<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Andy Sandham - Tomb of Ash</title>
	<atom:link href="https://www.tomb-of-ash.com/category/andy-sandham/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.tomb-of-ash.com/category/andy-sandham/</link>
	<description>Award-Winning Videogames Blog</description>
	<lastBuildDate>Mon, 23 May 2022 12:17:52 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1</generator>

<image>
	<url>https://www.tomb-of-ash.com/wp-content/uploads/2017/05/TOA-link-head-120-48x48.png</url>
	<title>Andy Sandham - Tomb of Ash</title>
	<link>https://www.tomb-of-ash.com/category/andy-sandham/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>Tomb Raide 3 and Chronicles Concept Arts</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-chronicles-concept-arts/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 16 Jul 2020 18:31:58 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Retro Games]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=22668</guid>

					<description><![CDATA[<p>These Concept arts were provided to us by Andy Sandham, the writer and level designer for the game.</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-concept-arts/">Tomb Raide 3 and Chronicles Concept Arts</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>These Concept arts were provided to us by Andy Sandham, the writer and level designer for the game.</p>
<p><a href="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-large wp-image-22669" src="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-1024x814.jpg" alt="" width="1024" height="814" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-1024x814.jpg 1024w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-300x238.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-768x610.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-500x397.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-800x636.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-1280x1017.jpg 1280w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-48x38.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-90x72.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-150x119.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-200x159.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-400x318.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-600x477.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-1400x1113.jpg 1400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o-1440x1144.jpg 1440w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10550485_10153044054539488_1889485655_o.jpg 1500w" sizes="(max-width: 1024px) 100vw, 1024px" /></a> <img decoding="async" class="aligncenter size-medium wp-image-22670" src="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-300x231.jpg" alt="" width="300" height="231" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-300x231.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-1024x788.jpg 1024w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-768x591.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-1536x1182.jpg 1536w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-500x385.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-800x616.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-1280x985.jpg 1280w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-48x37.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-90x69.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-150x115.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-200x154.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-400x308.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-600x462.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-1400x1078.jpg 1400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o-1440x1108.jpg 1440w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10588308_10153044043374488_1464839822_o.jpg 1720w" sizes="(max-width: 300px) 100vw, 300px" /> <img decoding="async" class="aligncenter size-medium wp-image-22671" src="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-300x205.jpg" alt="" width="300" height="205" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-300x205.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-768x525.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-500x342.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-800x546.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-48x33.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-90x61.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-150x102.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-200x137.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-400x273.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o-600x410.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587277_10153044054889488_1831358254_o.jpg 1000w" sizes="(max-width: 300px) 100vw, 300px" /> <img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-22672" src="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-300x213.jpg" alt="" width="300" height="213" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-300x213.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-1024x728.jpg 1024w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-768x546.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-500x355.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-800x569.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-1280x910.jpg 1280w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-48x34.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-90x64.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-150x107.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-200x142.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-400x284.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-600x426.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-1400x995.jpg 1400w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o-1440x1023.jpg 1440w, https://www.tomb-of-ash.com/wp-content/uploads/2020/07/10587044_10153044054739488_1152391399_o.jpg 1500w" sizes="auto, (max-width: 300px) 100vw, 300px" /></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Don’t forget to get your copy of the remastered music from the game at http://shop.trdarkangel.com</p>
<p>????Download 4 epic Tomb Raider music albums NOW ???? http://ow.ly/KnJb50xWWur ????MP3 + FLAC</p>
<p>????CD, Vinyl ???? http://shop.trdarkangel.com/</p>
<p>???? Spotify, iTunes, Apple Music, Google Play</p>
<p>????The Dark Angel Symphony https://orcd.co/brr001</p>
<p>???? Tomb Raider: The Angel of Darkness Remastered OST https://orcd.co/brr004</p>
<p>????Tomb Raider: Chronicles Remastered OST https://orcd.co/brr003</p>
<p>????Tomb Raider: The Last Revelation Remastered OST ttps://orcd.co/brr002</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-concept-arts/">Tomb Raide 3 and Chronicles Concept Arts</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tomb Raider Chronicles Script</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-chronicles-script/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 10 Nov 2016 12:00:14 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Retro Games]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[2000]]></category>
		<category><![CDATA[5]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chronicles]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[classics]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[larson]]></category>
		<category><![CDATA[narrative]]></category>
		<category><![CDATA[pierre]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retrogame]]></category>
		<category><![CDATA[RetroGamer]]></category>
		<category><![CDATA[retrogames]]></category>
		<category><![CDATA[rome]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tomb raider 20]]></category>
		<category><![CDATA[tr5]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-chronicles-script/</guid>

					<description><![CDATA[<p>Andy Sandham, the level designer and writer for Tomb Raider 3-5, send us the first part of Tomb Raider Chronicles’ script. TOMB RAIDER V SCRIPT: ANDY SANDHAM CORE DESIGN LTD INITIAL LOAD FMV: FMV 1: FADE IN:EXT. CROFT ESTATE &#8211; OVERCAST DAYThundery skies, rolling clouds, and the rest. Not the bestday for a funeral. LIGHTNING [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-script/">Tomb Raider Chronicles Script</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote>
<p>Andy Sandham, the level designer and writer for Tomb Raider 3-5, send us the first part of Tomb Raider Chronicles’ script.</p>
</blockquote>
<p></p>
<p><b></p>
<p>TOMB RAIDER V SCRIPT: ANDY SANDHAM CORE DESIGN LTD</b></p>
<p></p>
<h2>INITIAL LOAD FMV: FMV 1:</h2>
<p>FADE IN:<br />EXT. CROFT ESTATE &#8211; OVERCAST DAY<br />Thundery skies, rolling clouds, and the rest. Not the best<br />day for a funeral. LIGHTNING FLASHES, and silhouetted<br />against it, a FAMILIAR FIGURE.<br />LARA CROFT.<br />ANOTHER FLASH, and the silhouette revealed. A STATUE, atop<br />a MEMORIAL STONE. a plaque set in the stone below the<br />figure bearing a simple inscription:</p>
<p>&lsquo;LARA CROFT &#8211; 1968 &#8211; 2002. ONCE AND FUTURE ADVENTURER &#8211; FOR<br />HER UNDYING SPIRIT.&rsquo;</p>
<p><!-- more --></p>
<p>A figure rises from laying a wreath beside other floral<br />tributes at the base of the statue. WINSTON, her ever<br />faithful butler, looking none too cheery.<br />Glances across, nodding to a shadowy couple, huddled under<br />an umbrella. They nod back in acknowledgement, and then<br />turn toward the ancient church behind them.<br />Winston watches them go, and then turns to hobble down a<br />gravel path toward a waiting rolls.<br />EXT. LARA&rsquo;S MEMORIAL -GLOOMY DAY<br />A repeat of the earlier image, it suddenly SHRINKS, moves<br />to a corner of the screen, revealed as a video feed in a<br />NEWS REPORT, news reader sitting before it in a studio.<br />INT. ROLLS ROYCE &#8211; GLOOMY DAY<br />The news report plays on a small built in television,<br />leather surrounds, mini bar, a tasteful, British conversion<br />of the back of a Rolls.<br />Winston sitting, attempting to dry himself, one eye on the<br />report. Beside him, dressed in the abrupt black and whites<br />of a priest, FATHER PATRICK, forties.</p>
