Home Experience Projects About Me

Shae Souter Wie

Professional Experience

The Last of Us Part I

(2023)

The Last of Us Part I 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 features 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 canceled multiplayer game in the TLOU universe originally developed as a multiplayer mode for TLOU Part II, and later as its own standalone game.

  • Worked with game director to test and tweak levels to further align with core design principles.
  • Was the 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 atmosphere 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 on 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.

Gatchapop

(2025)

Gatchapop is a first person arcade shooter where the player must shoot bubbles at gachapon toys and push them into scoring zones to get a high score. 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

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 QA job at Naughty Dog and, through my development support work on The Last of Us Online, helped shape the game's design. After leaving Naughty Dog, 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.