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RICHARD PAU LEVEL DESIGNER
Level Designer | Environment Artist
12+ Years of AAA Experience at Crystal Dynamics
"I design level systems that scale — from a hex-based modular kit I helped prototype on Rise of the Tomb Raider to the live-service mission architecture it became on Marvel's Avengers, and the authoring standards that let a 5-person team ship 20+ tombs on Tomb Raider: Catalyst in two years."
About
About
Richard is a Senior Level Designer with 12 years of AAA game development experience, including 9 years in dedicated Level Design roles across the Tomb Raider franchise and Marvel's Avengers. He started his career as an Environment Artist on Rise of the Tomb Raider, which shaped a design approach built around close collaboration with art and engineering — from modular kit construction to combat encounter tuning to puzzle systems. Most recently, on Tomb Raider: Catalyst, he established the authoring standards that let a 5-person team deliver 20+ side tombs to first-functional within two years. He's currently expanding his range through independent study, including an original level (One Step Forward) built end-to-end from concept through playtesting.
Core Competencies
Core Competencies
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Design Specialty: Systems-driven level design, modular kit construction, encounter pacing, puzzle design
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Technical Tools: Unreal Engine 5, Horizon 2, Maya, Perforce, Jira, Confluence, Miro
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Production Impact: Authored asset placement, collision-safe geometry, and pathing standards that cut gameplay bugs 50% and helped a 5-person team deliver 20+ tombs to first-functional in 2 years
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Cross-Discipline Collaboration: Used Confluence and Miro for production tracking and documentation; ran weekly standups and Slack threads to gather team input that directly shaped trap and puzzle design
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Leadership: Mentored 3 junior artists through a formal pairing program, each advancing to Senior or Lead roles
Personal & Professional Work
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