
Tomb Raider Catalyst
Core project contributions...
Level Designer II | Crystal Dynamics | Unreal Engine 5
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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.