The Last of Us Part I: Factions
Hunter named Striker. All heads are scanned digital-doubles by VA face team & ND.  Characterized heads by me. Colleen Larson prototyped Striker initially. New final iteration of him by me & mostly in-house. Most all feedback by Darcy Korch.

Hunter named Striker. All heads are scanned digital-doubles by VA face team & ND. Characterized heads by me. Colleen Larson prototyped Striker initially. New final iteration of him by me & mostly in-house. Most all feedback by Darcy Korch.

I cleaned up scans, sculpted hipoly, constructed lowpoly meshes for main parts, generated uvs, bakes, textures, shaders, integration. Henry Hsu generated a base hooded sweater that I generated many geo/texture/shader variants from for various characters.

I cleaned up scans, sculpted hipoly, constructed lowpoly meshes for main parts, generated uvs, bakes, textures, shaders, integration. Henry Hsu generated a base hooded sweater that I generated many geo/texture/shader variants from for various characters.

ND/OS artists originally created the arms, beard base mesh/textures/shaders. I ported the beard for use on NPCs & made many custom variations in mesh/texture/shader of both the beard+arms for the many characters populating the world.

ND/OS artists originally created the arms, beard base mesh/textures/shaders. I ported the beard for use on NPCs & made many custom variations in mesh/texture/shader of both the beard+arms for the many characters populating the world.

Hunter that drags Joel from the 4x4 truck onto the pavement. Initial head work by VA face team & tattoo line arts by Hailey Del Rio.

Hunter that drags Joel from the 4x4 truck onto the pavement. Initial head work by VA face team & tattoo line arts by Hailey Del Rio.

Hunter looks. Hard armors (gas masks & helmets) were worked on by ND/OS then ported by Henry Hsu/Cheyne Hessler. I did updates to the lenses. Colleen Larson characterized the head on the far right; additional characterization on top by me.

Hunter looks. Hard armors (gas masks & helmets) were worked on by ND/OS then ported by Henry Hsu/Cheyne Hessler. I did updates to the lenses. Colleen Larson characterized the head on the far right; additional characterization on top by me.

Additional hunter looks characterized from head to toe with custom posing.

Additional hunter looks characterized from head to toe with custom posing.

Nick Rutlinh & Henry Hsu initially helped with a couple of hunter looks during alpha. I worked on all the final hunters, 33 total. Here are some of them captured in-engine. Needless to say, this was a huge team effort across many disciplines!

Nick Rutlinh & Henry Hsu initially helped with a couple of hunter looks during alpha. I worked on all the final hunters, 33 total. Here are some of them captured in-engine. Needless to say, this was a huge team effort across many disciplines!

A marauder I worked on that took a spotlight in the character viewer. All weapons are made by object/hard surface modelers.

A marauder I worked on that took a spotlight in the character viewer. All weapons are made by object/hard surface modelers.

A marauder in the middle & two cannibal looks on the sides. For cannibals, in additional to regular characterization, snow masks were also generated & setup in shader for design.

A marauder in the middle & two cannibal looks on the sides. For cannibals, in additional to regular characterization, snow masks were also generated & setup in shader for design.

One of the two cannibal men Joel captures & tortures to pinpoint Elllie's location. Jacob Regan did head scan; I characterized. For blood mask, Nick Rutlinh did an initial pass; I did final pass & integration.

One of the two cannibal men Joel captures & tortures to pinpoint Elllie's location. Jacob Regan did head scan; I characterized. For blood mask, Nick Rutlinh did an initial pass; I did final pass & integration.

Smuggler combat tutorial crew. Colleen Larson worked on the left smuggler's head; I did his head's final look through geo/texture/shader updates. Hailey Del Rio generated all tattoo line arts, including his; I did coloring & integration.

Smuggler combat tutorial crew. Colleen Larson worked on the left smuggler's head; I did his head's final look through geo/texture/shader updates. Hailey Del Rio generated all tattoo line arts, including his; I did coloring & integration.

Select smuggler looks characterized from head to toe with custom posing by me. Left beard was OS, then through Darcy Korch's direction, made a number of adjustments, variations & implementation.

Select smuggler looks characterized from head to toe with custom posing by me. Left beard was OS, then through Darcy Korch's direction, made a number of adjustments, variations & implementation.

Smugglers (part ii). There's even more smugglers I made. But these are just some of my favs! Again, weapons were done by hard surface/object modelers.