<p>PATRICK<br />&#8217;tis a sad day, Winston.<br />WINSTON<br />She will live on forever in our<br />hearts.<br />PATRICK<br />Surely, Winston- and for this is<br />only a memorial service&ndash;<br />we may yet receive news from Von<br />Croy in Egypt.<br />WINSTON<br />We can only hope and pray that<br />she may yet be returned to us.<br />PATRICK<br />Yet, If Von Croy is digging in<br />the hopes of finding her, I fear<br />he may only be met with black<br />reality.</p>
<p>Winston sighs, looks back to the mini television. The<br />report continues, stills of Lara in her various adventures.<br />He leans in, turns it off, sudden BLACKNESS.</p>
<p><b>TO START GAME FLYBY/OPTIONS SCREEN:<br /></b></p>
<h2>INTRO/FMV2:</h2>
<p><b>INT. CROFT MANSION -CENTRAL HALL -NIGHT<br /></b>Dimly lit, a lofty chamber framed by majestic stairwells,<br />adorned with antique canvasses, caught in flickering<br />candlelight, and notably EMPTY.<br />Except for FOOTSTEPS.<br />A LIGHTNING FLASH, revealing an imposing STAGS HEAD,<br />mounted on the wall, bleached for a moment in the sudden<br />light.<br />Below it, Winston, leading father Patrick, and our cheeky<br />Gallic buddy, JEAN YVES through a dark corridor below the<br />stairs.</p>
<p>WINSTON<br />To the study, gentlemen, where we<br />may pontificate over the day&rsquo;s<br />disheartening events.<br />Winston arrives at an oak door, begins to unlock it.<br />JEAN-YVES<br />Indeed, my friend.<br />Another CRASH of lightning.<br />JEAN-YVES (CONT&rsquo;D)<br />Even the heavens cry out.</p>
<p>Winston looks at him dolefully, before leading them into<br />the room.<br />FADE TO:</p>
<p><b>INT. CROFT MANSION -STUDY -STORMY NIGHT<br /></b>a roaring fire, flickering light illuminating wood panelled<br />walls, the impression of a turn of the century Gentleman&rsquo;s<br />club.<br />Before it, Father Patrick and Jean-Yves in large leather<br />chairs, face each other over an antique coffee table.<br />Attention on a smooth, medium sized STONE Patrick holds up,<br />studying it reverentially as the firelight dances across<br />it.</p>
<p><b>INT. CROFT MANSION -STUDY -STORMY NIGHT &#8211; WINSTON POV</b></p>
<p>Winston enters, looking down at the TRAY he carries,<br />decanter and crystal glasses rattling on it precariously.<br />Hesitates, looks across the expanse of room to the two men.</p>
<p><b>INT. CROFT MANSION -STUDY -STORMY NIGHT<br /></b>Winston is feeling optimistic. Re-embarks on his hero&rsquo;s<br />journey, but Jean-Yves is up, and relays the tray to the<br />table before Winston can protest.<br />All attention now on the STONE:</p>
<p>WINSTON<br />The &#8216;philosophers stone&rsquo;. One of<br />Lara&rsquo;s first artefacts. And one<br />of her most challenging pursuits,<br />if my memory serves me.<br />FATHER PATRICK<br />The Vatican still smarts with the<br />episode.<br />JEAN-YVES<br />She was never the one for<br />diplomacy, Lara. But she<br />certainly knew how to paint the<br />town red.</p>
<p>CUT TO:</p>
<h2>INT. OPERA HOUSE -ROME -NIGHT</h2>
<p>Female opera singer, centre of a magnificent stage, mid<br />performance.<br />As seen through OPERA GLASSES- Lara&rsquo;s, revealed in a foxy<br />evening gown, the only occupant of a luxurious box<br />overlooking the show, two spare seats either side.<br />LARSON, he of the original TOMB RAIDER, appears in tux from<br />the curtain behind Lara, sits beside her, grinning broadly.<br />Not a flicker of acknowledgement from Lara.</p>
<p>LARSON<br />Well, goldarn, ain&rsquo;t you just a<br />picture?<br />LARA<br />Ah, the charming Mr. Larson.<br />Returns to her glasses.<br />LARA (CONT&rsquo;D)<br />Has Pierre let you off the leash?<br />Talking of which, where is our<br />&#8216;learned friend&rsquo;.<br />LARSON<br />Oh, he&rsquo;s around.<br />(beat)<br />You got the cash?<br />LARA<br />I&rsquo;ve got the cash.<br />(beat)<br />But I don&rsquo;t deal with the monkey.<br />Larson&rsquo;s grin drops from his face.<br />LARSON<br />Well now, that ain&rsquo;t polite for a<br />lady. And would that still be the<br />case, even if the monkey has got<br />a little something that lady<br />might want?</p>
<p>She Turns to look at him for the first time. Larson&rsquo;s smile<br />returns, twice as wide. He hesitates, savours the moment.<br />Then from his jacket, produces the &#8216;Mercury stone&rsquo;<br />NOTE: this is the first element of the Rome puzzle &#8211; four<br />stones, that once combined, will give access to the level<br />reward &#8211; &#8216;the philosophers stone&rsquo;.<br />Lara&rsquo;s eyes light up like a kid on Christmas morning. Then,<br />as her eyes narrow, Larson shifts in his seat,<br />uncomfortable in her suddenly predatory gaze.<br />A FLUID movement, and Larson SPRINGS BACK.<br />Her turn to return the grin, a wad of NOTES in hand.</p>
<p>LARA<br />Lucky I&rsquo;m in a generous mood.<br />The barrel of a small PISTOL placed at Lara&rsquo;s TEMPLE. She<br />doesn&rsquo;t need to look up.<br />LARA (CONT&rsquo;D)<br />Crawled out from under your rock?<br />PIERRE, a small, well dressed, elaborately coiffured<br />Frenchman, stands over her. Cocks the hammer.<br />PIERRE<br />No need for unpleasantaries Miss<br />Croft. I am afraid I must, once<br />again&ndash;<br />Gently removes the cash.<br />PIERRE (CONT&rsquo;D)<br />&ndash;Relieve you of your burden.</p>
<p>On Lara, oddly passive</p>
<p>LARA<br />Easy come, easy go.<br />Larson now at Pierre&rsquo;s side, holding the stone, giggling<br />like an irritating child. Lara unmoving, they begin to edge<br />backward toward the curtain.<br />As Lara raises her gloved arm toward Pierre, awaiting the<br />polite gentleman&rsquo;s response.<br />He hesitates.<br />PIERRE<br />Now now, Miss Croft. No games.<br />She looks to him like butter wouldn&rsquo;t melt.<br />LARA<br />As if.</p>
<p>Pierre keeps the gun steady, leveled at her. Hesitates.<br />Then Steps forward, to cautiously take her hand, meeting<br />her gaze.<br />And in the briefest moment, as he lowers his eyes to kiss<br />her hand, a CRACK, as she flattens her open palm across his<br />nose.<br />Pierre drops onto his backside with a thump, gun slipping<br />out of his grasp.<br />Lara out of her seat, closing on the retreating Larson,<br />knuckles white around the stone, other hand searching<br />frantically in his jacket. Expression suddenly triumphant.<br />A TINY, easily concealed PISTOL, leveled at Lara. She<br />looks at it coyly.</p>
<p>LARA<br />Larson. I expected more from you.</p>
<p>His eyes drop instinctively to his tiny weapon. He can&rsquo;t<br />help himself. That&rsquo;s his bad luck, as a KICK from Lara<br />sends him CRASHING BACK through the curtains.<br />And the STONE arcing HIGH INTO THE AIR, following a<br />trajectory OUT OVER THE BALCONY, falling toward the crowds<br />below.<br />LARA PROPELS herself from the LIP OF THE BOX, LAUNCHING<br />HERSELF INTO SPACE.<br />SPINNING out over the AGHAST FACES FAR BELOW &#8211; and CATCHING<br />THE STONE at its APEX, her momentum carrying her forward<br />into the GIANT STAGE CURTAINS.<br />SCREAMING FROM THE AUDIENCE, discordant notes of the<br />musicians abandoning their instruments for the spectacle.<br />LARA clutches the top hem, for her weight to TEAR THE<br />MATERIAL FREE of its hooks, gradually SLOWING HER FALL,<br />eventually DEPOSITING HER by the CONFUSED SINGER.<br /><b>INT. OPERA HOUSE -STAGE -NIGHT<br /></b>SILENCE.<br />Lara checks the stone, dusts herself off &#8211; looks up to find<br />the AUDIENCE, gazing, stupefied.<br />The SPOTLIGHT finds her, and the first ripple of APPLAUSE.<br />BUILDING in volume.<br />She takes a bow, as the cheering SWELLS, flowers thrown<br />onto the stage, the opera singer looking somewhat<br />CRESTFALLEN at this invading opportunist.<br />A GUNSHOT from above &#8211; Pierre, leaning drunkenly over the<br />lip of the box, gun back in his hand &#8211; and as the screaming<br />starts once more, Lara EXITS, stage left.<br /><b>INT. OPERA HOUSE -BACK STAIRS<br /></b>From the back of the box, Larson and Pierre scrambling down<br />the stairs, all bloody nosed and out of breath.</p>
<p>LARSON<br />(wheezing)<br />It ain&rsquo;t over till the fat lady<br />sings.</p>
<p><b>EXT. ALLEYWAY -ROME -NIGHT</b></p>
<p>A Narrow, cluttered alley. Parked beside the STAGE<br />ENTRANCE, A helmeted DELIVERY BOY removes PIZZA&rsquo;s from the<br />back of his scooter, approaches the door.<br />CRACK!<br />Door thrown open, Mr. Dominos flung unceremoniously into an<br />unpleasant assortment of waste bags.<br />Lara, MID FLIGHT, Sizes up the situation in an instant&ndash;<br />TEARS off the excess dress material below the thigh&ndash;<br />LEAPS onto the scooter, a moment to store the &#8216;Mercury<br />stone&rsquo; in the PIZZA COMPARTMENT, before KICKING the still<br />idling engine INTO GEAR.<br />She is OFF AT SPEED into the alley, Dominos back on his<br />feet, scrambling after her momentarily before conceding<br />defeat, hands on thighs, gulping in breath.<br />Notices FOOD MATTER on his clothes, beginning to sweep it<br />off with disgust, until a ROARING from behind causes him to<br />SPIN.<br />The helmet framing his expression of INCREASING ALARM&ndash;<br />DIVES HEADFIRST INTO THE WASTE he just climbed out of, as a<br />TAXI CAREERS PAST, speed informing us that it may not the<br />Owner in control.<br /><b>INT. TAXI CAB -NIGHT<br /></b>Larson DRIVING, expression FIXED INTENTLY AHEAD,<br />illuminated in the lights of the dash.<br />Also illuminating Pierre, hands wedged in front of him,<br />eyes blinking tight shut at BOXES, other waste flung over<br />the windscreen.<br />Until a LARGER BUMP, drawing his ATTENTION FORWARD, Larsons<br />intensity replaced once more with the familiar GRIN&ndash;</p>
<div>
<p></p>
<p>LARSON<br />Ha!</div>
<div>
<p></p>
<p><b>EXT. ALLEYWAY -ROME -NIGHT<br /></b>Lara, attempting to correct the scooters trajectory from<br />the NUDGE, delivered from the taxi CLOSING ONCE MORE,<br />delivering another BUMP to the back of the bikeLara angrily struggles to control the scooter.</div>
<div><b>INT. TAXI CAB -NIGHT<br /></b>Larson BESIDE himself, smacking the steering wheel&ndash;</p>
</div>
<div>
<p>LARSON</p>
<p>Bucking bronco baby! How long can<br />you stay on?</div>
<div>
<p></p>
<p>Pierre, nails dug into the dash, observes the buffeted Lara<br />with a slightly more wary expression.</div>
<div>
<p></p>
<p><b>EXT. ALLEYWAY -ROME -NIGHT<br /></b>Lara spots her only chance &#8211;<br />A NARROWER, ADJOINING ALLEYWAY&ndash;<br />gains a few feet, violently SWERVES the scooter into it.</div>
