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 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 less like an objectified virtual female puppet.
We developed a movement system and accompanying level design to allow players to actualize a more agile freedom of movement.