
// 001 — Signal Origin
A Tomb Raider fan since 1997 and a published builder since 2001 (formerly known as chronicles5), TRLE runs deep in my DNA, and lies at the intersection of two of my favorite topics: ancient history and video games. I’ve been inspired by the ancient world since I was a kid, and I fell in love with Tomb Raider instantly the first time I played Tomb Raider II.
When the Level Editor came out, I quickly became obsessed and built many (frankly terrible) levels for the first year or so. By 2002, I was getting a better grasp of aesthetics, but still needed work on gameplay. While I started many more projects after that, I never got around to finishing and releasing any of my own, with the exception of five BTB submissions between 2006 and 2016. The last few levels were successful and established my signature style of sprawling, non-linear and challenging levels thick with atmosphere.
During those years, I was also going to school for graphic and web design, building on Photoshop skills I learned as a result of TRLE. I did freelance web design for over 10 years before later getting into tech. I’ve also done quite a bit of traveling, from Angkor Wat and other temples in Cambodia, to Loch Ness in Scotland, to the Alhambra in Andalusian Spain, the high monasteries of Meteora, Greece, to the mysterious cave cities of Cappadocia, Turkey. Catch me on Instagram for travel photos!
Currently, I’m making an effort to carve more time out of my busy schedule because Tomb Engine is absolutely incredible, and I have dozens of unfinished levels that I’m dying to complete and publish.
// 01 — Level Design
Currently active across four projects: a China/Bhutan TR2 sequel spanning seven levels, a Celtic horror Ireland set with eight levels and a non-linear hub structure, a Persia remaster, and a new island/bioweapons TR3/TR5 mashup for the 2026 Create a Classic Competition. TEN has opened up years of unfinished work.
Browse Levels →// 02 — Tutorials
The Lua scripting API in Tomb Engine is powerful and underused in the community. The tutorial series covers everything from first scripts to advanced systems: event sequences, object scripting, flipmap/water-level puzzles, proximity traps, cutscenes, and custom effects. Written for builders who have never touched Lua.
Watch Tutorials →// 03 — Photography
Shooting since the travels began. Long exposures of auroras, fogbanks, coastlines at dusk. Architectural photography from Angkor Wat, Meteora, the cave cities of Cappadocia, crumbling ruins in Greece. Fine art travel prints coming soon! Follow along on Instagram for now.
Instagram → →// 04 — Streaming
Live builds on Twitch - level editor sessions, Lua scripting, the occasional deep dive into TR history. YouTube carries the tutorial series and archived streams.
Twitch Channel →Discovered Tomb Raider 2. Ancient history and video games collide. Obsession begins.
Got my hands on Tomb Raider Chronicles for PC, locked eyes with winroomedit.exe.
Temple of Aeolus - first released level. Yikes. I was 13, okay? Enthusiasm was real. TRLE hooks in deep. Known as chronicles5 at this time.
Ta Prohm, Japanese Temple by Night, Northern Shrine of Brahma. Aesthetic developing.
Forest Palaces - first BtB submission. This would be the first of 5 BtB submissions over the next 10 years.
Palace Dionysus, A Rift in Sedona, Arcadian Dream, Lara Croft and the Forty Thieves. Signature style solidifies.
Quest for Tír Na Nóg begins - Celtic horror, eight levels, non-linear hub.
Shadow of the Dragon - seven-level TR2 sequel. In development for nearly a decade. Ported to TEN.
TEN changes everything. All long-running projects ported. Lua scripting API explored. Tutorial series begins.
chronicles5 > Nite_Traveler, launched website, new YouTube content, Lua scripts and tutorials, participating in TEN dev and testing