The sky is one of the most integral parts of an outdoor composition – it dicta…
Developed By: Naughty Dog, Inc. 2013
Developed In: Naughty Dog Engine, Playstation 3
Worldwide Sales: Approximately 6 Million
Awards: 249 Game of the Year Awards
The Last of Us tops my portfolio as the most challenging and technically difficult game I’ve worked on. Our objective was to create an effects style hitting realism and detail that we’ve never touched before, but to maintain subtlety and tact, allowing the characters and their emotional journey to shine. This was a step in the complete opposite direction from the Uncharted games for us. The subtlety and attention to detail directly translated into over 1300 unique effects using over 100 custom shaders, reading from and writing to an assortment of different buffers and render targets.
My personal role on the original project was largely supplementary, as I was simultaneously leading the FX development of Uncharted 4 on the Playstation 4. In the end, I worked across a wide variety of previs and ambient effects, but my largest contribution was to integrate a tremendous overhaul of our sky pipeline, with a focus on adding dynamic motion without sacrificing artistic direction. Rebuilding the game and engine for the Playstation 4, however, was a fully involved effort by the entire team.