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		<title>Kurtis Trent Spin-off Game Design Document Part 1</title>
		<link>https://www.tomb-of-ash.com/kurtis-trent-spin-off-game-design-document-part-1/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 21 Apr 2017 11:54:11 +0000</pubDate>
				<category><![CDATA[Kurtis Trent: Bloodline]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[aod]]></category>
		<category><![CDATA[cancelled]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[document]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[kurtis trent]]></category>
		<category><![CDATA[kurtistrentgame]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/kurtis-trent-spin-off-game-design-document-part-1/</guid>

					<description><![CDATA[<p>We’ve received a number of documents on the abandoned Kurtis Trent spin-off game, a prequel to Tomb Raider: The Angel of Darkness. These were sent to us anonymously. This particular anonymous contributor has sent a number of screenshots and documents to us in the past and they were eventually verified by members of the Core [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/kurtis-trent-spin-off-game-design-document-part-1/">Kurtis Trent Spin-off Game Design Document Part 1</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><i>We’ve received a number of documents on the abandoned <a href="https://www.tomb-of-ash.com/tagged/kurtistrentgame" target="_blank" rel="noopener noreferrer"><b>Kurtis Trent spin-off game</b></a>, a prequel to <a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer"><b>Tomb Raider: The Angel of Darkness</b></a>. These were <a href="https://www.tomb-of-ash.com/submit" target="_blank" rel="noopener noreferrer">sent to us anonymously</a>. This particular anonymous contributor has sent a number of screenshots and documents to us in the past and they were eventually verified by members of the Core Design team. As such, we have no doubts about the authenticity of these documents.</i></p></blockquote>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/ca1849baecb93c2182ee3f30c7ead5cc/tumblr_inline_oot7txy3ZZ1rwngbp_540.jpg" alt="image" /></figure>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h1>Kurtis game – Synopsis</h1>
<p>&nbsp;</p>
<p>A dark night in the city.</p>
<p>&nbsp;</p>
<p>Trash blows across the parking lot, the ground wet and flickering under the harsh lights of the emergency vehicles parked behind a cordon of police cruisers.</p>
<p>Cautious cops approach the shattered building, double handed grip on their drawn firearms.</p>
<p>&nbsp;</p>
<p>A sign flaps in the wind – “City Asylum – Main Entrance”</p>
<p>&nbsp;</p>
<p>Kurtis stands amongst the debris. The place is a mess.</p>
<p>“Looks like someone started a war in here.” Walking further into the dark corridors confirms Kurtis’ assessment. Something bad has gone down tonight and mixed up in it is the Professor.</p>
<p>&nbsp;</p>
<p>Kurtis heads for the Professor’s office. The door is open, glass crunches under his feet as he enters. No one at home – but a sound from the bathroom attracts his attention.</p>
<p>The Professor is alive, sitting on the floor and nursing a damaged arm.</p>
<p>&nbsp;</p>
<p>“I got your message – looks like I’m too late.” says Kurtis.</p>
<p>&nbsp;</p>
<p>“No. It’s my fault – I thought I could contain it. But it’s growing all the time and …” The Professor looks at Kurtis with haunted eyes. “We have to find it – if it escapes into the city …”</p>
<p>&nbsp;</p>
<p>Kurtis draws his weapon – the Demon Hunter is on the case.</p>
<p>&nbsp;</p>
