Lara Croft and the Temple of Osiris
For my first title at Crystal Dynamics in Redwood City, CA, I was responsible for designing levels, interactive objects, scripted sequences, and contributing to overall game design. I delivered playable, on screen content within first 2 weeks, rising to a velocity of 10 design alpha levels per week, which included traversal layouts, combat rooms, puzzle rooms, and highly scripted sequences. My levels comprise 50% of all full length dungeons, and received the highest satisfaction feedback on average according to user feedback.
Additionally, I built ~75% of all planned downloadable content for LCTOO on a two man team, after the rest of the team transitioned off the project.
Additionally, I built ~75% of all planned downloadable content for LCTOO on a two man team, after the rest of the team transitioned off the project.