The Last of Us: Part I is a particularly special project for me, my enjoyment of the original game inspired me to pursue a career at Naughty Dog and this was the first project for which I was promoted to the position of Principal Artist, which was a brand new position created at Naughty Dog. I fulfilled this role for the duration of the project and it was an incredible learning experience.
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As Principal, I was tasked with expanding upon, and developing new art pipelines that would help empower the environment team to create a visual experience that could truly harness the full potential of the PS5. I also took ownership of some very technically challenging sequences and was responsible for creating many of the modular assets and shaders that would be shared across the project.
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I continued my roles as the Vehicle Specialist (asset creation, art/technical pipeline, management of library) and as a level artist (textures, shaders etc) alongside Naughty Dog Lead Artist, Todd Foster (modelling and layout on the Firefly Lab).
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I have a lot of work to dive into and i'm excited to try and bring breakdowns and insights into some of our workflows, but it's been important to me to also take time to rest and as this is a process I love, I really want time to enjoy it.
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I'll be uploading additional galleries along with detailed information and break downs in the coming weeks (months heh) and I hope those of you that are interested will enjoy some of these galleries to come.
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This has been my third 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. Please do check out all of the posts from the other incredible Naughty Dog artists!
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Please enjoy this small gallery and stay tuned for more very soon!
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Environment Artists for the incredible opening 'hometown' level were the amazingly talented, Jonny Chen and Khanh Nguyen and Scott Greenway was our brilliant Lighting Artist
I love this opening sequence, for this project I also worked on a new setup for more realistic, illuminating head, tail and interior lights on the vehicles. When used in combination with the right lens flares the effect could feel quite natural
During the ride, the player has complete 360 control of the view. I was determined to get cubemap reflections to work on both the interior and exterior of the glass, it's very subtle...but took a big effort across many departments to implement
Here is the shader layer fading up and down as seen in maya. It's quite over the top here, but when scripted in game, the result is subtle and just adds that little extra something to integrate the glass shaders with the dynamic lighting environment
And the final effect. I could have used a refraction based shader here and created the effect in a physically correct way, but it proved to be very expensive at runtime unfortunately. More information and bts from this opening level coming soon...