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Shae Souter Willett

Game Designer

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 cutsomizable roguelike mode.

  • Took ownership of the custom mode of the roguelike game mode, No Return.
  • Created spreadsheets 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. It was originally envisioned as a PvP mode for TLOU Part 2, and was later in development as a standalone game. Although the game unfortunately didn't make it to launch, my experience working on the traversal for The Last of Us Online significantly shaped my design approach, especially with expressive player movement.

  • 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. As the player, you 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 atmoshpere using realistic 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 score points. This game was created in three days with a small team for Global Game Jam 2025.

  • Worked with a small team to create concept fitting the game jam's theme "Bubble."
  • Designed bubble gun interactions that created player expression through movement and skill shots.
  • Polsihed 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 to create a great feeling character controller.

  • Designed and implemented a complex character controller that shfits between racing and platforming states.
  • Built platforming challenges with increasing difficulty to teach the player core movement techniques.

About Me

Shae Souter Willett

(1996 - Now)

I'm a game designer focusing on efficient game systems, crunchy combat puzzles, and expressive player traversal. I started in the quality assurance department at Naughty Dog, and was quickly trusted with design tasks on their now cancelled game, The Last of Us Online.

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 honing my skills as a developer in Unity, Unreal, and Javascript.