Design Portfolio

The Last of Us Part II

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.

The Last of Us Part II
The Last of Us Part II

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.

The Last of Us Part II
The Last of Us Part II
>Prototyped, tuned, and polished implementation of new UI features for No Return mode.

>Scripted FX and runtime material adjustments.

>Profiled game performance and applied adjustments to maintain target frame rates across display modes.

>Developed tool scripts to improve the content creation pipeline for the design team and batch processing files.

>Supported the content creation teams with troubleshooting and optimizing assets.

>Adjusted scripts to support PC specific options for varying aspect ratios and frame rates.
The Last of Us Part II
The Last of Us Part I

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.

The Last of Us Part II
The Last of Us Part II

>Scripted gameplay and level progression utilizing a proprietary language and editors.

>Maintained and balanced existing gameplay and weapon systems.

>Owned multiple chapters for design, including Hometown, Outskirts, and the Left Behind DLC through Alpha.

>Combat design and encounter scripting for Human and Infected scenarios, tuning for player difficulty levels.

>Implemented and iterated on various gameplay systems and functionality in script.

The Last of Us Part I
The Last of Us Part II

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.

The Last of Us Part II

Accessibility | Arc-Throw Lock-On

Implemented Arc-Throw Lock-On, allowing the player to target enemies precisely with throwable weapons

>Allow the player to target specific locations

>Adjustable strength to disengage from NPCs

>Outside of combat adjust location beyond the target

>Created script functions to support design team

The Last of Us Part II

Accessibility | Lock-On Aim

Iterated the ranged weapon lock-on aim system, which allows the player precisely target specific locations

>Adjustable strength to disengage from NPCs

>Auto-Target option allows selecting off screen targets

>Adjusted the target priority system

>Created script functions to allow de-priortization

The Last of Us Part II
Mobile Games