Website powered by

Lara Croft and the Temple of Osiris - Environments

This is a small collection of screenshots of the environments I created for LC2 at Crystal Dynamics. I was the environment art lead for this project and I followed a tough act since the first version of the game received glowing reviews for the innovative gameplay and stunning art.

We were met with a tower of challenges during development. The tallest hurdle was this was the first game the studio began development on using a brand new engine and new tools. Very little workflow had been established with these tools so we had to create one, test and document it for the upcoming production of Rise of the Tomb Raider and Tomb Raider: Definitive Edition that was to be developed by the external studio, United Front Games. I'll spare you anymore details but it was a crazy time and we learned a lot.

I am extremely proud of what we accomplished with this game. It was a brilliant team of talent that made it happen.

This super fun level from the Icy Death DLC is called "Tomb of Hoarfrost". I built this level toward the end of the development cycle so we had the method down pretty well. It a skilled game designer and me 2 or 3 weeks to complete as I recall.

This super fun level from the Icy Death DLC is called "Tomb of Hoarfrost". I built this level toward the end of the development cycle so we had the method down pretty well. It a skilled game designer and me 2 or 3 weeks to complete as I recall.

"Tomb of the Embalmer" from the Twisted Gears DLC had an insane production schedule. Starting from just a couple of pages of notes, game designer, Joshua Herbert and I knocked this out on a tight 4-week schedule. So much fun to build though.

"Tomb of the Embalmer" from the Twisted Gears DLC had an insane production schedule. Starting from just a couple of pages of notes, game designer, Joshua Herbert and I knocked this out on a tight 4-week schedule. So much fun to build though.

"Tomb of the Timekeeper" was the first tomb we created. It's where we ironed the kinks out of a lot of things like depth fade used on the sand drifts. Used LOTS throughout the game. Might have gone overboard with it but it was so cool!

"Tomb of the Timekeeper" was the first tomb we created. It's where we ironed the kinks out of a lot of things like depth fade used on the sand drifts. Used LOTS throughout the game. Might have gone overboard with it but it was so cool!

Here is a never-before-seen shot of the entire overworld of the game. It was separated into several levels so it could be streamed in as they are unlocked. I created large number of the assets here (not all of course) and most of the layout.

Here is a never-before-seen shot of the entire overworld of the game. It was separated into several levels so it could be streamed in as they are unlocked. I created large number of the assets here (not all of course) and most of the layout.

Another first and only place to see this shot as well. Rob Cheng, Sr. Tech Artist, and I created this demo level to prove out the style, workflow and tech abilities of how LC2 would look and show how we could use the new engine. First attempts at PBR!

Another first and only place to see this shot as well. Rob Cheng, Sr. Tech Artist, and I created this demo level to prove out the style, workflow and tech abilities of how LC2 would look and show how we could use the new engine. First attempts at PBR!

Each tomb has a color theme. This one is red!

Each tomb has a color theme. This one is red!

This area was just sad. I could never get it to look good in the daylight but at dusk it was really nice.

This area was just sad. I could never get it to look good in the daylight but at dusk it was really nice.