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The Last Guardian

As an environment artist at Japan Studio on The Last Guardian back in 2009-2012, I created a slew of assets, materials and layouts for what was then the PS3 version of the game, focusing mostly on vistas, cliffs & natural environments. These screens were taken in-engine during that time. Working on that team was a humbling experience and I met a lot of geniuses before finally leaving to pursue other dreams.
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©2016 Sony Interactive Entertainment Inc. The Last Guardian is a trademark of Sony Interactive Entertainment America LLC.

Surrounding cliffsides and rock formation work became my main tasks on the team.

Surrounding cliffsides and rock formation work became my main tasks on the team.

Pushing the layering in the materials as far as possible was a lot of fun.

Pushing the layering in the materials as far as possible was a lot of fun.

More combinations of macro & micro normal & diffuse materials, often with upvector masks and distorted macro smears and striations for maximum detail and variation within a single material with limited texture samples.

More combinations of macro & micro normal & diffuse materials, often with upvector masks and distorted macro smears and striations for maximum detail and variation within a single material with limited texture samples.

Plenty of rock to go around.

Plenty of rock to go around.

Some wet rock tests on the left, and an update of a leafy ground texture based on the cozy forest area from SotC.

Some wet rock tests on the left, and an update of a leafy ground texture based on the cozy forest area from SotC.

These textures were all created before the days of Quixel & Substance, using good ole' Zbrush, xNormal and Photoshop.

These textures were all created before the days of Quixel & Substance, using good ole' Zbrush, xNormal and Photoshop.

Cave tests & material blending.

Cave tests & material blending.

Work on the vast landscape surrounding the playable area. A single material maxed out on texture samples provided the base.

Work on the vast landscape surrounding the playable area. A single material maxed out on texture samples provided the base.

Working with lighting artist Tomohisa Oda was a great pleasure.

Working with lighting artist Tomohisa Oda was a great pleasure.

More cliffs and caves!

More cliffs and caves!

Bigger background assets

Bigger background assets

And finally... some more rocks ;)

And finally... some more rocks ;)