Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Prologue This is a bluesky image done for the prologue of the game. Joel and Tommy riding back to Jackson across an abandoned parking lot. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > The Last Of Us Part II: Transit Tunnel This is one of the earliest environments featuring an updated pass on the fungus growth. You can see a group of militia looking for supplies in Seattle's transit tunnel, which was depicted here to be used to evacuate citizens outside of the city. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Collapsed Crane The first image is a bluesky version from very early on of how Abby traverses a collapsed crane between two high rise buildings. A few years into the project I was asked to concept how a Scar walkway would translate onto the crane. Pre visualizing the whole traversing sequence turned out to be a huge advantage for production. This fly-through features the second part of the collapsed crane, whereas the collection of frames below shows the concept of the traversals first part. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim 3D Art/Base: Ron Giampa - (Please let me know if I missed your name above, I would be glad to add yours asap) < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > The Last Of Us Part II: Arcade Bloater This concept shows the Bloater from across the arcade hall. Ellie spots him thanks to a lightning flash sculpting his emerging silhouette. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Add. Fungus: Robby Johnson Bloater Base Model: Danilo Athayde (I butchered it, please check his finished Bloater! < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Scar Landing This concept depicts the scenery Abby and Yara find themselves in landing on Scar Island. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Design: Connor Brown < Resime gitmek için tıklayın > The Last Of Us Part II: Scar Island This concept was done early in production to provide a glimpse into the possible look and feel of a Scar village and it's surroundings. Prior this part was located close to Seattle's sea port. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Scar Docks I was honored to help pitch the look and feel for the Scar's settlement early in production. The main idea here was to hit two birds with one stone; For one, emphasizing the Scar's belief system by symbolically placing all of their buildings on the same level. This tied in nicely with providing their village with a distinctive feel and clearly shows that the Scar highly depend on fishing/ tides. It created a fun sandbox of suggesting different gameplay opportunities with a unique flow, caused by building's trap doors, various water heights and plenty of opportunities to go prone thanks to the overall scaffold like walkway maze. The overall Scar construction is inspired by colonial forts throughout the US. One application example would be the following: Using a stockade style wall for the Scar buildings offers a higher protection against wind, while also having a lighter visual footprint, which helps justify a potential building's placement on stilts or near the water. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Add. input from: Martin Teichmann, Andres Rodriguez < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > The Last Of Us Part II: Neighborhood Intro Ellie is spotting a smoke plume while crossing a burned part of the Hillcrest neighborhood. I'm stoked how great this area turned out in game! - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Char Base: John Sweeney < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Burned Car This is the reason for the smoke plume, which Ellie follows through the Hillcrest neighborhood - a burned out WLF car. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim 3D Vehicle Base: Matthew Trevelyan Johns 3D Base: Andres Rodriguez < Resime gitmek için tıklayın > The Last Of Us Part II: The Ratking I felt honored being asked to help develop this new infected type - the Ratking. I'm super stoked of how intense that whole sequence turned out! - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim Character Concept: Hyoung Nam killed it with the final version < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Sebastian Gromann - Concept Artist at Naughty Dog Inc. The Last Of Us Part II: Chase Abby and Lev riding towards the burning Scar capital. Prior to what ended up in game, they were passing a large narcissus plantation/field. This type of narcissus plant plays a meaningful role in the Scar's culture. They can also be found in bulk at the prophet's memorial. - This concept wouldn't have been possible without the following people: Art Direction: John Sweeney, Erick Pangilinan Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim < Resime gitmek için tıklayın > |
Simeon Schaffner - freelance Concept Artist and Illustrator The Last of Us: Part 2 - Jackson Concept depicting the quiet life in Jackson. People building greenhouses to sustain the town. Featured in -The Art of The Last of Us: Part 2- < Resime gitmek için tıklayın > The Last of Us: Part 2 - Patrol Ellie and Dina encountering infected while on patrol. Concept of a library on the outskirts of Jackson. Featured in -The Art of The Last of Us: Part 2- < Resime gitmek için tıklayın > |
Simeon Schaffner - freelance Concept Artist and Illustrator The Last of Us: Part II - The Birthday Gift Concept for the Wyoming Museum of Science. Ellies birthday gift. Layout provided by Naughty Dog. < Resime gitmek için tıklayın > The Last of Us: Part II - Infiltration Early Concepts depicting Ellies hunt for Abby. Infiltrating St. Mary`s hospital and Seattle < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Simeon Schaffner - freelance Concept Artist and Illustrator The Last of Us: Part II - The Flooded City Concepts exploring Ellies traversal through the flooded streets of Seattle. Interior-layout provided by Naughty Dog. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > The Last of Us: Part II - The Forward Base Concept for the overgrown outskirts of seattle. Abby and her crew on the way to the forward base. < Resime gitmek için tıklayın > |