<div>
<p></p>
<p><b>EXT. NARROW ALLEYWAY -ROME -NIGHT<br /></b>Lara SKIDS into the far end of the alleyway, regains<br />control precariously, pumps the throttle, the bike<br />screeching protest, as she heads for her GOAL&ndash;<br />A WROUGHT IRON GATE spans the alleyway, half closed, the<br />gap of five or so feet below it her target.<br />The TAXI crashes into the tunnel behind her, Snaring the<br />wall in a shower of sparks, beginning to ACCELERATE.<br />SHE MAKES IT, gracefully SLIDES the scooter under it at<br />speed, RIDING IT TO A STANDSTILL.<br />Steps off, glances back toward her pursuers.<br /><b>INT. TAXI CAB -NIGHT<br /></b>Lara ahead, closing fast in the headlights.<br />UNMOVING. Only an IRON GATE between her and two tons of<br />hurtling automobile.</div>
<div>
<p></p>
<p>LARSON<br />We ain&rsquo;t gonna make that gap,<br />boss.</div>
<div>
<p></p>
<p>CLOSING FAST&ndash;</p></div>
<div>
<p></p>
<p>PIERRE<br />Keep going. We&rsquo;ll make it.<br />LARSON<br />Ain&rsquo;t gonna.</div>
<p></p>
<div><b>EXT. NARROW ALLEYWAY -ROME -NIGHT<br /></b>Lara, silhouetted in the full beam, the vehicle roaring<br />ever closer, taps her fingers impatiently on her thigh.<br /><b>INT. TAXI CAB -NIGHT<br /></b>Almost at the gate &#8211; Pierre&rsquo;s face drains of colour, TOO<br />LATE:</div>
<div>
<p></p>
<p>PIERRE<br />(whispered)<br />Not going to make it.</div>
<div>
<p></p>
<p><b>EXT. NARROW ALLEYWAY -ROME -NIGHT<br /></b>An EXPLOSION OF GLASS AND STEEL.<br />The top half of the car SHEARED NEATLY OFF, the impact<br />CRIPPLING IT, DEAD in its tracks, not six feet from Lara.<br />A hubcap rolls from the smoking wreckage, drops flat at her<br />feet.<br />But even as she drops to retrieve the stone from the bike,<br />she keeps her eyes fixed cautiously on the seemingly<br />lifeless, smoking shell of the car.<br />LARSON SITS UP, looking, to say the least, tired and<br />emotional. Lara smiles at him, as his pupils roll back into<br />their normal, more effective position, eyelids fluttering.<br /><b>INT. REMAINS OF TAXI -LARSON POV -NIGHT<br /></b>A blurred, double vision Lara stands, waves a little<br />goodbye, before disappearing into the night.<br /><b>INT. REMAINS OF TAXI -NIGHT<br /></b>Larson, sat up in his seat, dazed and confused. Drunkenly<br />observes Pierre, dragging himself out of his survival space<br />in the foot-well.</div>
<div>
<p></p>
<p>LARSON<br />What did I tell you?<br />Pierre glowers at Larson, as the final aria of another,<br />nearby OPERA drifts out to them, applause close on its<br />heels.</div>
<div>PIERRE<br />Mon dieu!</div>
<div>
<p></p>
<p>He slams his hands hard on the remains of the dash,<br />accidentally activating the taxi meter with a loud BING!<br />FADE TO BLACK.</p>
<p><b>LEVEL ONE BEGIN</b></p>
</div>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/f603e38140f90a049d1e48b4a3b17637/tumblr_inline_og6bneMoeo1rwngbp_540.jpg" /></figure>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-script/">Tomb Raider Chronicles Script</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>A card signed by Andy Sandham!</title>
		<link>https://www.tomb-of-ash.com/andy-sandham-designed-levels-in-tomb-raider-3-5/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 08 Dec 2015 07:49:09 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Collection]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[collected]]></category>
		<category><![CDATA[collection]]></category>
		<category><![CDATA[collectors]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[fan]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/andy-sandham-designed-levels-in-tomb-raider-3-5/</guid>

					<description><![CDATA[<p>A card signed by Andy Sandham!</p>
<p>The post <a href="https://www.tomb-of-ash.com/andy-sandham-designed-levels-in-tomb-raider-3-5/">A card signed by Andy Sandham!</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<a href='https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280.jpg'><img loading="lazy" decoding="async" width="757" height="746" src="https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280.jpg" class="attachment-large size-large" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280.jpg 757w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-300x296.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-48x47.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-90x89.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-150x148.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-200x197.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-400x394.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-500x493.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2015/12/tumblr_nz14dxx8kz1rfy3d2o1_1280-600x591.jpg 600w" sizes="auto, (max-width: 757px) 100vw, 757px" /></a>

<p>&nbsp;</p>
<p>Andy Sandham designed levels in Tomb Raider 3-5 and also did narrative work in Tomb Raider 4-5. Make sure you read our interviews with him!</p>
<p>The post <a href="https://www.tomb-of-ash.com/andy-sandham-designed-levels-in-tomb-raider-3-5/">A card signed by Andy Sandham!</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Exploring Aldwych &#8211; the Real Location from Tomb Raider III</title>
		<link>https://www.tomb-of-ash.com/exploring-aldwych-the-real-location-from-tomb/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 02 Oct 2015 12:26:05 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[2015]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[aldwych]]></category>
		<category><![CDATA[aldwych tube station]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[classics]]></category>
		<category><![CDATA[closed]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[exclusive]]></category>
		<category><![CDATA[footage]]></category>
		<category><![CDATA[from]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[level]]></category>
		<category><![CDATA[levels]]></category>
		<category><![CDATA[london]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[RetroGamer]]></category>
		<category><![CDATA[retrogaming]]></category>
		<category><![CDATA[station]]></category>
		<category><![CDATA[strand]]></category>
		<category><![CDATA[tomb rader 3]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tomb raider 3]]></category>
		<category><![CDATA[tomb raider3]]></category>
		<category><![CDATA[tube]]></category>
		<category><![CDATA[video]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/exploring-aldwych-the-real-location-from-tomb/</guid>

					<description><![CDATA[<p>Tomb Raider III sees a number of locations that are set in London. One such level is Aldwych; an abandoned tube station populated with thugs and rodents with whom Lara must fight in order to reach a small Masonic Temple and advance onto the next level. Survivor Reborn and I recently visited the real Aldwych [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/exploring-aldwych-the-real-location-from-tomb/">Exploring Aldwych &#8211; the Real Location from Tomb Raider III</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2ba4c92ed9788b0cc00035c73d03776c/tumblr_inline_nvle00G4aj1rwngbp_540.jpg" alt="image"></figure>
<p>Tomb Raider III sees a number of locations that are set in<br />
London. One such level is <a href="http://tombraider.wikia.com/wiki/Aldwych" target="_blank" rel="noopener">Aldwych</a>; an abandoned tube station populated with<br />
thugs and rodents with whom Lara must fight in order to reach a small Masonic<br />
Temple and advance onto the next level. <a href="https://www.facebook.com/SurvivorReborn" target="_blank" rel="noopener">Survivor Reborn</a> and I recently visited<br />
the real Aldwych Tube Station, located in the City of Westminster where Surrey<br />
Street meets Strand. Once known as Strand station upon its opening in 1907, it<br />
closed in 1994 due to lack of use.&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/91ae797d7914ac95150743551e4cdf3c/tumblr_inline_nvldtn4ikI1rwngbp_540.jpg" alt="image"></figure>
<p><i>Piccadilly, o RLY?</i></p>
<p>Parts of the station and the running tunnels<br />
were used during both world wars to shelter artworks from London’s public<br />
galleries and museums from bombing.&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/27dcf877b8c0baffa029cd8138de43e7/tumblr_inline_nvle8lQi5m1rwngbp_540.jpg" alt="image"></figure>
<p>Since it had a low passenger flow, the<br />
station had long been popular as a filming location even when it was open, and<br />
has appeared as itself and as other London Underground stations in a number of<br />
films (28 Weeks Later (2007), V for Vendetta (2006), Sherlock (2014) and many<br />
others). In recognition of its historical significance, the station is a <a href="http://www.historicengland.org.uk/listing/the-list/list-entry/1401034" target="_blank" rel="noopener">Grade<br />
II listed building</a>.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/56e6cd7ca0acca0507b271c173d039d5/tumblr_inline_nvldvsJcdV1rwngbp_540.jpg" alt="image"></figure>
<p><b>Andy Sandham</b>, the creator of <b>London levels</b> in Tomb Raider<br />
III was very interested in abandoned tube stations at the time and even though<br />
Andy’s vision of Aldwych does differ from the actual station, the real Aldwych<br />
doesn’t have escalators and its staircase is actually a spiral for example.&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/e9de73fd0d24f3642e520e07731b57f6/tumblr_inline_nvldxiv97g1rwngbp_540.jpg" alt="image"></figure>
<p><i>Staircase in Aldwych</i></p>
<p>There are places where the level completely copies the actual station. Such places will make any hard-core Tomb Raider fan visiting the station grin with the thought OH WOW I’VE BEEN HERE.</p>
<p>&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/1c25f6539f9cd20b281fd9bc7d0f831d/tumblr_inline_nvlebkhD6J1rwngbp_540.jpg" alt="image"></figure>
<p>Another significant difference is the Masonic Temple in the<br />
game (or maybe there is one somewhere in the real Aldwych? Hidden from public<br />
eyes). Andy “wanted to try and get in as much ‘London lore’ as possible in<br />
that area” by adding such a temple to the station.</p>
<p>Both the level and the actual Aldwych have this earie<br />
atmosphere. It featured in an episode of <b>Most Haunted Episode 19</b>:</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>The track and infrastructure are maintained in operational<br />
