The Last Of Us Part 2

Work done for The Last of Us Part 2. I had the great opportunity to work on various scenes and levels of the game. I worked on the prologue from beginning to end, it was really fun recreating Pittsburgh and re imagining a defining moment of Part 1. I was responsible for all aspects,vehicles, foliage modeling etc. until the very end when my material artist Javier Perez and a few other material artists applied the final touches.

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Prologue

Prologue

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Find Nora: Sewers

Find Nora: Sewers

Here I brought this level from beginning to completion being responsible for world building, set dressing and optimization. Another cool opportunity I got was to co-design the first trapped infected stalker in the game.

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Find Medicine: Hotel

Find Medicine: Hotel

During production of the Sewers level, I was also tasked with co-designing the new look of the infected in Part 2. I was given concepts and art direction from Naughty Dog Leads and Art Directors from Sony to be able to bring the new design philosophy to what you see now. I worked closely with Ben Springer who provided the new materials to make an entirely new look of how the infection takes over the world around it. It was very fun to work on and I happy with how the final look turned out.

I only did the fungus set dressing as well as most of the trap infected stalkers in this level with the new look, level was done by artists at Naughty Dog.

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Find Medicine: Hospital

Find Medicine: Hospital

I worked with Mathew Johns and Edgar Martinez in their level to bring the new design into the hospital as well. I did fungus set dressing as well as most trapped infected stalkers in this level and also co-designed the RATKING NEST, with Mathew Johns.

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Fungus Assets

Fungus Assets

I was also tasked with applying the new fungus materials created by Ben Springer to all existing fungus assets with the new design philosophy of how the infection works in The Last of Us Part 2. I also modeled and sculpted more assets that were to be used by Naughty Dog artists in various levels to accommodate the new design and feel of the infection.

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