<p>Using his paranormal powers Kurtis tracks down and confronts the cause of so much devastation &#8211;  a demonically possessed boy called Lucifer.</p>
<p>&nbsp;</p>
<p>This child has powers the like of which Kurtis has never imagined existed and he is powerless to stop Lucifer from escaping into the city.</p>
<p>&nbsp;</p>
<p>A manhunt begins, with Lucifer concealing himself by changing his appearance – infesting host after host until he possesses the bodies of influential personalities who control the city’s underworld and military alliances.</p>
<p>&nbsp;</p>
<p>Suddenly Lucifer’s goal is revealed – to tip the world into a nuclear fueled Armageddon!</p>
<p>&nbsp;</p>
<p>The battle rages across the city until Kurtis is sent spinning into a coma where he revisits key moments of his life.</p>
<p>&nbsp;</p>
<p>This experience unlocks the powerful paranormal abilities that Kurtis will need to defeat the increasingly powerful Lucifer.</p>
<p>&nbsp;</p>
<p>And all the while the countdown to Armageddon is ticking …</p>
<p>&nbsp;</p>
<h1>Game genre</h1>
<p>&nbsp;</p>
<p>Third person action adventure.</p>
<p>&nbsp;</p>
<h1>Main aims in the game</h1>
<p>&nbsp;</p>
<p>Aim 1 – Destroy all enemies.</p>
<p>Aim 2 – To master Kurtis’ paranormal powers. (You need these for weapons and puzzle solving).</p>
<h1>Aim 4 – Stop Lucifer from starting Armageddon.</h1>
<p>&nbsp;</p>
<h1>Focal points of the game</h1>
<p>&nbsp;</p>
<p>The core of the game is based around search and destroy missions.</p>
<p>&nbsp;</p>
<p>Focus on (in order of importance)</p>
<p>&nbsp;</p>
<ol>
<li>Combat – destroy all enemies using available weapons.</li>
<li>Exploration –search rooms for pick ups and enemies to destroy.</li>
<li>World interaction – open doors, shoot out windows and walls.</li>
<li>Simple puzzles – lock mechanisms.</li>
<li>Training sub-games.</li>
<li>Story – to create atmosphere, depth of character and link episodes.</li>
</ol>
<p>&nbsp;</p>
<p>Focus on &#8211; Combat.</p>
<p>&nbsp;</p>
<p>Kurtis Trent has the following abilities.</p>
<ul>
<li>Hand to hand combat.</li>
<li>Use of firearms.</li>
<li>Use of explosives.</li>
<li>Use of psychic occult powers – to power-boost firearms and explosives.</li>
<li>Use of psychic occult powers – for reconnaissance and object control.</li>
<li>World interaction – use of computers and machinery to produce a simple goal.</li>
</ul>
<p>&nbsp;</p>
<p>Enemies will have the following abilities.</p>
<p>&nbsp;</p>
<p>Hand to hand combat.</p>
<p>Use of firearms.</p>
<p>Use of psychic occult powers – to power-boost firearms and explosives.</p>
<p>&nbsp;</p>
<p>Focus on &#8211; Exploration</p>
<p>&nbsp;</p>
<p>Search for pick ups to replenish energy and weapons.</p>
<p>Search for enemies to destroy.</p>
<p>Kurtis must destroy all enemies in a room before the door unlocks and lets him continue.</p>
<p>&nbsp;</p>
<p>Focus on &#8211; World interaction</p>
<p>&nbsp;</p>
<p>Kurtis can</p>
<ul>
<li>climb stairs</li>
<li>climb ladders</li>
<li>activate roll down ladders</li>
<li>open swing doors with a push</li>
<li>shoot out windows and jump through the hole</li>
<li>shoot out walls and vents at pre-defined points and jump through the hole.</li>
<li>smash objects – crates, barrels, machines</li>
<li>crush objects with his paranormal powers</li>
<li>be harmed by pre-defined zones placed in the room.</li>
</ul>
<p>&nbsp;</p>
<p>These zones are : Fire (burning), Water (drowning), Electrical (electrocution).</p>
<p>&nbsp;</p>
<p>Focus on – Training sub-games</p>
<p>&nbsp;</p>
<p>These are small self contained missions away from the main game thread.</p>
<p>They will give the player the opportunity to find and use new powers.</p>
