Rise of the Tomb Raider

Role: Senior Designer
Engine: Crystal Engine
Studio: Crystal Dynamics
Team Size: 150+
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As part of the initial core team during the first six months of development, I was responsible for prototyping the next generation of AI behaviors for the franchise. My work focused on expanding the systemic depth of the 'stealth-to-combat' loop, refining how enemies and allies interact with Lara within more complex environments.
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Key Contributions:
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Behavioral Prototyping: Engineered initial AI combat and stealth logic, exploring new ways for players to break line-of-sight and reset the encounter state.
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Companion Logic: Developed early-stage behavioral prototypes for companion characters, establishing the technical framework for how NPCs assist and navigate alongside the player.
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Game Trailer: