7 - The Tomb Raider grid (part 1)

A screenshot of Lara doing a swan dive in Tomb Raider III

Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style.

And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development.

This is the story of how that came to be, and how it made Tomb Raider…well, Tomb Raider, based on interviews with Heather Stevens (née Gibson) and Gavin Rummery as well as my past work covering Tomb Raider's history as a freelancer.

See full show notes and episode player…

8 - The Tomb Raider grid (part 2)

Screenshot of Lara running
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.See full show notes and episode player…

   

The Life & Times of Video Games

A documentary and narrative-style podcast about video games and the video game industry — as they were in the past — and how they came to be the way they are today.

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