Smugglers (part ii). There's even more smugglers I made. But these are just some of my favs! Again, weapons were done by hard surface/object modelers.

Henry Hsu helped with some of the Smugglers initially during alpha. I worked on all the final Smugglers visible in-game, 24 total. Here are some of them captured in-engine. Needless to say, this was a huge team effort across many disciplines!

Henry Hsu helped with some of the Smugglers initially during alpha. I worked on all the final Smugglers visible in-game, 24 total. Here are some of them captured in-engine. Needless to say, this was a huge team effort across many disciplines!

Narrative damage. Numerous character looks I worked on required this pass. Here is just one example (a bullet to the head).

Narrative damage. Numerous character looks I worked on required this pass. Here is just one example (a bullet to the head).

Franchise shirts: textures & shaders

Franchise shirts: textures & shaders

Military backpack: hipoly cleanup/sculpting, lopoly cage, uvs, textures, shader. Button-up denim shirt: textures & shader

Military backpack: hipoly cleanup/sculpting, lopoly cage, uvs, textures, shader. Button-up denim shirt: textures & shader

Torsos can be some of the most important elements when putting together a fully-bodied character. Here's a sampler plate of a few favorites I worked on from a smuggler, hunter, & clicker.

Torsos can be some of the most important elements when putting together a fully-bodied character. Here's a sampler plate of a few favorites I worked on from a smuggler, hunter, & clicker.

Clothing sculpting examples. Many were created often from scans > cleaned up > minor to major proportional changes > then sculpted on top.

Clothing sculpting examples. Many were created often from scans > cleaned up > minor to major proportional changes > then sculpted on top.

First asset I worked on for the project. On some occasions, like in this case, I got to take an asset through the whole pipeline: clean up scan, sculpt, construct lowpoly, uvs, bake textures, characterize geo/textures, setup shader, implementation.

First asset I worked on for the project. On some occasions, like in this case, I got to take an asset through the whole pipeline: clean up scan, sculpt, construct lowpoly, uvs, bake textures, characterize geo/textures, setup shader, implementation.

The Last of Us Part I: Factions

My role: For this project, I mainly worked on things that you kill, or kill you. On the human NPC-side, I worked on & maintained most all of the Smugglers & Hunters appearances, as well as a few Marauders and Cannibals. Character parts were often times pulled from a pre-existing library of assets that Visual Arts (VA), Naughty Dog (ND) and/or Outsource (OS) artists previously generated. That I then characterized (creating new mesh variations+textures+shaders), and on occasion, also cleaned up scans, sculpted, retopo'd, and uv'd. More frequently, our OS partner handled scan cleanup, lowpoly & base uvs. These characters were created in parts. I made it a priority to characterize each character from head to toe, whether pre-existing assets or newly generated ones.
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Who else did what: Darcy Korch was my lead and provided ample feedback as I worked on various character looks. He was my guiding light throughout the whole project. Keegan Edwards coded an art database tool that really helped move our character production along, which in turn enabled us to easily manage & pump out characters at a pretty rapid rate. Ashley Swidowski's art direction and designs inspired & motivated the character appearances. Soa Lee, Danilo Athayde & Frank Tzeng provided additional feedback. Heads were mostly generated by ND & VA Face Team as digital-doubles; I then characterized through geo, texture, & shader variants. Arms/hands & beard were originally done by Frank Tzeng & Danilo Athayde; I then used those bases to generate new assets, once again, through geo/texture/shader variants. Hair pieces are by OS and/or ND; I then created variations mostly in geo/shader to fit each character look. Eyeballs, caruncle, eyebrows, eyelashes, tongue, teeth are done by ND/OS, & I mostly only made shader (some texture) variations. Thanks to my immediate teammates Darcy Korch, Colleen Larson, Henry Hsu, Kwangbae Byun, Nick Rutlinh, Cheyne Hessler, & Jason Ahn for their camaraderie & individual contributions. I recommend checking their work out too for this project & inspiration in general.
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Special shoutouts: Alex Gombos (for that initial call that started everything!), Michelle Conklin, Reggie Robertson, Elaine Kelley, Regina Pietroricca (my managers), Hailey Del Rio (tattoo line arts, I did coloring & integration), Jennifer Cruz, Tae Estape, Sean Teo, Scott Burr, Kyle Owen (for my immediate rigging & tech art support), and all the other amazing folks on this project that were not possible to mention. All in all, it takes tons of people to bring these characters to life.

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