<p>&nbsp;</p>
<p>Focus on – Story</p>
<p>There is no introduction sequence.</p>
<p>The story is presented using the in game polygon graphics.</p>
<p>The story is revealed in the eight levels that make up the game.</p>
<p>&nbsp;</p>
<h1>Characters</h1>
<h1>Friends</h1>
<p>Kurtis Trent – Demon hunter. (Levels 01 – 08).</p>
<p>Winged Kurtis – Avenger. (Level 08 – Stage 01).</p>
<p>&nbsp;</p>
<p>Professor Edward Francis – Master demon hunter. Paranormal expert. Kurtis’ teacher. (Levels 01 – 8).</p>
<p>&nbsp;</p>
<p>Marie Cornel – Kurtis’ mother. (Level 05 – Stage 01).</p>
<p>&nbsp;</p>
<p>Infant Kurtis – Kurtis Trent aged one year old. (Level 05 – Stage 01).</p>
<p>&nbsp;</p>
<p>Prisoner of war – Imprisoned Colonel. (Level 06 – Stage 01).</p>
<p>&nbsp;</p>
<p>President – VIP. (Level 06 – Stage 02).</p>
<p>&nbsp;</p>
<p>Helicopter commandos – Airborne reinforcements. (Level 05 – Stage 02).</p>
<p>&nbsp;</p>
<h1>Foes</h1>
<p>&nbsp;</p>
<p>Lucifer child – Possessed child. (Level 01 – Stage 01+02).</p>
<p>&nbsp;</p>
<p>NYPD police force – Gun happy flat foots. (Level 01 – Stage 02).</p>
<p>&nbsp;</p>
<p>Psycho-patient – Escaped inmates. (Level 05 – Stage 01+02).</p>
<p>&nbsp;</p>
<p>Triad thugs – Chinese gang soldiers. (Level 02 – Stage 01+02).</p>
<p>&nbsp;</p>
<p>Triad boss. – Possessed Triad leader. (Level 02 – Stage 02).</p>
<p>&nbsp;</p>
<p>Body guards – Armed security. (Level 03 – Stage 01+02).</p>
<p>&nbsp;</p>
<p>Dr Phil Yates – Possessed billionaire software mogul. (Level 03 – Stage 02).</p>
<p>&nbsp;</p>
<p>Air force Colonel – Possessed military commander. (Level 04 – Stage 01).</p>
<p>&nbsp;</p>
<p>Soldier – Armed guard. (Level 04+07 – Stage 01+02).</p>
<p>&nbsp;</p>
<p>Hit men – Armed killers. (Level 05 – Stage 01).</p>
<p>&nbsp;</p>
<p>Jungle soldier – Armed guard. (Level 05+06 – Stage 02+01).</p>
<p>&nbsp;</p>
<p>Jungle Colonel – Commander. (Level 05+06 – Stage 02+01).</p>
<p>&nbsp;</p>
<p>Lucifer demon – Winged creature. (Level 08 – Stage 01).</p>
<p>&nbsp;</p>
<h1>Enemy Reactions</h1>
<p>&nbsp;</p>
<p>Enemy characters are assigned trigger values for reaction times, aggression, health and ammunition.</p>
<p>These triggers control the resulting animations.</p>
<p>A line of sight cone emits from the characters head. If Kurtis is within this cone the enemy character will react according to its trigger values.</p>
<p>&nbsp;</p>
<h1>Enemy patrol paths</h1>
<p><strong> </strong></p>
<p>Positioning control nodes around the room sets patrol paths.</p>
<p>The direction and any incidental animations of the character are set on the node.</p>
<h1></h1>
<h1>World navigation – Paranormal map scanner</h1>
<p>&nbsp;</p>
<p>NOTE: This is Kurtis’ first paranormal power – the ability to ‘see’ the world and the danger spots around him.</p>
<p>It is a mind-trick to him and is not a piece of hardware.</p>
<p>&nbsp;</p>
<p>The scanner shows the game world as a three dimensional map.</p>
<p>Kurtis appears as a central blue icon.</p>
<p>The scanner always orientates itself to the North.</p>
<p>It appears as a semi-transparent HUD map over the game world which allows the player to keep on steering Kurtis through the environment.</p>
<p>&nbsp;</p>
<p>To use the map scanner:</p>
<p>&nbsp;</p>
<p>Select map scanner from the inventory. HUD map appears.</p>
<p>&nbsp;</p>
<p>Press the CROSS – (action) button to make it disappear.</p>
<p>&nbsp;</p>
<h1>Players inventory</h1>
<p>&nbsp;</p>
<p>D PAD – LEFT ARROW &#8211; Hold down  = Inventory</p>
<p>&nbsp;</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p>&nbsp;</p>
<p>Items list:</p>
<p>&nbsp;</p>
