Website powered by

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
-
(Please let me know if I missed your name above, I would be glad to add yours asap)