The Last of Us : "Defend Cine Interior"
The Last of Us : "Defend Cine Interior"

It was really fun working on this area for "The Last of Us" project.
Cinematic and infected defense was an area that I had responsibility modeling and set dressing. When it initially got the project it was still in mostly the original state. I ended up reworking and rebuilding the defense warehouse interior with new geometry and instances while also doing the final set dressing which also included some organic asset placement like snow, and foliage to really blend the building structure interior. Besides the physical art I was involved with doing lightmap uvs, initial collision, and shadow blocker pass. One of the bigger challenges was fixing the lightmap uvs so when light was baked it did not have errors. Interestingly enough I fixed light map errors that were shipped in the original version that were visible while you played. Towards the end I ended up moving to another area, and had help from others to do the final bugs.
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"lakeside"
Lead Environment Artist : Garrett McKelie - https://www.artstation.com/g_man
Zak Oliver - https://www.artstation.com/methodz76
Level Artist: Chris Edwards - https://www.artstation.com/chris_edwards
Nate Sartain - https://www.artstation.com/nathansartain1
Karen Stanley - https://www.artstation.com/kazperstan
Julian Elwood - https://www.artstation.com/elwoodvii
Gavin Grigsby - https://www.artstation.com/gavingrigsby

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Material Artist: Martin Pietras
Dan Dunford - https://www.artstation.com/dandunford
Lewis Labram- https://www.artstation.com/lewislabram
Kyle Hubbard -https://www.artstation.com/fourth
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Wides Artist: Diana Lopez - https://www.artstation.com/vazquezlopezdiana
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Lighting Artist: Bethany Lo - https://www.artstation.com/nisanba

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