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Tomb Raider Catalyst

Core project contributions...

Level Designer II | Crystal Dynamics | Unreal Engine 5

 

  • 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 

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

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  • System Design: Prototyped and scripted 30+ unique puzzle interacts/objects that provide puzzle variety and allow developers to dynamically scale puzzle difficulty

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

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

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  • Key Responsibilites: Blueprint / Visual Scripting, Layout, Combat Encounter, Pacing, Puzzle, Traversal Design, Mentorship

   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.

Offical Teaser Trailer

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

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