Wolf Fight Scene

Wolf Fight Scene

I didn't create a single asset in this scene, but I was responsible for the composition, lighting, and collaborated on the design of the sequence (Lara is caught in a bear trap, immobile, and fends off a wolf attack).

Survival Den Altar

Survival Den Altar

The Survival Den was our first SRL (Smart Resourceful Lara) level.  I assembled, composed, lit, and set decorated the area.  I created most of the assets (rock modules, bottles and cans, environment textures) and set decorated with outsourced props (bones, the hanging corpse, the bouy, etc).  This level helped us hone the look for the "tomb" areas of the game.

Shipwrecks

Shipwrecks

The initial vista point of this area was created by another artist, but I was responsible for extending it into a full level, creating the cliffs out of modules, lighting, set decorating, and polishing the level.

Blood Path

Blood Path

The initial composition was created by another artist, but I reworked it significantly to include the bloody water flow horror-leaning elements.  I also lit it.

The Pit

The Pit

Again, I inherited the inital layout but created/inserted the cages and horror elements.  I was responsible for lighting and finalizing the area. 

Forest

Forest

Created some of the composition, and oversaw the team creating the area.  As Captain of the SRL team, it was my responsibility to help both the artists and designers to create this space.  I also lit the area.
 

Forest Bunker

Forest Bunker

Responsible for composition and polished much of the bunker itself.  Oh and lighting.

Monastery Puzzle (Before)

Monastery Puzzle (Before)

Another artist created the actual assets of the space, but I was responsible for lighting, set decoration, and mood-type work. 
 

Monastery Puzzle (After)

Monastery Puzzle (After)

After the player smashes the support beams with the bell knocker, the whole place starts coming apart.  I was responsible for the broken wall and ceiling mesh work.

Monastery Stairs

Monastery Stairs

I took turns on various passes on this area, pushed the composition and did the final lighting.  I have to admit the best parts of the composition (the details of the bodies and spikes) were probably not me.  But this shot is cool.

Entrance to Himiko's Tomb

Entrance to Himiko's Tomb

Again, this was very collaborative, but I did create the initial composition, handled most of the set decoration, and dialed in the final lighting.

Chasm Monastery

Chasm Monastery

Collaborated on composition, responsible for final set decoration and lighting.

WW2 Bunker

WW2 Bunker

Did the final pass of lighting, lots of scene cleanup and polish.

WW2 Bridge

WW2 Bridge

Did the final pass of lighting, lots of scene cleanup and polish.

Survival Den Puzzle 01

Survival Den Puzzle 01

Responsible for composition, set decoration, lighting of the space.  Created many assets in this shot, other than some outsourced junk props.

Survival Den Puzzle 02

Survival Den Puzzle 02

Responsible for composition, set decoration, lighting of the space.  Created many assets in this shot, other than some outsourced junk props.

Blood Pool Cinematic

Blood Pool Cinematic

Responsible for environment and final lighting of this shot.

Side Tomb 01

Side Tomb 01

Created this side tomb early in production, then went back at the very end and reworked it to include shiny statues and more traditional Tomb Raider-style tomb elements.  Composition, set decoration, lighting.

Side Tomb 02

Side Tomb 02

Same as last image - created this tomb early in production, then went back at the very end and reworked it to include giant statues and more traditional Tomb Raider-style tomb elements.  This one went through a round of outsourcing/in-house set decoration before I came back to it and added the giant statues and somber lighting.  Composition, set decoration, lighting.

Survival Den - Ascent

Survival Den - Ascent

This was from the first shipping level I worked on.  It features one fancy water shader to get the water flowing down the slope.  Otherwise, it's just old-fashioned lighting and composition.

Survival Den - Looking Up

Survival Den - Looking Up

This is from one of the very first cinematics in the game, the view up as Lara is being dragged into a creepy cave.  The camera designers set up the shot based on geometry already in the level, then I went back and made sure the godrays and bones were all in doing the right things.

Survival Den - Hanging Chamber

Survival Den - Hanging Chamber

Far shot of the starting area of the game. Heavily responsible for composition, asset creation, set decoration.  Again, a foundational area for the game as it helped us calibrate the fidelity and mood we would try to recapture elsewhere in the game.

Survival Den - Spike Pull

Survival Den - Spike Pull

This shot was composed to the character's pose by another artist, but I created, set-decorated, and lit it.

Survival Den - Jump

Survival Den - Jump

As the cavern shakes and falls apart, an ancient ship (created by outsourcing) tips over and falls.

Base Infiltration - Cell Block

Base Infiltration - Cell Block

Grim cells for Scavenger prisoners.  Composition, set decoration, and lighting.

Chasm Monastery - Hanging

Chasm Monastery - Hanging

I believe this shot is mostly my work.  Initial composition, set decoration of gut piles and body parts, placement of hanging bodies (which were initially from outsourcing, along with body parts), lighting, some shader work.

Secret of the Island - Badguys

Secret of the Island - Badguys

This level was inherited by our team, an significantly reworked.  Here I'm really just responsible for the lighting and some set decoration.

Ocean Vista - Narrow Walk

Ocean Vista - Narrow Walk

Composition, lighting, set decoration, rock modules assembled/modified by me.
 

Secret of the Island Tomb - Before

Secret of the Island Tomb - Before

Area first created by outsourcing, but our team spruced it up a bit.  I added tomb and cave elements to side walls, lit the area for spooky moonlighting, and added set dressing to floors.

Secret of the Island Tomb - After

Secret of the Island Tomb - After

When a fight breaks out, the room's lighting becomes much more dramatic.