18 Feb 2018 — Filed in:
Episodes | Season 1Continuing 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.
See full show notes and episode player…Tags: game design, 3D, core design, lara croft, level editors, tomb raider, gavin rummery, heather stevens, andy sandham, toby gard