This gallery is the second of a series that I shall be posting to showcase 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 (modelling and layout) and Scott Greenway (Lighting) as well as the rest of the fantastic Naughty Dog team, without whose contributions none of these levels would be possible.
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My main responsibilities included the creation and adaptation of textures and shaders for application to the environments and contained assets. The levels ended up being so huge that I also did quite a bit of modelling and additional set dressing, working back and forth with Edgar, to continually push and improve each other's work. I also spent a lot of time in researching a new asset pipeline for which these levels became our testing ground.
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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
(please enable sound to hear the subtle ambient effects our sound team crafts for these environments)
The look I created for wet glass for the vehicles, went on to influence a lot of glass shaders in the game, including this one
I went to great lengths to ensure that all of my shaders would respond to a 'wetness blend' value that we could control on the fly in game, testing wetter or dryer looks for the entire environment was then as easy as adjusting a slider
My paintover instructed the vendors to recess the high detail 'grid' and surround it with a 'frame'. This grid area then used a parallax occlusion shader that allowed me to simulate depth and the 'frame' stopped the effect warping around the corners