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Tomb Raider

Eidos-Montréal (collab with Crystal Dynamics)2013UI Developer· Aug 2011 to Mar 2012

Credited as Programmers

PCPS3Xbox 360
Tomb Raider cover

The Story

So on Tomb Raider, I helped Crystal Dynamics from Eidos-Montréal. Mind you, I never went to California once. The cultural gap between Crystal and Eidos-MTL was real, and so were the egos. At the programming layer though, the collaboration worked. Most of the work happened internally on our side, which kept the hand-offs clean and let us own our architectural calls.

The piece I'm proudest of is the 3D main menu framework. We built it on Scaleform, with ActionScript driving dedicated 3D geometry hooks, camera transitions at the base camps, and contextual prompt layering. Honestly, that one ended up defining the visual style of this Tomb Raider, a gritty, survival-feeling interface that matched the darker tone of the game. Alongside that we shipped the multiplayer UI systems (leaderboards, HUD, faction and inventory management), reusable UI architecture standards, and an asset library that shortened iteration cycles for the whole team.

When you think about it, this project cemented something for me. Cross-studio collaboration is less about the tech than about the handshake at the seam. Who owns what, who defers, and how you keep egos from getting in the way of the craft.

My Contributions

  • Built the framework for the 3D main menu and multiplayer menus
  • Developed multiplayer UI: leaderboards, HUD, faction/inventory management
  • Created outershell UI elements
  • Established UI architecture standards and reusable asset library
  • Acted as UI consultant on Scaleform, ActionScript, and UI architecture

Tech Highlights

Scaleform / ActionScriptMultiplayer UI systemsReusable component library architectureCross-team collaboration (Crystal Dynamics + Eidos-Montréal)

Skills Applied

UIMultiplayer UIScaleformActionScriptC++Cross-Studio CollaborationArchitecture Standards

Screenshots

UI / Visual Identity

A gritty, survival-themed interface matching the game's darker tone. Full 3D menus with camera transitions at base camps, contextual prompts, and a warm amber/firelight palette in menu screens contrasting with the minimalist in-game HUD.

Related Games

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© 2026 Alexandre Richer. Built with AI in the loop, in Montréal.

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