This gallery is part of my on-going series showcasing 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 Bethany Lowe (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
Here I'm briefly running through various parts of this space to demonstrate the level and it's destructible features a little, as well as to give you a short experience of the final feeling of this encounter
Wet and slimy...everywhere. As a side note, our audio team did an amazing job conveying the tension and atmosphere throughout this space so i've tried to include audio in all video clips
The destructible walls had cracks that would appear in time with the animation of the Ratking breaking through. I did this using a custom decal shader that had multiple layers of animatable cracks. Here's a quick breakdown (with voiceover)
And here's how all of these effects looked working together in the final encounter. The use of the animating shader layers had never been done in this way at ND before, I really happy to have prototyped it and for how much it added to the final look
And here's the effect in slow motion, so you can see a little more clearly how everything works together
For all shaders in the space, I achieved the wet, mould look by darkening and browning the diffuse, increasing the surface response and using an elevation blend technique to fade these effects vertically as they moved away from the water line.
(Sound on) The audio team did an amazing job as always in adding a heart pounding score and sfx during the encounter, before contrasting that with the moody, ambience that follows the Ratkings defeat...I love the water sfx and the buzzing light here...
(Sound on) In brief moments of rest, some areas of this space could be quite tranquil...
IGN did a really great feature on the level. I was really proud to see the work that Edgar and I poured our hearts into become the subject of such a feature. It focuses a lot on the character and level design and there's a lot of great bts footage :-)