Tomb Raider Underworld
For Tomb Raider Underworld, I pioneered the integration of ZBrush and led the material team, shaping the game’s visual fidelity. I developed workflows—showcased here—for the art team to implement normal maps, alongside crafting materials and objects that enriched the game’s world. I also contributed to lighting for characters, levels, and cinematics. To deepen the Mayan tomb theme’s authenticity, the company sent me and the art director to Mexico and Belize for two weeks, photographing ancient temples firsthand.








