condition and a train of ex-Northern line 1972 tube stock is permanently<br />
stabled on the branch. &nbsp;This train can be<br />
driven up and down the branch for filming.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2b0b91d29436da70658c1c5c075d9db2/tumblr_inline_nvldzaDICC1rwngbp_540.jpg" alt="image"></figure>
<p>The ancient elevator is not in working order though. There<br />
are in fact three lift shafts, able to accommodate two elevators each, but only<br />
one shaft was actually finished and supplied with two elevators. The other two<br />
remained empty.&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/1ee7ccac7378b82c6c8757bf6dddb220/tumblr_inline_nvle5uWnQp1rwngbp_540.jpg" alt="image"></figure>
<p>The physical connection with the Piccadilly line northbound<br />
tracks remains, but requires manual operation.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/77c0fa5caaf860b2234b602ac4c52526/tumblr_inline_nvleayysN61rwngbp_540.jpg" alt="image"></figure>
<p>The level features a secret platform that you can only<br />
access with a flight mode mod, as the train will kill you as you approach to it<br />
otherwise. The platform is empty and there’s nothing there really, it looks<br />
like an unfinished bit of the level. Andy assumes “that must have been a test<br />
area?” He did “spend a lot of time making little extra bits… although I presume<br />
this was just a texture test I was doing?”</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>Notably one of the real Aldwych’s walls has been used as a<br />
test area for tiles.&nbsp;</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/319c8f17e0858609794d135a839bf356/tumblr_inline_nvle20Hh8Y1rwngbp_540.jpg" alt="image"></figure>
<p>&nbsp;“The secret <i>[of the unused platform in the level]</i> is<br />
unfortunately lost in the mists of my addled brain!” (Sandham, 2015). See our short video from the station:</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p><b>Additional Media:</b></p>
<p>Andy Sandham Interview <b><a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/" target="_blank" rel="noopener">Part 1</a> </b>and<b> <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-part-ii/" target="_blank" rel="noopener">Part 2</a></b></p>
<p><a href="https://www.facebook.com/media/set/?set=a.627545824014701.1073741836.573366079432676&amp;type=3" target="_blank" rel="noopener"><b>Our photos from Aldwych Station </b></a></p>
<p>Special thanks:</p>
<p>Andy Sandham, Jonathon Cooper.</p>
<p>The post <a href="https://www.tomb-of-ash.com/exploring-aldwych-the-real-location-from-tomb/">Exploring Aldwych &#8211; the Real Location from Tomb Raider III</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>TOMB RAIDER IV – CORE DESIGN TEAM INFORMATION (1998-1999)</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-iv-core-design-team-information/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 15 Sep 2015 09:23:18 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chris coupe]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[derek gilchrist]]></category>
		<category><![CDATA[england]]></category>
		<category><![CDATA[english]]></category>
		<category><![CDATA[games developers]]></category>
		<category><![CDATA[gamesdev]]></category>
		<category><![CDATA[jamie morton]]></category>
		<category><![CDATA[jerr o'caroll]]></category>
		<category><![CDATA[joby wood]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[mark hazelton]]></category>
		<category><![CDATA[martin gibbins]]></category>
		<category><![CDATA[peter connelly]]></category>
		<category><![CDATA[peter duncan]]></category>
		<category><![CDATA[phil chapman]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[richard flower]]></category>
		<category><![CDATA[Richard Morton]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[uk]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-iv-core-design-team-information/</guid>

					<description><![CDATA[<p>Name:                         RICHARD MORTON Age:                            26 Current job title:       Level Creator Current job description: Creating Lara’s new locations, inventing the puzzles and traps, adding the enemies to each [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-iv-core-design-team-information/">TOMB RAIDER IV – CORE DESIGN TEAM INFORMATION (1998-1999)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/7841be8c20f992d0a9a342d1cb268cf1/tumblr_inline_nupnynyZwt1rwngbp_540.jpg" alt="image" /></figure>
</p>
<p><b>Name:</b>                         RICHARD<br />
MORTON</p>
<p><b>Age:</b>                            26</p>
<p><b>Current job title:</b>       Level<br />
Creator</p>
<p><b>Current job description:</b></p>
<p>Creating<br />
Lara’s new locations, inventing the puzzles and traps, adding the </p>
<p>enemies<br />
to each finished map, playing the entire game and checking </p>
<p>playability.</p>
<p><b>Work history:</b></p>
<p>Yogi Bear,<br />
Scooby Doo, Chuck Rock II, Asterix and the power of the gods, Thunderhawk II,<br />
Tomb Raider II &amp; III.</p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation?</b></p>
<p>Easier<br />
level of difficulty (but not too easy!), more imaginative puzzles, more use of<br />
enemy A.I. An even more polished product. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2c3b71b84094d35a2673cfe90375695c/tumblr_inline_nupnzkCTj11rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:             </b>            PETER<br />
CONNELLY</p>
<p><b>Age:</b>                            26</p>
<p><b>Current job title:</b>       Musician/Audio<br />
producer</p>
<p><b>Current job description:</b></p>
<p>I’m<br />
currently responsible for all aspects of the audio side of Tomb Raider </p>
<p>IV.</p>
<p><b>Work<br />
history:</b></p>
<p>I’ve worked in the games industry for about 4 years now.<br />
Previous released </p>
<p>titles include Battleships (Hasbro), Risk (Hasbro), Mass<br />
Destruction (BMG), </p>
<p>Europoker &#8211; arcade (Alien Leisure), Flesh Feast (Segasoft).<br />
I’ve also done </p>
<p>some freelance work for companies such as Red-Lemon Studios
</p>
<p>(Glasgow). Prior to this I completed an OND and HND in<br />
Music Technology </p>
<p>at Newcastle College of Arts and Technology.</p>
<p>I’ve always been into music and have been composing tunes<br />
on computers since the early C64 days.</p>
<p><b>What is the most significant<br />
improvement you personally hope to give give Last<br />
Revelation?</b></p>
<p>I<br />
now want to combine my overall experience and classical training, as a musician,<br />
and incorporate them into the advanced technologies we have here at Core Design<br />
to hopefully create some really breathtaking music for the fourth game.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/e54815cb2b8b57e73b1291ea7959066c/tumblr_inline_nupo8pSOyP1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:             </b>            MARTIN<br />
GIBBINS</p>
<p><b>Age:</b>                            29 </p>
<p><b>Current job title:</b>       Programmer</p>
<p><b>Current job description:</b></p>
<p>I<br />
am working on effects, traps, puzzles and general engine changes / </p>
<p>improvements.</p>
<p><b>Work<br />
history:</b></p>
<p>Asterix<br />
and the Great Rescue (Master System)</p>
<p>BC<br />
Racers (PC)</p>
<p>Blam!<br />
(PC/Playstation/Saturn)</p>
<p>ShellShock<br />
(PC/Playstion/Saturn)</p>
<p>Swagman<br />
(Playstation/Saturn)</p>
<p>Tomb<br />
Raider 3 (PC/Playstation)</p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation?</b></p>
<p>A<br />
generally cleaner, more polished look and feel.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/f823a131276ac4f7346055617a069745/tumblr_inline_nupo98qua81rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:                         </b>ANDY SANDHAM</p>
<p><b>Age:</b>                            29</p>
<p><b>Current job title:       </b>Level designer</p>
<p><b>Current job description:</b></p>
<p>Level design,<br />
graphics and objects required for levels specifically under my jurisdiction.</p>
<p><b>Work history:</b></p>
<p>BLAM! Tomb<br />
Raider III. Fighting Force.</p>
<p><b>What is the<br />
most significant improvement you personally hope to give Last Revelation?</b></p>
<p>Realistic interfacing with<br />
objects/ resulting in vastly improved gameplay!</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/935c957bbfabf704886e2a038413e3fd/tumblr_inline_nupob0KE8x1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:                         </b>MARK HAZELTON</p>
<p><b>Age:                            </b>26</p>
<p><b>Current job<br />
title:       </b>Graphic Artist  </p>
<p><b>Current job<br />
description:</b></p>
<p>I produce<br />
all publicity graphics for Tomb Raider and Lara. This includes magazines,<br />
billboards and the box art. Posing Lara in a 3D software package, I build the<br />
relevant scenery and light accordingly. The image is then rendered and<br />
retouched by myself, to iron out any floors and add special touches. When I<br />
have time I also help out with the games FMV by building models.</p>
<p><b>Work history:</b></p>
<p>Last employer Arc Developments</p>
<p>Titles of Developed Games: Rosco<br />
McQueen, Tomb Raider II, Tomb Raider III,</p>
<p>Ninja, Fighting Force 1 &amp; 2 </p>
<p><b>What is the most<br />
significant improvement you personally hope to give Lara ?</b></p>
<p>Exactly what the public demand!</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/50fb493fe0eb71be79907259357dbe80/tumblr_inline_nupobiOOZ11rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:</b><br />
                       JERR O’<br />
CARROLL</p>
<p><b>Age:    </b>                        34</p>
<p><b>Current job title:</b>       Animator</p>
<p><b>Current job description:</b></p>
<p>I’m<br />
responsible for the continuation of Lara’s ever-expanding movement abilities.<br />
New moves are a major part of what will help Tomb Raider grow, and hopefully<br />
these new ones will be up to the task! Also the games in-game cut-scenes and<br />
new vehicles.  </p>
<p><b>Work<br />
history:</b></p>
<p>Various minor games on the old Amiga system. Running Man.<br />
Moonwalker. The Deep. </p>
<p>Littil Divil and Team Suzuki for Gremlin. </p>
<p>Gender Wars for SCI,</p>
<p>Heimdall 1 &amp; 2, Premiere, Asterix, Ninja for Core –<br />
plus Tomb II, III &amp; now the fourth. </p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation? </b>  </p>
