February 18th, 2018 | Season 1 | 37 mins 37 secs
3d, blockbuster games, core design, game design, game development, lara croft, level editors, rise of the tomb raider, tomb raider
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.