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Tomb
Raider
Lara Croft, the aristocratic young daughter of the
Earl of Abbington, Richard Croft, was on her way home when her chartered plane crashed deep in the
Himalayan mountains, killing her mother and everyone
else on board. Being the only survivor, Lara
had to learn quickly how to depend on her wits to
stay alive in horrendous conditions.
Ten days later she walked into
Katmandu a changed young lady, her experiences,
which she never discussed with anyone again, having had a
profound effect on her. During that solo trek she
learned to love her own company and from that time
on she never again felt more alive than when she was
travelling alone in search of ancient artefacts and
lost civilisations.
It was
while reading one of her journal reports on her
archeological discoveries that Lara first came to
Natla's attention, the owner of Natla's Technologies.
Financed by
Natla's Technologies, Lara was soon on her way to the
mountains of Peru in search of Qualopec's tomb and the mythical Scion of
Atlantis. |
Interview with Phil Campbell (level
designer - the Gold levels)
George Mac: Hi Phil I was wondering if you could shed some
light on the winking Sphinx in Return to the City of
Khamoon. It's intrigued a few of us for a while. Perhaps now
could be a good time to share the story?
Phil Campbell: Ah man, I can't remember that far back!
I'm sure we had just learned to do animated/ swapping
textures, and that whole level was a riff on the original
anyway. Any opportunity I could find to do something to the
original model, I did it!
My goal was to have Lara return to the original (with subtle
and not-so-subtle changes), recognize it of course, and then
open a journey to an entirely new part...
A lot of the stuff we did in all three of the 'Golds' played
on little references and things we thought that freaks like
us would spot - Lost Artifact was full of stuff like that
(the Battle of Britain flyover, the buried Stephensons
rocket, the U-Boat, the Citreon 2CV, Nessie, the Planet of
the Apes stuff, the whole Lara = Joan of Arc in the French
Zoo)...
The 2nd level of Golden Mask (the really Russian part) was
based on my back garden. I was stuck for inspiration to
start building that level, so I just looked out of my studio
window and started massing it up like the shape of my house
and garden - that's the reason for the shape of the very
first bit of that level. Lara comes up out of a well that
actually exists here. Then, once I'd laid out that shape,
ideas started coming for a kind of 'infiltration' mission
and I just built on from there.
I'm sure I've mentioned this before, but Shadow of the Cat
was vaguely based on Alice in Wonderland - I used the
structure of the Alice story to kind of set up the shape of
that adventure, without it being obvious at all, it just
gave me some 'story waypoints' to get inspiration from - so
like the meeting with the Cheshire Cat, and especially the
Tea party (which is kinda recognizable as one of the rooms
where you go and do the challenges based on the different
gods). Sometimes, visualizing a story shape for yourself
internally helps to structure something entirely new. just
one of the tricks I use.
I just finished a bunch of stories for Spore Galactic
Adventures - many of those were riffs on well-known stories
(especially the one based on John Carpenter's Thing), but
lots were kinda pre-vized by me as classic stories (Maltese
Falcon, Midsummers Nights dream, Name of the Rose) and were
less like pastiches and more like just finding a good story
structure - of course, a lot of the Spore stuff has been
heavily edited as it has been built and a bunch of my
stories haven't emerged yet...
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