<p>Occult object.</p>
<p>&nbsp;</p>
<p>Evil antidote.</p>
<p>&nbsp;</p>
<h1>Hand weapon inventory</h1>
<p>&nbsp;</p>
<p>D PAD – UP ARROW &#8211; Hold down  = Hand weapons</p>
<p>&nbsp;</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p>&nbsp;</p>
<p>Items list:</p>
<p>&nbsp;</p>
<p>Hand gun.</p>
<p>Fires standard 9mm rounds.</p>
<p>&nbsp;</p>
<p>FNP-90 submachine gun.</p>
<p>Fires 9mm tracer rounds.</p>
<p>&nbsp;</p>
<p>Occult sign.</p>
<p>Hold this in front of a demon to weaken it.</p>
<p>&nbsp;</p>
<h1>Throwing weapons inventory</h1>
<p>&nbsp;</p>
<p>D PAD – DOWN ARROW &#8211; Hold down  = Throwing weapons</p>
<p>&nbsp;</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p>&nbsp;</p>
<p>Items list:</p>
<p>&nbsp;</p>
<p>Gas grenade.</p>
<p>&nbsp;</p>
<p>Explosive grenade.</p>
<p>&nbsp;</p>
<p><strong>Kurtis Trent &#8211; Paranormal abilities </strong></p>
<p>&nbsp;</p>
<p>Part 1 – Night vision.</p>
<p>&nbsp;</p>
<p>What’s it used for: Strategy and pick ups.</p>
<p>&nbsp;</p>
<p>A heat signature ability. Dark rooms become brighter and objects glow.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Low</p>
<p>&nbsp;</p>
<p>Part 2 – X-ray vision.</p>
<p>&nbsp;</p>
<p>What’s it used for: Puzzles and pick ups.</p>
<p>&nbsp;</p>
<p>This allows Kurtis to see inside locks, boxes and even humans.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Low</p>
<p>&nbsp;</p>
<p>Part 3 – Mind reading.</p>
<p>&nbsp;</p>
<p>What’s it used for: Obtaining codes and refueling mortal energy.</p>
<p>&nbsp;</p>
<p>Kurtis can steal a humans thoughts and mental energy.</p>
<p>The human will be stunned. This has an effect on Kurtis’ dark/light meter, making him darker.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Low</p>
<p>&nbsp;</p>
<p>Part 4 – Shape stealing.</p>
<p>&nbsp;</p>
<p>What’s it used for: Puzzles and stealth.</p>
<p>&nbsp;</p>
<p>Kurtis can take another humans shape and knowledge.</p>
<p>The stolen shape will allow Kurtis to access rooms stealthily and the stolen knowledge will let him operate locked doors and complex machinery.</p>
<p>When the paranormal energy has run out Kurtis will return to his own shape.</p>
<p>&nbsp;</p>
<h1>Part 5 – Telekenisis.</h1>
<p>&nbsp;</p>
<p>What’s it used for: Puzzles, stealth and defense.</p>
<p>&nbsp;</p>
<p>Slide open door bolts.</p>
<p>Slide a raised ladder down to ground level.</p>
<p>Distract guards by moving a tin can or crate.</p>
<p>Start a machine.</p>
<p>Drop an object onto a guard.</p>
<p>Trigger traps by moving a crate ahead of Kurtis.</p>
<p>Knock down enemies with an invisible force.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Medium to high, (depending on size.)</p>
<p>&nbsp;</p>
<p>Part 6 – Levitation.</p>
<p>&nbsp;</p>
<p>What’s it used for: Combat, puzzles and avoiding traps.</p>
<p>&nbsp;</p>
<p>Higher jumps.</p>
<p>Hover over traps and pits.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : High</p>
<p>&nbsp;</p>
<p>Part 7 – Ancestral strength.</p>
<p>&nbsp;</p>
<p>What’s it used for: Defense and paranormal attack.</p>
<p>&nbsp;</p>
<p>Gives Kurtis the strength to withstand physical and paranormal attacks.</p>
<p>Also powers the paranormal versions of his standard guns, sword and grenades.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Medium.</p>
<p>&nbsp;</p>
<p>Part 8  &#8211; Bubble shield.</p>
<p>&nbsp;</p>
<p>What’s it used for: Defense.</p>
<p>&nbsp;</p>
<p>Kurtis can stand next to a friend and it will expand to cover both of them. Limited power – bubble dome will shatter when power exhausted.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Medium.</p>
<h1></h1>
<p>&nbsp;</p>
