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RICHARD PAU LEVEL DESIGNER

Level Designer | Environment Artist | Design Mentor
12+ Years of AAA Experience at Crystal Dynamics

   "I architect future-proof level frameworks and high-fidelity player experiences by bridging the gap between technical systems and environmental storytelling. Beyond owning the end-to-end design of 20+ side tombs, I am dedicated to cross-discipline collaboration and mentoring junior talent into Senior leadership roles to ensure stuido-wide production excellence."

Professional Work

Contact

Resume/Contact Info

WORK EXPERIENCE 

 

Level Designer II | Crystal Dynamics | [ Tomb Raider Catalyst ]                                                                                                                                                                                                                                                      2022 – 2025 

 

  • Strategic Vision & Pipeline Optimization: Spearheaded the standardization of gameplay metrics and validation workflows, resulting in a 50% reduction in reported gameplay bugs and significantly reduced iteration time 

  • Future-Proofed Level Production: Owned the end-to-end design for 20+ side tombs, delivering 5 to Alpha quality prior to the first vertical slice production milestone 

  • Mechanical Innovation: Prototyped and scripted 30+ unique puzzle objects, allowing developers to dynamically scale puzzle difficulty and variety 

  • Documentation & Alignment: Authored comprehensive design documentation, including top-down flow maps and object behavior specs, to align Engineering, Art, and Animation teams 

  • Team Collaboration: Fostered a collaborative environment by establishing peer-review sessions that encouraged cross-disciplinary ownership and resource sharing 

Level Designer I | Crystal Dynamics | [ Marvel’s Avengers / Shadow of the Tomb Raider ]                                                                                                                                                                                               2016 – 2021 

  

  • Live Service & Combat Design: Designed multiplayer objectives and layouts for live-service updates, focusing on player retention and cooperative mechanics 

  • System Stress-Testing: Prototyped early combat encounters to stress-test AI behaviors, defining best practices for the combat design team 

  • Technical Implementation: Collaborated with Engineering to implement and showcase new water physics technology within complex side-tomb puzzles 

Environment Artist | Crystal Dynamics | [ Rise of the Tomb Raider / Lara Croft Temple of Osiris ]                                                                                                                                                                               2013 – 2016 

  • Modular Construction: Partnered with Level Design to create the "Kitesh" city modular kit, enabling the assembly of the entire game hub 

  • Mentorship: Mentored several junior developers who eventually progressed to Senior roles leading their own teams 

  • Future-Proofing: Established modular building techniques that became key technical pillars for future studio projects 

 

SKILLS & TOOLS 

  • Core Skills: Level Design, Visual Scripting, White boxing, Pacing, Encounter Design, Modular Kit Construction 

  • Software: Unreal Engine 5, Horizon 2, Maya, Perforce, Jira, Confluence, majority of Adobe multi-media 

 

EDUCATION 

      The Art Institute of California Los Angeles  2011 

  • Bachelor of Science in Game Art & Design 

 

AWARDS 

  • Outstanding Achievement in Game Art and Design 

About

Professional Summary

   Level Designer with over12 years of experience at Crystal Dynamics. A rare hybrid of Level Design and Environment Art, I bridge the gap between aesthetic beauty and mechanical "flow". I specialize in "Future-Proof Design" architecting modular level frameworks that survive major mechanical pivots and production shifts. From spearheading 14 day "Vertical Slice" sprints to define traversal standards to mentoring cross-discipline teams in the art of sbterranean world-building, I deliver"Gold Standard" player experiences that are technically stable and emotinoally resonant.

Core Competencies

  • Design Specialty: Systems-Driven Level Design, Pacing & Flow, Encounter Design, Modular Kit Construction

  • Technical Tools: Unreal Engine 5, Horizon 2, Maya, Perforce, Jira, Confluence

  • Pipeline & Quality: Achieved a 50% reduction in gameplay bugs by architecting standarized validation workflows and data-driven metrics

  • Cross-Discipline Collaboration: Leveraged Confluence and Miro to align Engineering, Art, and Animation on production dependencies and object behavior specs

  • Leadership: Mentoring Junior Developers to Senior Roles, Stakeholder Management, Cross-Discipline Feature Ownership

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© 2023 by Richard Pau Level Designer. All rights reserved.

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