The Last of Us: Part II...The hospital, ground floor

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 (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

Working on the spaces that serve as combat areas is particularly challenging as Edgar and I needed to be flexible to changes based on play-test experience. The design team did an amazing job on this combat encounter, it's so intense!

Working on the spaces that serve as combat areas is particularly challenging as Edgar and I needed to be flexible to changes based on play-test experience. The design team did an amazing job on this combat encounter, it's so intense!

Using medical equipment and carefully designed assets that felt at home in a hospital but that were also perfect cover for combatants was sometimes really tough and took a lot of troubleshooting

Using medical equipment and carefully designed assets that felt at home in a hospital but that were also perfect cover for combatants was sometimes really tough and took a lot of troubleshooting

Refraction shaders are among my favourite to create. I made these translucent gurney covers that used varying opacity and refraction on top of a marvellous designer sim. This shader setup was then used many times in other levels

I built these modular lab tables with shelves that we could make different configurations from, they were also great cover objects when we placed fridges under them to close the gaps

I built these modular lab tables with shelves that we could make different configurations from, they were also great cover objects when we placed fridges under them to close the gaps

Refraction here was achieved using a bumpy detail normal tiled many times over, this piece was cool because it would break when shot, thanks to our talented 'foreground' department. They handled the glass destruction while I handled the shader here

The lab areas were a lot of fun, the references often had these brightly coloured floors and lots of metallic equipment, kind of reminded me of my sci fi days...

The lab areas were a lot of fun, the references often had these brightly coloured floors and lots of metallic equipment, kind of reminded me of my sci fi days...

Another example of a refraction shader used on the magnifying apparatus...this refraction shader uses a baked normal map with a convex 'lens' shape as well as an additional 'wobble' normal to refract what you see through it