<p>Part 9 &#8211; Sixth sense warning.</p>
<p>&nbsp;</p>
<p>What’s it used for: Early warning system.</p>
<p>&nbsp;</p>
<p>Glowing icon indicates when enemies are in the vicinity.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : None.</p>
<p>&nbsp;</p>
<p>Part 10 – Out of body eye.</p>
<p>&nbsp;</p>
<p>What’s it used for: Reconnaissance.</p>
<p>&nbsp;</p>
<p>First person camera POV for fast reconnaissance of mazes and traps.</p>
<p>The eye can only be used for a limited time and will snap back to the third person viewpoint when finished.</p>
<p>&nbsp;</p>
<p>Paranormal energy consumed rating : Medium.</p>
<p>&nbsp;</p>
<h1>Paranormal powers &#8211; Menu design</h1>
<p><strong> </strong></p>
<p>Hold down L1 – (Psychic power) + D-PAD (UP/DOWN/LEFT/RIGHT) and a menu displays the relevant paranormal powers.</p>
<p>&nbsp;</p>
<p>To select an item from the D PAD paranormal menus do the following:</p>
<p>&nbsp;</p>
<p>L1 – (Psychic power) + D-PAD ARROW + AL – Left/right scroll to pick item. When high lighted release the D PAD arrow button</p>
<p><a href="http://ashkaprielov.co.uk/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n.png"><img fetchpriority="high" decoding="async" class="alignnone size-full wp-image-4941" src="http://ashkaprielov.co.uk/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n.png" alt="" width="460" height="448" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n.png 460w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-300x292.png 300w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-48x47.png 48w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-90x88.png 90w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-150x146.png 150w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-200x195.png 200w, https://www.tomb-of-ash.com/wp-content/uploads/2017/04/18057136_937419673027313_9102451192060737247_n-400x390.png 400w" sizes="(max-width: 460px) 100vw, 460px" /></a></p>
<p>&nbsp;</p>
<p>The post <a href="https://www.tomb-of-ash.com/kurtis-trent-spin-off-game-design-document-part-1/">Kurtis Trent Spin-off Game Design Document Part 1</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>KURTIS GAME – DESIGN IDEAS – 13/07/01</title>
		<link>https://www.tomb-of-ash.com/kurtis-game-design-ideas-130701/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 18 Apr 2017 13:36:01 +0000</pubDate>
				<category><![CDATA[Kurtis Trent: Bloodline]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[aod]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[document]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[kurtis trent]]></category>
		<category><![CDATA[kurtistrentgame]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[unreleased]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/kurtis-game-design-ideas-130701/</guid>

					<description><![CDATA[<p>We’ve received a number of documents on the abandoned Kurtis Trent spin-off game, a prequel to Tomb Raider: The Angel of Darkness. These were sent to us anonymously. This particular anonymous contributor has sent a number of screenshots and documents to us in the past and they were eventually verified by members of the Core [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/kurtis-game-design-ideas-130701/">KURTIS GAME – DESIGN IDEAS – 13/07/01</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><i>We’ve received a number of documents on the abandoned <a href="https://www.tomb-of-ash.com/tagged/kurtistrentgame" target="_blank" rel="noopener noreferrer"><b>Kurtis Trent spin-off game</b></a>, a prequel to <a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer"><b>Tomb