Home Projects Experience About Me

Shae Souter Wie

Professional Experience

The Last of Us Part 1

(2023)

The Last of Us Part 1 is a remake of the critically acclaimed 2013 game The Last of Us, it features enhanced combat and exploration, expanded accessibility options, and a customizable roguelike mode.

  • Took ownership of the custom mode of the roguelike game mode, No Return.
  • Created workflows to track issues from various combinations of game mode customization.
  • Found ad hoc bugs and issues from all parts of the game.

The Last of Us Online

(2022 - 2023)

The Last of Us Online is a cancelled multiplayer game in the The Last of Us universe originally developed as a multiplayer mode for TLOU Part 2, and later as its own standalone game.

  • Worked with game director to test and tweak levels to further align with core design principles.
  • Was point of contact for traversal related bugs and issues.
  • Took on bugs with especially low reproducibility from various departments in the studio.

Projects

Raincoat

(2025 - 2026)

Raincoat is an atmospheric first person shooter about tracking down objectives in a city afflicted with perpetual rain. Explore tunnels, mountains, and skylines to power up a long dormant space elevator and escape the planet. I chose to use Unreal Engine 5 for this project to create a moody astmosphere using light reflection and rain. This combined with punchy FPS combat creates a push and pull of intensity between combat, and exploration.

  • Designed and implemented core game loop from concept to production
  • Quickly created and iterated various gameplay mechanics to fine tune fun moment to moment gameplay.
  • Created mood boards and researched city architecture to create the aesthetic and layout of the world

Gatcha Pop

(2025)

Gatchapop is a first person arcade shooter where the player must shoot bubbles at gatchapon toys and push them into scoring zones to get a highscore. This game was created in three days with a small team for Global Game Jam 2025.

  • Worked with a small team to create a concept fitting the game jam's theme "Bubble."
  • Designed bubble gun interactions that created player expression through movement tech, and skill shots.
  • Polished gameplay and fixed bugs after the completion of the game jam.

Soul Racer

(2024 - 2025)

Soul Racer is a fast paced third person platformer that incorporates racing mechanics to create smooth and snappy player movement. This was my first project after leaving Naughty Dog, and I wanted to use what I had learned as the point of contact for player traversal by putting my all into creating a great feeling character controller.

  • Designed and implemented complex character controller that shifts between racing and platforming states.
  • Built progressively difficult platforming challenges to teach the player core movement techniques.
  • Rapidly iterated on multiple systems to incentivise fun player gameplay.

Escape Fort Wintertide

(2023)

Escape Fort Wintertide is a first person survival horror game about keeping warm and escaping an island harboring ancient dangers. This project was made in a single weekend during the Dog House Jam 2.

  • Worked with a small team to create a concept fitting the game jam's themes "salvage and repair" and its restriction "time limit".
  • Designed coal gun that vacuums up and shoots coal into generators to keep warm and power objectives,
  • Collaborated on narrative and level design

Tetriship

(2021)

Tetriship is a top down no stick shooter where the player can attach destroyed enemies weapon modules to use for themselves. This project was made in 5 days for the Game Makers Toolkit game jam in 2021.

  • Worked with a small team to create concept fitting the game jam's theme "joined together".
  • Painted and animated sprites for the player and enemy modules
  • Designed core concept of the project.

About Me

Shae Souter Willett

(1996 - Now)

I'm a game designer with a love for elegant game systems, crunchy combat puzzles, and expressive player traversal. I started my career as an educator and curriculum designer working on science and math courses for five years. After creating and teaching game design classes, I realized that building a curriculum that is fun, easy to understand, and rewarding, is surprisingly analogous to building a great game.

I eventually landed a job in the quality assurance department at Naughty Dog, and through my development support tasks for The Last of Us Online, was able to aid in the design of the game. Since then, I have been a resident at a local indie game art collective called Glitch City LA. There, I've been working on solo and team projects while expanding my skillset as a developer in Unity, Unreal, and Javascript.