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Tomb Raider

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Role: Game Designer

Engine: Crystal Engine

Studio: Crystal Dynamics

Team Size: 150+

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Tomb Raider was a career-defining challenge that required balancing three distinct pillars: visceral combat, intricate puzzles, and fluid traversal. Joining a team facing an aggressive production schedule, I initially served as a Level Designer, executing layouts, gameplay scripting, and technical optimizations for seven shipped levels.

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As development intensified, my role expanded into Systems Design leadership. I authored the Wolf AI behavior and spearheaded a cross-disciplinary strike team to overhaul the stealth mechanics. By establishing a unified stealth framework, I ensured mechanical consistency across the entire global campaign.  Check out my mechanics and level work below:

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