layers helped it to sit more harmoniously with the neighbouring area*

*I modelled this small section of the exterior, heavy use of foliage and my moss shader layers helped it to sit more harmoniously with the neighbouring area*