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.
- The Tomb Raider Grid (part 1)
- "It felt like robbery": Tomb Raider and the fall of Core Design, my article for Ars Technica
- Raiding the Fan-Made Tombs of Lara Croft, my article for Rock Paper Shotgun on the level editing community
- Video of 20th anniversary panel at Play Expo 2016, organised by Ash Kaprielov and featuring several people who worked on the series (including Heather and Gavin)
- TRLE.net, the central hub of the custom levels community
- Level Editing Forum, discussion boards for the custom levels community (lots of cool projects ongoing)
- Tomb Raider 1 for iOS (I get a small cut of the sale price if you buy via this link)
- Tomb Raider 2 for iOS (likewise)
- My affiliate link to buy Rise of the Tomb Raider on Amazon — Xbox One, PS4
- My affiliate link for to a Tomb Raider video game search on Amazon
- 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
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