Tomb Raider.

Late-stage UI implementation, optimization, and polish for Lara Croft's 2013 reboot.

I joined late in production to help bring the interface across the finish line. Working within the main concept visual direction established by Shay Casey, I focused on production-ready UI implementation, polish, and performance across several key game systems.

01 — Before & After — Main Menu UI Polish

Before

After

The original main menu (left) used a static title card with basic button prompts and minimal motion. The production pass (right) brought Shay Casey's visual direction into the shipped interface through a kinetic camera sweep, layered atmospheric depth, and more responsive UI behavior. My role centered on implementation, optimization, and final polish.

Beyond the main menu, I reduced UI memory usage and shared more efficient techniques for mapping textures within Flash. I also delivered fresh implementations for the in-game map, onboarding tutorial system, in-game credits, and multiplayer UI, alongside a final polish pass on the pause menu.