Simeon Schaffner - freelance Concept Artist and Illustrator The Last of Us: Part II - Santa Barbara Concept of the overgrown streets of Santa Barbara. Loved differentiating this area from the Seattle based scenes. < Resime gitmek için tıklayın > The Last of Us: Part II - The Island Concept for the Seraphite village. Tryin to flesh out how the Scars would live their lives in this postapocalyptic world while giving the team ideas on storytelling and gameplay. Also Featured in " The Art of The Last of Us: Part II". initial Design direction by Sebastian Gromann < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist Commercial District - Sniper Street These two images hold a special place in my heart. Commercial district was made by using very minimum 3d and Sniperstreet was painted on top of a screenshot in Google Earth. I was happy to see how close my concept got to the Sniper level in the game ^^ < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > The Last of Us : Part II -Seattle Ruins - Abby After working three years on this amazing project I can finally share with you guys my artwork! This image is all done in photoshop, ND provided us with 3d shots from early stages of development of this level. I just photobashed and painted on top of it. -I can't wait to show you guys all the stuff I managed to do for this amazing game! AD: Shaddy Safadi < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - Skeleton Concepts The most important part about the skeletons, is readability of the clothes, skin, and bones, it all has to be clearly defined without the noise and all possible realistic details. That was one of the specific moments where I identified myself most in relation to this project, when we had to design the dead skeletons for our team. I got the task of how to come up with how the civilians died with another colleague Florent Lebrun. We were asked to focus on to get to the nitty gritty aspects such as how the flesh, bone, and clothes degenerated. When I got the hang of it, it showed me that when I put my mind to it, I can bring that point of view to life. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - Rolling Traps I did this one 2 years ago, it was one of those images where I learned a ton while making it. < Resime gitmek için tıklayın > The Last of Us : Part II - Fungus exploration Designing these fungus images required good knowledge of shape making. I can proudly say I grew a lot in that area ever since I started working on this project smiley ! < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - Dinosaur Museum - Aquarium: Owen's Room While working On The Last of us II, I really started to appreciate the idea of setting up a whole scene in 3D. During the process, I really got to enjoy making interior designs. Seeing these concepts in the actual game itself is such a cool experience and a pinch yourself moment. PS: Fun back story, while I was making the Dino image, I actually was learning blender at the same time. It was challenging, frustrating but so worth it. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - Joel's House + Aquarium Toy Store While working on The Last of us part II, I really got to dive into interior design and getting to learn how to place the small story elements in the image itself. Aquarium Giftshop - I was tasked with designing and coming up with original concepts of the octopus and store. This was a very challenging task because I had to do the whole store while mainting the consistency of the overal set. Fun fact. These were also my last images I did for the project, joel's house - This was very challenging yet fun images to make. Also the fact that it was Joel's house made the little nerd in me extra happy < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - Stadium Library Happy to contributed to this awesome area! < Resime gitmek için tıklayın > The Last of Us : Part II - Depot - Abby exploration For this image I actually drove up to the nearest Ikea I could find, talked to their staff, and upon approval started snapping photos of their isles where you collect the items. 80 procent of these images were done in 2D. This was before I got into blender and all smiley (just some small info on my thoughtprocess in making these images) As a concept artist of this caliber, I use 3d to maximize the quality and impact of the images at hand. For this, I learned a seemingly small yet highly efficient rule from the grandmaster of Naughty Dog concept art Eytan Zana. The 20/80 rule. When we are designing the interiors we tend to make 80% of the scene in 3D and after that move to photo shop for the remaining 20%. However, when it comes to organic imagery like vistas or outside locations where it is lush and greenery I apply 20% 3d and 80% photos or painting. The reasoning behind stems from the fact that hard surface things are more eligible to be captured in 3d as you don’t have to worry about the perspective. The calculation of 3d software will always help out in interior cases regarding light fall. < Resime gitmek için tıklayın > < Resime gitmek için tıklayın > |
Danar Worya - Freelance Concept Artist The Last of Us : Part II - International District/Chinatown Station Nothing beats a good Sunrise image! Its always a challenge to capture the warm tones of the sky while maintaining the cold shadows. -subtlety is key! < Resime gitmek için tıklayın > The Last of Us : Part II - Killzone Approach - Ellie This is one of my proudest image I had the pleasure of making for The Last of Us 2. It got spoiled earlier on. But here is the FInal HD version! < Resime gitmek için tıklayın > |
Jad Saber - Freelance Concept Artist The Last of Us: Part 2 - Stadium Early version of the stadium, done for last of us 2. That place was later changed to fit its purpose in the story. < Resime gitmek için tıklayın > The Last of Us: Part 2 - Hospital bridge Concept Art for the hospital in the Seattle area. < Resime gitmek için tıklayın > |
Jad Saber - Freelance Concept Artist The Last of Us: Part 2 - Military wall Early version of the military wall in Seattle, the location of the wall was later changed to better fit the story. This one was done mostly with photos on top of a very basic 3D mockup. < Resime gitmek için tıklayın > The Last of Us: Part 2 - House approach This one was done pretty early on and entirely in Photoshop, we started using a lot more 3D at the later stages. Concept based on a small scribble from Art Director John Sweeney. < Resime gitmek için tıklayın > |
The Last Of Us Part II: Seattle Freeway
Bluesky concept of Ellie and Dina riding towards Seattle.
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This concept wouldn't have been possible without the following people:
Art Direction: John Sweeney, Erick Pangilinan
Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim
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(Please let me know if I missed your name above, I would be glad to add yours asap)
< Resime gitmek için tıklayın >
The Last Of Us Part II: Aquarium
During production I had a great time supporting John Sweeney, Neil Druckmann and the mocap team by previsualizing shots for our ingame cutscenes. This scene features Abby and Mel in the aquarium.
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This concept wouldn't have been possible without the following people:
Art Direction: John Sweeney, Erick Pangilinan
Environment Concept: Aaron Limonick, Eytan Zana, Robby Johnson, Isaac Yeram Kim
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(Please let me know if I missed your name above, I would be glad to add yours asap)
< Resime gitmek için tıklayın >