Episode 8 - The Tomb Raider grid (part 2)

February 18th, 2018 · 37 mins 37 secs

About this Episode

Continuing the story from Part 1, this is how the original Tomb Raider's grid-based engine/level editor impacted on the series, on Lara Croft's rise to fame, and on the shifting sands of blockbuster game development. This episode also discusses the place that such a grid system has — or might have — in game design today. Featuring input from former Core Design artists and level designers Heather Stevens and Andy Sandham as well as programmer Gavin Rummery.

Related links:

Music credits:

  • Selected portions of the original soundtracks from Tomb Raider 1 and Tomb Raider 2, composed by Nathan McCree
  • And everything else is my own work.

The Life & Times of Video Games on the Web and social media

You can make a donation to help cover running costs and allow me to rely less on freelance income via

Please remember to subscribe and to leave a review on iTunes or whatever podcasting service you use. A small donation of a few bucks a month on Patreon would go a long way, too, and it'd get you a bit of cool bonus content here and there on a private podcast feed.

There's also now another way to help, and that's to listen via the RadioPublic app. It's free to use on both Apple and Android devices and you can easily import all of your existing subscriptions from another all. And the best thing is that it's from a not-for-profit company that's working to make the podcasting ecosystem more sustainable, which means that, among other things, when you listen, I get paid. So check it out. Head to radiopublic.com to find out more, and subscribe or listen via lifeandtimes.games/radiopublic.