<p>I’ll<br />
be giving Lara a whole new range of movements, which will add to the new<br />
adventure. Some are subtle ones, like increasing the speed of generic movements<br />
already existing. But also adding a brand new set which will add to the playing<br />
experience. It’s a big responsibility to work on something as large as Tomb<br />
Raider!</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/33a21e4eb5517484db42956b18c97392/tumblr_inline_nupocpfQtR1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:                         </b>DEREK LEIGH-GILCHRIST</p>
<p><b>Age:</b>                            25</p>
<p><b>Current job title:</b>       Console<br />
Programmer</p>
<p><b>Current job description:</b></p>
<p>Mainly<br />
Technical stuff &#8211; I’m in charge of Improving the Game Engine and Optimising the<br />
game code so we can get more things happening on screen such as environment<br />
mapping, skinning etc.</p>
<p><b>Work<br />
history:</b></p>
<p>Tomb Raider  &#8211;<br />
Playstation</p>
<p>ShellShock &#8211; Playstation</p>
<p>Ninja – Playstation</p>
<p>Fantastic Dizzy (Sega Genesis,Amiga,CD32 etc.)</p>
<p>Cosmic Spacehead (Sega Genesis,Amiga)</p>
<p>Magicland Dizzy (Amiga, Atari ST)</p>
<p>Bubble Dizzy (Amiga, Atari ST)</p>
<p>Prince of The Yolkfolk Dizzy (Amiga, Atari ST)</p>
<p>Captain Dynamo (Amiga, Atari ST)</p>
<p>Battle Valley (Amiga, Atari ST)</p>
<p>Spot (Atari ST)</p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation?</b></p>
<p>I`m hoping to make the fourth game the<br />
best looking Tomb Raider game yet, by improving the game engine to handle more<br />
polygons and more special effects. Lara already looks much better with skinned<br />
joints and 200 more polygons!</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2c416cba93f9b15e54e1f59f35f8a572/tumblr_inline_nupod9E1l31rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name: </b>                        RICHARD<br />
FLOWER</p>
<p><b>Age:</b>                            30</p>
<p><b>Current job title:</b>       Programmer</p>
<p><b>Current job description:</b></p>
<p>Responsible for the PC Version and the addition of<br />
some of the new features for both PC and PSX.</p>
<p><b>Work<br />
history: </b></p>
<p>Previous<br />
employer Electronic Arts, titles worked on were a couple of canned products,<br />
then worked on the 3D Match engine for Premier League Manager. At Core, Tomb<br />
Raider III and Tomb Raider II: Golden Mask.</p>
<p><b>What is the most significant improvement you personally<br />
hope to give give Last Revelation?</p>
<p></b></p>
<p>To<br />
create a more specific PC Version of the product, improved lighting, making<br />
better use of accelerator card features, to include multi pass rendering<br />
techniques.</p>
<p>Basically<br />
give PSX owners something to drool over…</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/8228e1163134525cff91caa3fcc5e85e/tumblr_inline_nupoe42sQ51rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:                         </b>JOBY WOOD<b></b></p>
<p><b>Age:                            </b>26</p>
<p><b></b></p>
<p><b>Current job title:        </b>Level Designer &amp; Graphic Artist.</p>
<p><b></b></p>
<p><b>Current job description:</b></p>
<p>Basically<br />
responsible for the production of the last few levels of the game, as well as<br />
mucking in with the rest of the team on other things like storyline, new<br />
features etc… </p>
<p><b>Work<br />
history:</b></p>
<p>Battle Valley (Amiga). Pub Trivia (Amiga-St). Llamazap (St<br />
Falcon). Tempest 2000 (Jaguar-PC). Fantastic Dizzy (MegaDrive-Amiga). BC Racers<br />
(PC-3DO). Ninja Shadow of Darkness (Playstation).</p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation?</b></p>
<p>As a new recruit to the Tomb Raider team, I will be helping to introduce<br />
some new puzzles and fresh ideas into the game.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a6951cf17fcfa72271b76cb80cf245ec/tumblr_inline_nupof71tvR1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:                         </b>JAMIE MORTON</p>
<p><b>Age:</b>                            21</p>
<p><b>Current job title:       </b>Level Designer</p>
<p><b>Current job description:</b></p>
<p>The design, textures and objects for each of my<br />
levels. Where traps and enemies will be placed in the maps. Also to help<br />
produce the basis of the game story, and new ideas for puzzles and Lara<br />
animations.</p>
<p><b>Work<br />
history:</b></p>
<p>Tomb Raider III. Also map work on Thunderhawk 2 and<br />
Shellshock.</p>
<p><b>What is the most significant improvement you personally<br />
hope to give Last Revelation?</b></p>
<p>More involving puzzles, and traps that do not<br />
necessarily kill the player instantly. To help cut down the annoyance people<br />
have with the instant death situations.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a52f6ace8cd3e59ff23fced7d3efa8be/tumblr_inline_nupog2cCOr1rwngbp_540.jpg" alt="image" /></figure>
<p><b></p>
<p>Name:</b><br />
                        PHIL CHAPMAN        </p>
<p><b>Age:</b>                            More<br />
than 21, less than 40!</p>
<p><b>Current job title:       </b>Animator</p>
<p><b>Current job description:</b></p>
<p>Design and<br />
animation of enemies<b>.</b></p>
<p><b>Work history:</b></p>
<p>Tomb Raider III<br />
animations</p>
<p><b>What is the most significant<br />
improvement you personally hope to give Last<br />
Revelation?</b></p>
<p>Better animation, of course!<br />
Plus a variety of very original baddies for Lara to pit her wits (or guns)<br />
against…</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/66250011a4f8a46f2123c2d41ad516ee/tumblr_inline_nupoh4MdEG1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:<br />
  </b>                      PETER DUNCAN</p>
<p><b>Age:</b><br />
                          31</p>
<p><b>Current job title:       </b>Graphic artist</p>
<p><b>Current job description:</b></p>
<p>Level design, modelling and texturing.</p>
<p><b>Work history:</b></p>
<p>Display studio artist, and film school graduate.</p>
<p><b>What is the most significant<br />
improvement you personally hope to give Last Revelation?</b></p>
<p>To give a greater atmosphere, as well as make it a bit<br />
more of an adventure game, and also to bring the story development into the<br />
levels.</p>
<p><b>Name:                         </b>TOM<br />
SCUTT</p>
<p><b>Age:                            </b>34</p>
<p><b></b></p>
<p><b>Current job title:       </b>Artificial<br />
Intelligence (AI) Programmer</p>
<p><b></b></p>
<p><b>Current job description:</b></p>
<p>Programming<br />
all the creatures and people (except Lara) in Tomb Raider 4. Prototyping the AI<br />
for other Core Design games.</p>
<p><b>Work history:</b></p>
<p>Lecturer<br />
in Artificial Intelligence at Nottingham University for seven years… moved to<br />
Core in 1998 and worked on the AI in Tomb Raider 3 for the last six months of<br />
that project.</p>
<p><b>What is the most<br />
significant improvement you personally hope to give<br />
Last Revelation?</b></p>
<p>Giving Lara enemies (and friends) that<br />
can move around the map (almost) as well as she can.</p>
<p>Producing<br />
creatures that will surprise (and frighten), and rewarding players who think<br />
before they shoot.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/7e8e069e981bdfc5ace88a32f96adc6b/tumblr_inline_nupoio84uz1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Name:</b>                         CHRIS COUPE</p>
<p><b>Age:                            </b>31</p>
<p><b>Current job title:</b>       Programmer</p>
<p><b>Current job description:</b></p>
<p>PlayStation<br />
programmer on Last Revelation</p>
<p><b>Work history:</b></p>
<p>86-89:<br />
Elite Systems Ltd</p>
<p>89-97:<br />
Arc Developments</p>
<p>97-99:<br />
Core Design</p>
<p><b>What is the most<br />
significant improvement you personally hope to give<br />
Last Revelation?</b></p>
<p>To<br />
make it a lot more playable and even more polished than the previous versions!</p>
<p>From <i>“TOMB<br />
RAIDER IV –TEAM INFORMATION FOR EXCLUSIVE WEBSITE HOSTS”</p>
<p></i></p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-iv-core-design-team-information/">TOMB RAIDER IV – CORE DESIGN TEAM INFORMATION (1998-1999)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Interview with Andy Sandham (part II)</title>
		<link>https://www.tomb-of-ash.com/interview-with-andy-sandham-part-ii/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 07 Aug 2014 15:44:00 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[dr who]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tomb raider chronicles]]></category>
		<category><![CDATA[tomb raider classic]]></category>
		<category><![CDATA[tomb raider fan art]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/interview-with-andy-sandham-part-ii/</guid>

					<description><![CDATA[<p>Since my interview with Andy Sandham was published it received a lot of popularity and feedback. Because of all the feedback we received I wanted to open our next layout of questions to the Tomb Raider community. Here are their questions for Andy Sandham. Andy Sandham, Core Design  In early magazine previews it was said [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-part-ii/">Interview with Andy Sandham (part II)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><b>Since my <a href="http://tomb-of-ash.tumblr.com/post/93095805215/interview-with-andy-sandham-core-design" target="_blank" rel="noopener noreferrer">interview</a> with Andy Sandham was published it received a lot of popularity and feedback. Because of all the feedback we received I wanted to open our next layout of questions to the Tomb Raider community. Here are their questions for Andy Sandham.</b></p></blockquote>
<p><img decoding="async" src="http://68.media.tumblr.com/c8dafce5417cd6dc06f5fd4696612d15/tumblr_inline_ndwslqU1wY1rwngbp.jpg" alt="image" /></p>
<p><i>Andy Sandham, Core Design</i></p>
<p><b> In <a href="http://i-8-yer-grandma.tumblr.com/post/93820376435/playstation-plus-magazine-oct-1997-loads-of-tomb" target="_blank" rel="noopener noreferrer">early magazine previews</a> it was said that Tomb Raider III would feature a higher resolution and groundbreaking graphics This also said it would contain up to <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.unseen64.net%2F2012%2F01%2F10%2Ftomb-raider-3-beta-playstation-pc%2F&amp;t=Y2VjOGVhZTdhYTczNTBkYjAxNjk0MGM0NTQ1YTEyMDhjMjlhMTU0YixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">3 routes of completion</a> (majority of these routes were taken out), Could you give us a bit more information about this and why it never made it into final release? </b></p>
