"The Last of Us: Part I" bill-town-building-wireframe

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Before and after

Before and after

Wireframe front and back of the building.

Wireframe front and back of the building.

Wireframe render in Maya\Arnold
All building share many instances and the geometry on this renders represent the highest LOD on them.
In the early stages of production, I worked with a small team of artist on the game’s vertical slide that serves as an artistic benchmark for the environment dept. It was a challenge for me to embrace the previous artist’s environment artwork, style, and design from the original “The Last of Us”. Collaborating with my team, I re-envision and recreated from the ground up, a more realistic visual style guide that includes architectural design, asset creation, set dressing and vegetation. I am humble to see how this early work inspired other talented artist in their vision for the outstanding environment art they created on other areas of the game.
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I was responsible for the first section of “Bills Town”. I worked on the architectural concept design, level modeling, props, set dressing, collision, uvs.

Date
October 17, 2022