Over the course of development of The Last of Us Part II Remastered I had the privilege to work on a number of different areas including No Return, Lost Levels, and the Story modes.
With the inclusion of the roguelike mode, No Return, I was able to setup and troubleshoot the additional levels and variations that were needed for the new mode. I also developed and scripted the UI for the player to track and move through their No Return runs. In addition, I was able to help bring back the Lost Levels that were cut during the original development of the game, providing players with insight to the creative process. Across the entire title I worked on profiling performance and making adjustments as needed to reach the target frame rates.
No Return | Encounter Map
In the roguelike game mode No Return players are challenged to fight through a random set of encounters culminating in a boss battle. Players plan their route across encounters and track their progress each run utilizing the encounter map. This UI is presented with 3D actors in the player’s physical space, to ground it in the world while providing vital information.
Responsible for scripting from prototype through to final shipped product. Developed visual design and language.
I joined The Last of Us Part I early in development allowing me to work on a number of different chapters throughout the game, varied gameplay systems, as well as level and combat scripting.
Starting early in production I owned multiple chapters across the game. In each level I worked to ensure that the player’s experience was the same as the original version of the title, with the additional support needed to make sure all of the new systems introduced in Last of Us Part II were established and functioning. With the updated AI systems combat scenarios needed to be reworked from the ground up and tuned for difficulty as well. Across the title I had ownership of interactable systems, such as doors, cabinets, drawers, ladders, planks, and moveable actors.
On The Last of Us Part II I was able to work on a number of gameplay systems across the title. I had the chance to help across varied areas including cameras, gameplay systems, and accessibility.
I’m very glad I also had the opportunity to work alongside the accessibility team on new features and polishing existing options. It was incredibly rewarding to implement features and fixes that would improve the user experience of the game for all players ultimately.
Accessibility | Arc-Throw Lock-On
Implemented Arc-Throw Lock-On, allowing the player to target enemies precisely with throwable weapons
Accessibility | Lock-On Aim
Iterated the ranged weapon lock-on aim system, which allows the player precisely target specific locations