<p>I believe the optional routes were taken out due to time pressure – as our first Tomb Raider game as a team, we were really up against it, learning new tech, etc., so I believe we held out on the ‘hub’ system until tomb raider 4 to prevent ourselves from having nervous breakdowns! With regards the graphics, I believe the coders implemented triangulation on the blocks (which caused a variety of control nightmares including plenty of Lara riverdancing) which allowed us as designer/artists to create more ‘organic’ shapes. Although I should point out this didn’t seem to help out too much with my accidentally ‘cubic’ version of <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FSt._Paul%27s_Cathedral&amp;t=YmY0YWRiZmRjYjVkZDA3MGQxOTgwZjRhYmUwZTQwMGYwMWQ5OTk3ZCxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">St’ Paul’s Cathedral</a>… I should also note that according to the coders, the lighting was vastly improved – may have been dynamic lights? Difficult to remember!</p>
<p><img decoding="async" src="http://68.media.tumblr.com/45993501710274a966b7a2e1fe65527c/tumblr_inline_n9xzbwUhlP1rwngbp.jpg" alt="image" /></p>
<p><i>St. Paul’s Cathedral and Tomb Raider III Title screen</i></p>
<p><b>In <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.unseen64.net%2F2012%2F01%2F10%2Ftomb-raider-3-beta-playstation-pc%2F&amp;t=Y2VjOGVhZTdhYTczNTBkYjAxNjk0MGM0NTQ1YTEyMDhjMjlhMTU0YixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider III beta</a> version it is possible to see Peru on the globe. Why the level was cut out from the game and what was its original purpose? It was said that the first level would be there to explain the storyline and then the player would be able to choose where to continue their adventure from a set of four locations. Was Peru actually the original first level?</b></p>
<p>I remember that Heather, level designer and artist on Tomb 2 had built most of Angkor Watt – but that team were offered their own project (project Eden?) and so jumped at the chance, leaving us with a ¾ complete level that was handed over to Jamie Morton. Uncertain about Peru, but I do remember we discovered a day or two after the game shipped that as soon as you started on the mud slide in that level and jumped left super quick, you would end up at the end of level trigger! This, understandably, caused some concern…I’m uncertain if we fixed this, or if it’s still in the game…</p>
<p><img decoding="async" src="http://68.media.tumblr.com/a604d6b1ab7366fc1c3218332e7b9a86/tumblr_inline_n9xzpjXT5c1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider III beta screenshots © Unseen64</i></p>
<p><b>The UFO in the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FArea_51&amp;t=ZTQ3NWRiYzc3OTcwYzZkZWZiYjI4Y2E2NWIwN2EyZjgzYTE3NmU2NSxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Area 51 level</a> is much bigger on the inside than the outside. Was Dr Who’s <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FTARDIS&amp;t=MzY1ODA3NjY2MzQ1MDk1ZGVjYWM5MjdkMWJjMGJlZGI0ZjM2NTdjZixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Tardis</a> an inspiration to this? And how this effect was achieved in the game?</b></p>
<p>Yup, our little nod to <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FDoctor_Who&amp;t=NmEyYjY4M2UyZmVjOTk4ZmI3ZTdlNmQwNjZmOTA4NGQxYWU1ZTA1NixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Dr. Who</a> – with regards achieving it, the doors in the tomb raider editor were effectively portals that sent Lara in to a new BSP– I think there was a lot of fiddling with that room so that the wall normals were only visible from the inside, although I’m uncertain if it lived in the same space or if we teleported Lara to a different area. In the dim recesses of my tired old brain, I <i>do</i> remember us having some issues with this area.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/706b9e93474b5984f37e75b18277e4ad/tumblr_inline_n9xzuqgkvB1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider III, Area 51</i></p>
<p><b>Why was there a sphinx in <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwikiraider.tombraidergirl.net%2Findex.php%2FLud%27s_Gate&amp;t=ZDJhNTY0ZGNlYTEzOThjYjk5YjA5Yzg1Y2FiZDMwMDQ2ODJmZGY0YyxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Lud’s Gate</a>? Was it meant to be a duplicate of the one from <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FSanctuary_of_the_Scion&amp;t=YjcxMzdjOTE5NWUyZGY3OTM0Yjg1MjdmYTFmYmI5YWY4YWU0ZjNlOSxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Sanctuary of the Scion</a>?</b></p>
<p>Yup, a nod to that classic chamber – the cutaway camera in that level was one of the first major elements of cinematic ‘spectacle’ I had seen in computer games – and I wanted to replicate it. Never as good as the first time, though!</p>
<p><img decoding="async" src="http://68.media.tumblr.com/dfe9f2e6b8a86e0a0cae748f1fd097de/tumblr_inline_n9y01eyXir1rwngbp.jpg" alt="image" /></p>
<p><i>Lud’s Gate Tomb Raider III and Sanctuary of the Scion Tomb Raider I</i></p>
<p><b>Why was <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAll_Hallows&amp;t=ODU2ZmJiZmY2MzcyY2FkYTVkMGY4MzM3ODllZjdmZGIxOWQ4N2NmNCxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">All Hallows</a> (Tomb Raider III) made as a bonus level and not included in the main game? It seemed like it was on early screenshots. Did it have a different purpose in the beginning and story to go along with it?</b></p>
<p>I believe I originally made this as part of the inside of St. Paul’s, but due to memory, I couldn’t fit it in. I also remember It was insanely difficult, I made the bloody thing and could only just complete it…saying that, I picked up Tomb 3 again the other day to have a look – started playing the London level (which I built) and couldn’t get off the first roof without dying repeatedly. We weren’t so keen on the game concept of ‘on-boarding the player’ in those days.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/8e47c066602e1814ed384a5ba529dae7/tumblr_inline_n9y087MPIi1rwngbp.jpg" alt="image" /></p>
<p><i>All Hallows in Tomb Raider III Alpha and Final release</i></p>
<p><b>Eventually, Lara discovers a small Masonic temple when she explores <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwikiraider.tombraidergirl.net%2Findex.php%2FAldwych&amp;t=NjY2ZTYxYjNkMDIzMThkM2UyM2NlZjBhZTQwZDc3NDk4MzUzZTlhYixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Aldwych</a>. Why is it there? Also why Aldwych was chosen as a location in the first place?</b></p>
<p>Aldwych was chosen as a location as I was interested in abandoned tube stations at the time – there are a number under London, although I have a sneaking suspicion Aldwych has now re-opened. I’m actually heading that way next week, so if it is, I’m going to take a look and see if I’m able to find any gangs of giant rodents, etc. With regards the Masons, I wanted to try and get in as much ‘London lore’ as possible in that area – and I should also point out I was also obsessed with geographical accuracy, so I wanted to make sure the locations were all plausible and ‘reachable’ from one another – something I believe adds to player immersion.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/605018367cc3a831397fcf99b29342a6/tumblr_inline_n9y0hjYBRm1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider III, Aldwych</i></p>
<p><b>What inspired you for <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FIreland_Section&amp;t=MjBkMThhNTM0ODZlNTA4MmYxMjEyMzY2OWJlZjYyZGJmYzBmYmFlMSxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Irish</a> levels in <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FTomb_Raider_Chronicles&amp;t=Nzg0MGUxMGEwMjQzZDY1MTIwMDQxMjUwNDRiZjY1OWM3MzRjNWU4OSxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider Chronicles</a>? Why was Ireland chosen as a location?</b></p>
<p>I’m big on British folklore, and Ireland seemed a good choice for all kinds of mysterious goings on, perhaps also inspired by my growing up in the Highlands of Scotland, and spending a lot of time walking out on the Isle of Skye, visiting Iona and Staffa, etc.,and being scared by things going bump in the night!</p>
<p><img decoding="async" src="http://68.media.tumblr.com/7bed00d588b0c09b30a78fab39069866/tumblr_inline_n9y0t8FK1k1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider Chronicles</i></p>
<p><b>In the PC version of Tomb Raider Chronicles it comes with a level editor. Now the level editors community grew to huge proportions. A lot of its aspects were even improved by the fans. Is the level editor similar to the software that you used to create levels? Did you play any custom made levels?</b></p>
<p>I had a look at this the other day with a view to walking my students through the processes of early level design in action adventure titles. From what I could see, this was pretty much the editor we used day to day. With regards custom made levels, management (Adrian) would, I believe, play a number of these, and would show us some of the better ones, yes.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/8f44d01927e8cf2d6b098b2715e01306/tumblr_inline_n9y0wncjuk1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider Level Editor</i></p>
<p><b> FMV version of Lara’s manor in Tomb Raider I is slightly different to the one in Tomb Raider II (where you can actually go outside). It looks strikingly similar to Compton Wynyates (which is in Warwickshire, near Derby). It even features the painting of the horses that Lara has in her main hall. Was this indeed the original inspiration for it?</b></p>
<p>I’m still uncertain of Toby’s original inspiration –although with regards the painting of the horses, this may simply be down to this texture being available in the book we were scanning for textures that day! Sorry I can’t be of more help – I’ll see what else I’m able to dig out, as I’m seeing some of the original team next week.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/7c6792cc79a8802c0f03ad675d5dfb70/tumblr_inline_n9y101EgXb1rwngbp.jpg" alt="image" /></p>
<p><i>Compton Wynyates and Lara’s Manor from FMV in Tomb Raider I </i></p>
