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 (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 this particular section was done by Bethany Lo 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.
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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
(Includes audio) Wherever possible I like to try and introduce movement in the environments, in this case the gently blowing curtains (controlled using vertex painting and a displacement effect) helped sell the sense of this long abandoned, eerie place
In my next gallery i'll break down the layers of this shader that help to sell this look of painted plaster, with a subtle wobble in the surface and lively roughness response
(Includes audio) Boxes that could be inspected also required their contents to be arranged by hand, with no one item being too distracting, our foreground team (interact-able props) then handled the technical setup
Here's a little video showing how I tried to show the passage of time in one corner
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(Includes audio) the audio team did such an amazing job through the game, really helping to set the tone and atmosphere in these moments
My favourite (most likely missed) detail is a smeared hand-print I added in the blood stain on the floor. In a later cutscene we see a firefly bent over Jerry's body and I imagined this to be the moment when that print was left