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Shadow of the Tomb Raider was developed by both Crystal Dynamics and Eidos Montreal.  I contributed to a couple of space as map lead, and worked in collaboration with Patrick Stone (Lead Environment Art), Matt Bard (Environment Art) and Emily Yi (Lighting).  My responsibilities for these spaces included collaborating with level design to establish blockouts, asset building, modular construction, and set dressing.  

I was very fortunate to be a part of the team that developed Rise of the Tomb Raider.  My responsibilities were mainly focused on world building, but also included texture and material generation, prop modelling, lighting and optimizations.  I worked primarily in the hub and side tomb teams.  

 

The following scenes were developed alongside other immensely talented artists, including:  Joshua Bapst, Patrick Sirk, Dannie Carlone, Paul Svoboda, Matt Bard, Akash Dholakia, Matt Mcculloch, Zachary Perez, Osvaldo Villa

Tomb Raider was the first project that I got to work on, and was an incredible experience to be a part of.  I started off mainly supporting other artists with optimization and cleanup in the hub units, but quickly gained more responsibilities which including world building, set dressing, custom modelling, and even development of an entire side tomb from the ground up as the sole artist.  I am incredibly thankful to both Patrick Sirk and Rogelio Olguin for their mentorship and guidance throughout the project.

 

The hub levels shown below were built by an incredible team of artists, including:  Patrick Sirk, Rogelio Olguin, Osvaldo Villa

 

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