<p><b>Ashka/Fiend for <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Flaracroft.ru&amp;t=YmNkYTQ0NjA0YjQ2NmMzMDkwOWVhNDExOGM2ZmJhMDU4OTNmODA1ZSxmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer">Lara Croft in Russia.</a> </b></p>
<p><a href="http://t.umblr.com/redirect?z=https%3A%2F%2Fvk.com%2Fpage-278982_48725673&amp;t=ODk0MzQ5YjJhYzgyZThjMmIyYjZkOWQwNWM5ZjY4MzcwZjg2OTk2MixmNlRkNE1CMw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F94071931125%2Finterview-with-andy-sandham-part-ii&amp;m=1" target="_blank" rel="noopener noreferrer"><b>(<i>Read this article in Russian)</i></b></a></p>
<p><b>Special Thanks to Tatiana Leitzel</b></p>
<p><i>Questions submitted by:</i></p>
<p><i>newraider75, darylbaxter, ggctuk, profc, mordyga, E. Muntyan, boobandie. </i></p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-part-ii/">Interview with Andy Sandham (part II)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title></title>
		<link>https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 12:01:00 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chronicles]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/exclusive-concept-arts-for-tomb-raider-3-aldwych/</guid>

					<description><![CDATA[<p>Exclusive concept arts for Tomb Raider 3 (Aldwych) and Tomb Raider 5 (Ireland) kindly provided by Andy Sandham after his interview with me! Please have a read if you haven&#8217;t already 🙂</p>
<p>The post <a href="https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4377/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4378/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4379/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4380/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>

<p>Exclusive concept arts for Tomb Raider 3 (Aldwych) and Tomb Raider 5 (Ireland) kindly provided by Andy Sandham after his <b><a href="http://tomb-of-ash.tumblr.com/post/93095805215/interview-with-andy-sandham-core-design" target="_blank">interview</a></b> with me! Please have a read if you haven&rsquo;t already <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>The post <a href="https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Interview with Andy Sandham (Core Design)</title>
		<link>https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 28 Jul 2014 08:10:00 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chronicles]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Jacqueline Natla]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[natla]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/interview-with-andy-sandham-core-design/</guid>

					<description><![CDATA[<p>Andy Sandham was involved in majority of Tomb Raider games by Core Design. He was an artist, level designer and a scriptwriter throughout his work on Tomb Raider series. And today he kindly agreed to an interview with me. Andy Sandham, Core Design Hello Andy, thank you for agreeing to have Q&#38;A with us. You [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/">Interview with Andy Sandham (Core Design)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><b>Andy Sandham was involved in majority of Tomb Raider games by Core Design. He was an artist, level designer and a scriptwriter throughout his work on Tomb Raider series. And today he kindly agreed to an interview with me.</b></p></blockquote>
<p><img decoding="async" src="http://68.media.tumblr.com/ab8a56094cc23f01adea34cbbef5b985/tumblr_inline_ndwsfi5wPr1rwngbp.jpg" alt="image" /></p>
<p><i>Andy Sandham, Core Design</i></p>
<p><b>Hello Andy, thank you for agreeing to have Q&amp;A with us.</b></p>
<p><b>You had a great level of involvement from <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb2.html&amp;t=ZWQyMThkYzQxNjc0ZmMyNThkYzRhNDgzNjY1ZDg3NDI0YmMyZWQ1MixLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider I</a>I until <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb5.html&amp;t=OGFiZDM5N2EzNGJkMDcxOWVkNjM5MDk5ZWYwMDAxNjljODc4MTkzNSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider (5) Chronicles</a>.  Which was your favourite game that you worked on? </b></p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb3.html&amp;t=NGMwYWZjZTBhN2ZjNmVhYTNlNTc5MDhkMTdmMzQxMDBmNDcwNjZmYixLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider 3</a> – we really pushed the boundaries of what the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FPlayStation%23PlayStation&amp;t=OTUzNGVjNWM4YTgwZDIzYzYzYzVjZWM0ZDk2MzRjN2Y1OTg1YTY4NCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">PSONE</a> was capable of, and there was a healthy sense of competition in the team. I also created the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FLondon_Section&amp;t=MDNlY2RjZjc5NWI2ZWQwNzIxYzJkZmZhNTdmYmUzMDEzMDMwYzlmZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">London level</a>, which allowed me a lot of ‘research time’ in London, if that’s the right phrase. I still recall standing in tube stations with my breeze block sized digital camera taking photographs of the floor and walls for textures!</p>
<p><img decoding="async" src="http://68.media.tumblr.com/c426a28afdb203f315c50b5c3d2a23d4/tumblr_inline_n9efk3dr4D1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider III (1998)</i></p>
<p><b><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCroft_Mansion&amp;t=OWViMTU3ZmY4NDgyNzlmYzE1YjFhNmQ5Mzg0NzU2NjRmMDE5NjY1NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Croft manor</a> has always been a great training area for beginners and veterans alike to establish the new skill sets each game had.  Previously we have read that Croft Manor was inspired by <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.nationaltrust.org.uk%2Fkedleston-hall%2F&amp;t=MTVhNWMyMzhhNmU1ZDgxMTM1ZjljMTA2ZjBiM2E0OTRkYmE1YzJkZCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Kedleston Hall</a> however we have personally gone there and it does not have that many similarities.  Having been in Darby and outside the original Core Design building, we noticed many of the buildings were brick with white edging and had architectural similarities.  </b><b>What inspired the look of Croft Manor really?</b></p>
<p>I’m uncertain what Toby’s (<i>Toby Gard</i>) original inspiration was – although, yup, It did bear a few similarities to the original Core building – without the hidden quad bike track, of course.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/5824dad53363063a6c94bc3abed60000/tumblr_inline_n9efp72nYC1rwngbp.jpg" alt="image" /></p>
<p><i>Ex Core Design building (55 Ashbourne Road, Derby, UK) and Croft Manor in Tomb Raider III</i></p>
<p><b>Why was Croft Manor removed from <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb4.html&amp;t=Y2Y2NTVlYmNhMTAxZWMxMGEzNDUzZTdiZWM0MTFmYWM4ZGNhZWYwZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb  Raider (4) Last Revelation</a> and Tomb Raider (5) Chronicles?</b></p>
<p>If memory serves, I think we began to try and build the tutorials into the levels – as per the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FWerner_Von_Croy&amp;t=YjdlZWM2YjJmZThiYjFlZTc0NDE4MmRmNTlmZTg3NWMxNDhhNDczYyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Werner Von Croy</a> intro section out of Last Revelation – so that we weren’t doubling up work. As a side note, that <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAngkor_Wat_Section&amp;t=NGYwZjUzZGQ2NDFmY2JiZWI3MWE4ZWRhMTRlMjRmNDBjMzQxNDYwNyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">tutorial sequence</a> with Werner Von Croy still gives a number of us re-occurring nightmares – companion AI in those days was a relatively new thing, even if Werner was (supposed to be) on a fairly linear path… Myself and Tom (AI coder) battled through this day and night for a number of weeks — although I think if we hadn’t already cut our teeth with the nightmarish baptism of fire ‘<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.tomb-raider.wikia.com%2Fwiki%2FSophia_Leigh&amp;t=YTllMDY5N2FhYjNkNDAxNWRiYmIyYmY1MjQ2OWE5NjMyMzFhZWFlNCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Sophia</a> boss battle’ from Tomb3, one of us may have ended up leaping out of a window. I think we’re both still catching up on sleep from that one…</p>
<p><img decoding="async" src="http://68.media.tumblr.com/601e27d5772ed4d445a4452f211661d0/tumblr_inline_n9efv6re0U1rwngbp.jpg" alt="image" /></p>
<p><i>Von Croy (Tomb Raider 4) and Sophia Leigh (Tomb Raider III)</i></p>
<p><b>We noticed right next to the old Core Design building there was an office building called “Croft House”.  Was Lara Croft’s last name inspired by the building next door or is the “phone book” story true on how her name was chosen?</b></p>
<p>Nope, neither. Lara was originally Lara Cruz as created by Toby, but I believe the boss wanted something more English. Toby and the original scriptwriter, Vicky (<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FVicky_Arnold&amp;t=NDJmMTc3MzdlODAxZDNhYzMyNjY1NzNiOWQ3YzdjYTMwM2QwYzBkYyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer"><i>Vicky Arnold</i></a>), came up with ‘Croft’, as being quintessentially English.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/10cd22f590cf559caf0dd1fdbd1d395d/tumblr_inline_n9eg1oMTEs1rwngbp.jpg" alt="image" /></p>
<p><i>Croft House, 51 Ashbourne Rd, Derby</i></p>
<p><b>In Tomb Raider (4) Last Revelation we get to see Lara Croft as a young girl going on one of her first adventures with Von Croy.  How did you come up with the concept and story to involve her younger and being guided by someone?</b></p>
<p>As above, this was to integrate the tutorial ‘seamlessly’ into the game. Obviously didn’t work out quite that way, though!</p>
<p><b>Our hero, Lara Croft, has been known to save the world a few times.  She saved it from power hungry <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FJacqueline_Natla&amp;t=ZGQ0NTYyOGEwNTZlNzhhZmQ0ZWRlMTQ2YThhZDhmODNjM2U1ZWJiMCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Natla</a> who was going to release an Atlantean race of beasts, <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FMarco_Bartoli&amp;t=YTRjODE1MjQzOWI3NDNmMDZhMmVmNDNmZjJlOGE4MTRmZWRlM2U4ZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Bartroli</a> who was releasing a dragon, and <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FDr._Willard&amp;t=MThhNWEzZWNiN2ZjNGNiYjI0MThkNjQ3ZTQ1M2UyNDUyM2IyYjU3NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Dr. Willard</a> who was trying to accelerate evolution.  In Tomb Raider (4) Last Revelation suddenly Lara Croft is the one leading the world to the apocalypse by reading <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAmulet_of_Horus&amp;t=ZWQ0YzNlODU5MWE3YjIzMGJlYzEyYzE4YzE0MjZjOWFkN2RkNjE4ZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">the Amulet of Horus</a>.  What made the team decide to make Lara make this critical mistake?</b></p>