Raider: The Angel of Darkness</b></a>. These were <a href="https://www.tomb-of-ash.com/submit" target="_blank" rel="noopener noreferrer">sent to us anonymously</a>. This particular anonymous contributor has sent a number of screenshots and documents to us in the past and they were eventually verified by members of the Core Design team. As such, we have no doubts about the authenticity of these documents. </i></p></blockquote>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/bb5604fb36ca201201bd087cbc989b8f/tumblr_inline_oolxfvdaEi1rwngbp_540.jpg" alt="image" /></figure>
<p><a href="https://www.tomb-of-ash.com/post/159486436459/kurtis-trent-spin-off-game-design-ideas" target="_blank" rel="noopener noreferrer">See earlier Kurtis Trent Game Design Ideas 06/07/2001</a></p>
<p><b>Game name   Bloodline</b></p>
<p>The name comes from Kurtis Trents realization of his ancestral legacy and the re-discovery of his inherited paranormal powers.</p>
<p><b> </b></p>
<p><b>The story overview</b></p>
<p>The story is a prequel to TR Next Gen.</p>
<p>Set in New York City, USA. Between the years1998 to 2000.</p>
<p>Kurtis drives a wrecked 1970’s Ford.  (He sleeps in the back seat).</p>
<p>Earning his living as a small time bounty hunter.</p>
<p>He is running from his ancestral past &#8211; and present day demons.</p>
<p>Meanwhile …</p>
<p>New York city sits at one end of an inter-dimensional time bridge which spans the gulf between the demon dimension and our own world.</p>
<p>The keystones guarding our dimension are being weakened by the demons who plan to break the ancient seals and invade earth.</p>
<p>A chance meeting with a mysterious priest becomes Kurtis’ salvation and leads him to develop his paranormal powers, claim his ancestral birth-right and ultimately save the city from the forces of darkness.</p>
<p><b>Game genre</b></p>
<p>Third person arcade adventure.</p>
<p>Focal points of the game.</p>
<p>The core of the game is based around search and destroy missions.</p>
<p><b>Focus on (in order of importance)</b></p>
<ol>
<li>Combat – destroy all     enemies using available weapons.</li>
<li>Exploration –search     rooms for pick ups and enemies to destroy.</li>
<li>World interaction – open     doors, shoot out windows and walls.</li>
<li>Story – to create     atmosphere, depth of character and link episodes.</li>
</ol>
<p>&nbsp;</p>
<p>Focus on &#8211; Combat.</p>
<p>Kurtis Trent has the following abilities.</p>
<p>Hand to hand combat.</p>
<p>Use of firearms.</p>
<p>Use of explosives.</p>
<p>Use of psychic occult powers – to power-boost firearms and explosives.</p>
<p>Use of psychic occult powers – for reconnaissance and object control.</p>
<p>World interaction – use of computers and machinery to produce a simple goal.</p>
<p>Enemies will have the following abilities.</p>
<p>Hand to hand combat.</p>
<p>Use of firearms.</p>
<p>Use of psychic occult powers – to power-boost firearms and explosives.</p>
<p>Focus on &#8211; Exploration</p>
<p>Search for pick ups to replenish energy and weapons.</p>
<p>Search for enemies to destroy.</p>
<p>Kurtis must destroy all enemies in a room before the door unlocks and lets him continue.</p>
<p>Focus on &#8211; World interaction</p>
<p>Kurtis can      climb stairs</p>
<p>climb ladders</p>
<p>open swing doors with a push</p>
<p>shoot out windows and jump through the hole</p>
<p>shoot out walls and vents at pre-defined points and jump through    the hole.</p>
<p>smash objects – crates, barrels, machines</p>
<p>crush objects with his paranormal powers</p>
<p>be harmed by pre-defined zones placed in the room.</p>
