We're all assigned levels to maintain and manage. Next, we playtest, add, remove, modify, optimize, and refine until we’re satisfied or run out of time.Įither Mike Hatfield or Christophe Desse decides who gets what. I then tried to find existing Havok objects or create new Havok objects with small-scale debris within them to add secondary dynamic motion into the already exciting scene. They asked for necessary objects, like a car, shrubs, or fences to be smashed into by the vehicle. In the vehicle sequence of the Hillcrest chapter, one of our animators, Bryant Wilson, set up the layout animatic with Daniel Harrison, the designer, to determine the general direction for the vehicle’s path. Usually, the designer and animator will have started the layout animatic and general player direction. Michael Fadollone : It’s a guide to influence the player into a direction by design.
#The last of us 2 art full
One needs the others to experience the full effect.Ĩ0.lv : How does destruction work in games today? What are the main approaches to this challenge, and how did you decide to work on different types of destruction in The Last of Us Part II? Our destruction creation is only part of the ensemble sound, lighting, and FX are essential to complete the quartet. It makes it more difficult for campers to maintain their position if there's no cover.
#The last of us 2 art series
We've used this tech in the Uncharted series, and The Last of Us series as well. We also used the destructible and chippable covers to force the player to move in the game. Many more iterations later and voila! A breakable glass tool for us and a new toy for level design. It developed further and involved Charlotte Francis to create a fractal glass shader, a few tweaks with Havok from Jaros Sinecky, and Neilan Naicker to compile and add a bunch of tech under the hood into a simple tool for us. I showed him a process to construct breakable glass shards from a texture. One day, I turned and noticed what he was doing and he asked if I had a solution. Christophe Desse accepted the challenge and started to research and develop. It wasn't until John Sweeney challenged our department to invent a glass tool to motivate us. We took a more subtle approach to move the player through the environment with our glass tech, chippable cover, and destructible cover. This was not the main emphasis like it was in the Uncharted series. In The Last of Us, The Last of Us Left Behind, and The Last of Us Part II, we had a few smaller-scale destructive set pieces to help move the player along or to add dramatic tension to the narrative. In the Uncharted series, the player navigates through the destructive sequence while jumping, running, swinging, and dodging through space as the environment alters the player’s original path. We've always constructed extraordinary destruction since Uncharted and it got bigger and better with each game. I know that I’ve done a great job when my creations harmonize with everything and everyone. I would not have been as successful with my work if it wasn't for the support of my team and other departments. Michael Fadollone : Let me preface that I strongly believe that there's no I in team. It really forces us to look at things in the game differently.
#The last of us 2 art code
We wanted every available surface that the player was likely to interact with to respond in some way, and thanks to a huge performance boost to our physics code by our dedicated physics programmer, Jaroslav Sinecky, we were able to add a lot more than ever before.Ĩ0.lv : What destruction features that you've added change the way gamers view the space? Probably, interactive glass comes into mind most often. Neilan Naicker, Technical Artist : I think one of the foundations that we established with Uncharted 4 and expanded with Lost Legacy, is the sheer amount and scale of destructible and physics elements like plants, chippable covers, and, for a new addition in The Last of Us Part II, breakable glass. We're all different in one way or another and have a lot to offer in our own creative ways. Whereas someone else might work with Maya, Houdini, Havok, and scripting per se. For example, I use Maya, Fracture FX, Havok, Substance Painter, ZBrush, and just recently added Houdini. We have many tools at our disposal and it's up to the individual artist to compose his/her own tool set. No tool is solely used to create an actor or set piece. Michael Fadollone, Technical Artist : The main element of our tech is the diversification of tools we use within our department. What are the main elements of your tech that you brought in and built the new title upon? Bringing New Elements into the Next TitleĨ0.lv : For The Last of Us Part II, you had quite a good base with Uncharted 4 and Uncharted: The Lost Legacy.