<p>The Core team all sat down together to outline the story for Tomb 4 (which I scripted, as no-one else wanted to do it), and it was kinda decided we needed something new – the ‘revelation’, so to speak. That’s where the plot device originated from.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/5280388e3a939479b7bfd8a2c1e3e476/tumblr_inline_n9eg9knKxU1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider 4: The Last Revelation (1999)</i></p>
<p><b>What was the reason to make it seem like she died?  Was this a plot-based move (such as a cliffhanger to have Tomb Raider advance to a new console) or perhaps did Core feel this was the end of the Tomb Raider franchise as a whole due to a dip in sales?</b></p>
<p>Jeremy and Adrian (our bosses) were very much hands off with regards what we wanted to do with the games  &#8211; other than ‘greenlighting’ settings, etc. – We were all a little sick of Lara, and decided killing her might give us a chance to move onto a new project.  Didn’t work – although in hindsight, I’m amazed how much freedom they gave us – these days, If you proposed killing Lara croft, you’d probably end up sleeping with the fishes…The joys of a small team are coming back though, via indie projects…</p>
<p><b>Clearly, a ton of research on ancient Egypt and its mythology went into Tomb Raider (4) Last Revelation.  How did you go about researching for all the levels? </b></p>
<p>Jeremy (to his credit) actually decided we needed to set 4 back in Egypt – to get Lara back to Tombs – and generously planned a trip out there for all of us – unfortunately, with the deadline rapidly approaching, and a number of inoculations required with specific time periods before they took effect, meant  another trip to London instead! We all spent a lot of time in the British museum, and trawling around the bookstores on the street opposite for the books with the most photographs of textures in! It was always a highly sought after prize – the book with the most textures that we could scan in. (I should point out the internet was still relatively useless with regards resources at this point)</p>
<p><img decoding="async" src="http://68.media.tumblr.com/db88e3af69f28628fe1f18fba314910f/tumblr_inline_n9egdsA4ZA1rwngbp.jpg" alt="image" /></p>
<p><i>Locations in Tomb Raider 4</i></p>
<p><b>In Tomb Raider (4) Last Revelation we all were introduced to the ability to walk back to the previous level despite our advancement to the next.  How did this idea come up?  Was this something that was thought of early on and could not be done due to technological limitations or was this a new idea for the game series?</b></p>
<p>We were all keen on a ‘hub’ and more player choice so that if the player was stuck in one area, they’d be able to try another without getting frustrated – what now would be referred to in poncy ludological terminology  as ‘player agency’</p>
<p><b>In Tomb Raider (5) Chronicles there are four stories that are going back to Lara’s past. How did  the concept of Tomb Raider (5) Chronicles come about?</b></p>
<p>Tomb Raider 5 was based around the levels we originally pitched for Tomb 4 – Jez (Jeremy) told us he wanted Lara ‘back in some fucking Tombs!’ – hence Tomb 4 being set in Egypt.</p>
<p><b>As a level designer what was your process to turn concept into reality?  Did you physically draw out maps or diagrams to aid in creation?  Do you have original concept art you would like to share with us?</b><i> (UPD. Andy <a href="http://i-8-yer-grandma.tumblr.com/post/93204752095/exclusive-concept-arts-of-levels-for-tomb-raider" target="_blank" rel="noopener noreferrer">sent us some concept art</a>)</i></p>
<p>Yup, very much a case of thinking of an area you’d like to tackle (like the London Underground), then drawing out rough sketches of the layout and what you wanted Lara to achieve at the end of each level (funnily enough, I found some of these just the other day…), and then a lot of time working my way around puzzles, and then off to collect the textures using my trusty gigantic digital camera!</p>
<p>I’d note that around tomb 5, creating original puzzles was becoming pretty difficult, and I worked out a number of systems with which to formulate new puzzle concepts – a number of which I’m now teaching my award winning Design students within my puzzle design course at <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FNHTV_Breda_University_of_Applied_Sciences&amp;t=MzJkYTVmNWZkNTM5MGY5YzZmMDZjZDY5M2VmNDc1N2U4MTk1MDE1YSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">NHTV</a> school of international game architecture and design (IGAD)*</p>
<p>*(please note this is a plug) (<i>please no we included it <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></i>)</p>
<p><img decoding="async" src="http://68.media.tumblr.com/67b1b853cd681ca0b70818b400054096/tumblr_inline_n9eghwUh9L1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider 5 – Chronicles (2000)</i></p>
<p><b>Was it a coincidence that there was a Russian sub by the name of <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FRussian_submarine_Kursk_%28K-141%29&amp;t=OWIyNjY1ZGQwOTliNTBhZmRiMGMxYmMwNzFhZTE2M2E1ZGYyNTg3NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Kursk</a> that sunk in the Barents Sea a few months before the release date of Tomb Raider (5) Chronicles which included a Russia level with similar themes?</b></p>
<p>This was Joby’s (Joby Wood) level – I’m unsure if this event was related, although I do know Joby had an enormous pile of books on his desk focussing on the ‘<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FHoly_Lance&amp;t=Yjg1MTc4YWFhZDc2ZDVjN2M2NGQ1NzgxMGFjMWMzZDcxMzQ2MDZhMCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">spear of destiny</a>’?</p>
<p><b>In concept form and even once the script has been written there are many differences to the completed project.  What are some of the notable changes on the games you worked on from concept to finished project?</b></p>
<p>Tomb Raider three was interesting as we kept pushing the boundaries – one of the coders would shout ‘Hey, I’ve got a quad bike working!’ or something similar, and we’d all crowd around and then start working out ways to get these new systems into our levels. I still distinctly remember, at least once a week, asking Chris (Coupe), one of the programming leads, for some new feature I wanted to make my level better, to be told quite categorically to ‘fuck right off’. Without fail, two or three days later, Chris would call me over with the feature implemented and say ‘Happy Now’? We had some world class (although potty mouthed) talent on that team.</p>
<p><b>Have you played the newer Tomb Raider games by Crystal Dynamics?  What are your thoughts on them? </b></p>
<p>Yup, been playing the new ones – Some really nice work here. And I do love the way they’ve taken some of the core features and revamped and upgraded them (i.e. the vine climbing becoming the ice hook walls, and the zip lines you’re able to shimmy back up). It’s all building on what was originally a simple, clean, genius concept within the original Tomb Raider.</p>
<p><b>As the scriptwriter and as a level designer you had a lot of say in the feel of the Tomb Raider classics.  How do you feel about the direction the story of the new games has taken?  What would you have done different?</b></p>
<p>I actually correctly predicted that the series may try for a bit of ‘survival horror’, as the solitary nature was something that made the original so unique. With regards the script on the new game, I’m not entirely convinced – I feel they were going in a particular survival horror direction, and then lost their nerve. Very much a ‘Hills have eyes’ and ‘Deliverance’ vibe, became ‘Bear Grylls with a crossbow’…</p>
<p><img decoding="async" src="http://68.media.tumblr.com/716435d66c2f76dcf2198dc6deff32ca/tumblr_inline_n9egnoTDBN1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider (2013) by Crystal Dynamics</i></p>
<p><b>How do you feel about the level design of the new games?  What would you have done different?</b></p>
<p>I’m impressed! You’re guided along the critical path in such a way that you actually feel as if you’re exploring – a vitally important aspect as a player motivator within these games. It’s really a case of drip feeding setpieces, spectacle, and awe inspiring moments as player motivators – which they do well.</p>
<p><b>In theory if you had your team then with the same projects with MODERN technology what advancements in level design would you take advantage of?  What ideas you wish you could have used were thrown out because of technical limitations?</b></p>
<p>Lara croft floating in orbit, surrounded by the wreckage of her broken satellite, attempting to find a way back to Earth whilst utilising the canny guidance of George Clooney? Joking aside, with regards advancements in level design, I teach a number of subjects within this field, and wouldn’t say there are many MAJOR advancements – it’s just knowing the techniques on how to motivate and reward the player while providing the right amount of challenge. So, in a nutshell, just knowing how to do it right in the first place!</p>
<p><b>Thank you very much for your time!</b></p>
<p>It’s been a pleasure.</p>
<p><a href="https://twitter.com/i_8_yer_grandma" target="_blank" rel="noopener noreferrer">AshKa/Fiend</a> for Lara Croft in Russia. <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fvk.com%2Fpage-278982_48598167&amp;t=N2Q2NjM2MzE5Njg0NTg1YzQ0NmY4MWU3OWE1NjE2NTBmOTY2NmM0MCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Read this article in Russian</a></p>
<p>Special Thanks to Tatiana Leitzel.</p>
<p><a href="http://tomb-of-ash.tumblr.com/post/94071931125/interview-with-andy-sandham-part-ii" target="_blank" rel="noopener noreferrer"><b>READ PART II OF THIS INTERVIEW</b></a></p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/">Interview with Andy Sandham (Core Design)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
	</channel>
</rss>
