Level Designer [Crystal Dynamics] (2006)
I worked as a principal level designer on Tomb Raider Legend. The re-imagining of Lara and her story for the seventh Tomb Raider in the TR franchise resulted in a critical and commercial comeback after a succession of "less-than-well-received" TR games. To reboot the franchise, the aim was to make Lara more "human" and movement more fluid.
We developed systems and accompanying level design flows to enable players to actualize more freedom of movement than in previous installations of TR.