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|Session Name:||Driving Innovation: A New Vehicle Pipeline for 'The Last of Us: Part II'|
|Company Name(s):||Naughty Dog, Inc.|
|Track / Format:||Visual Arts|
|Overview:||The Last of Us: Part II was Naughty Dog's most ambitious title to date, featuring large and incredibly detailed environments. Early concept art and design indicated that the vehicles that populated these spaces would be vast in number, highly detailed and would play a vital role in telling the story of decay that is synonymous with the Last of Us universe. Accurate and detailed depiction of vehicles in previous Naughty Dog video games required significant texture allocation per asset and employed traditional baking methods. The vehicle creation pipeline was time consuming, requiring highly skilled artistry at each stage and due to level texture memory limitations, was limited in scale. This session will discuss a new approach that not only improved upon the quality and variation of the vehicle assets, but that was also faster to implement and could be scaled with far less impact on memory limitations.|