Role: Game Designer
Engine: Crystal Engine
Studio: Crystal Dynamics
Team Size: 150+
Tomb Raider was a tough project to work on but I am stoked on how well it turned out. The project was challenging not only because it was behind schedule when I started, but also because it combined three very different gameplay elements: combat, puzzles and traversal.
I started off as a level designer, working in large level teams to quickly flush out level layouts, combat / gameplay scripting, streaming, collision and optimizations for seven shipped levels. As development got heated I took on systems responsibilities, creating a wolf AI character and then leading a cross discipline strike team to fix stealth mechanics and stealth levels for game wide consistency. Below are the best examples of my work from this game.