
Tomb Raider Catalyst
Core project contributions...
Level Designer II | Crystal Dynamics | Unreal Engine 5
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Production & Pipeline Standards: Established authoring standards for asset placement, collision-safe geometry, and player pathing across side tomb production — cutting reported gameplay bugs by 50% and enabling a 5-person team to deliver 5 tombs to Alpha quality within 1 year and 20+ tombs to first-functional within 2 years
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System Design: Designed 10+ modular puzzle object types (doors, movable carts, collectible-triggers) with 30+ configured behavior variations, enabling combinatorial puzzle variety across 20+ tombs from a shared object library
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Documentation & QA: Built and maintained a team-wide production tracking system (Confluence) mapping each side tomb's theme, difficulty, and puzzle object dependencies by phase, and documented puzzle solutions for cross-team reference and QA build verification
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Cross-Discipline Leadership: Led weekly standups and initiated Slack threads to solicit input from Engineering, Art, and Animation — directly informing trap designs and gameplay object behavior based on team feedback
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Key Responsibilites: Blueprint / Visual Scripting, Layout, Combat Encounter Pacing, Puzzle Design, Traversal Design, Cross-Discipline Collaboration
Work samples are currently under NDA. As Tomb Raider Catalyst is currently in active development, I am unable to publicly display level layouts, blockouts, or scripting examples at this time.
However, I am available to discuss my specific contributions, design philosophy, and the challenges I overcame on this project during an interview setting, within the bounds of confidentiality. Please be assured that I will update this page with comprehensive level breakdowns and visual assets as soon as the project's release schedule permits. In the meantime please take a look at my other projects that go over my design and process:
Click on images above to visit my work