<p>These zones are : Fire (burning), Water (drowning), Electrical (electrocution).</p>
<p>Focus on – Story</p>
<p>The story is presented using the in game polygon graphics.</p>
<p>The story is revealed in the twelve episodes that make up the game.</p>
<p>At the end of each episode is a short video that plays music, news bulletins and off the wall imagery. This is designed to reinforce the world of Kurtis Trent.</p>
<p>There is no introduction sequence.</p>
<p>The game starts and as the player plays the names of the characters are superimposed over the action.</p>
<p>Story is delivered in the following ways:</p>
<ol>
<li>Exerts from diaries.     (With voice over narration).</li>
<li>In game cut scenes with     game characters.</li>
<li>Media transmissions from     TV.</li>
<li>Media transmissions from     radio.</li>
</ol>
<p>&nbsp;</p>
<p><b>Characters</b></p>
<p>Friends</p>
<p>Kurtis Trent – Demon hunter.</p>
<p>Father Francis – Excommunicated priest and occult expert.</p>
<p>Ana Scott – TV news reporter and Kurtis’ doomed girlfriend.</p>
<p>Marty Cruise  &#8211; Forensic police scientist.</p>
<p>Marie Cornel – Kurtis’ mother.</p>
<p>Agent White – Shadowy secret service agent protecting Kurtis from the MIB’s.</p>
<p>Lost girl. &#8211; Ghostly apparition that fades in, delivers message then fades away.</p>
<p>Foes</p>
<p>Eckhart – Fourteenth century crazed alchamist.</p>
<p>Phil Yates – Possessed billionaire software mogel.</p>
<p>Jean Rochelle &#8211; Old ‘friend’ from the Foreign Legion.</p>
<p>Obnoxtrux &#8211; Monster demon</p>
<p>Spawn &#8211; Furry gremlin critters.</p>
<p>Vampires – The living dead.</p>
<p>NYPD police force – Gun happy flat foots who get in the way.</p>
<p>MIB’s –           Government agents looking to capture Kurtis and study his paranormal powers.</p>
<p>(By removing his brain and cutting it into small pieces!)</p>
<p>MIB’s come in two varieties:</p>
<p>Type 1 &#8211; MIB agent. Man in a dark suit. (Investigatiors).</p>
<p>Type 2 &#8211; SWAT team commando operatives. (Capture teams).</p>
<p>Demonic possessed – People who have been enslaved by the dark forces. Only scanning their aura will alert Kurtis to their true nature.</p>
<p><b>Enemy Reactions</b></p>
<p>Enemy characters are assigned trigger values for reaction times, aggression, health and ammunition.</p>
<p>These triggers control the resulting animations.</p>
<p>A line of sight cone emits from the characters head. If Kurtis is within this cone the enemy character will react according to its trigger values.</p>
<p><b> </b></p>
<p><b>Enemy patrol paths</b></p>
<p><b> </b></p>
<p>Patrol paths are set by positioning control nodes around the room.</p>
<p>The direction and any incidental animations of the character is set on the node.</p>
<p>World navigation – map scanner</p>
<p>A scanner that shows the game world as a top down two dimensional map.</p>
<p>Paranormal hot spots show up as red pulsing blobs.</p>
<p>The locations of mortals are shown as green lozenges.</p>
<p>Kurtis appears as a central blue icon in the center of the screen.</p>
<p>The scanner always orientates itself to the North.</p>
<p>It appears as a semi-transparent HUD map over the game world which allows the player to keep on steering Kurtis through the environment.</p>
<p>To use the map scanner:</p>
<p>Select map scanner from the inventory. HUD map appears.</p>
<p>Press the CROSS – (action) button to make it disappear.</p>
<p>&nbsp;</p>
<p><b>Time gates</b></p>
<p><b> </b></p>
<p>These are inter-dimensional gateways that offer a window into past and future events.</p>
<p>Kurtis can witness actions from other times and receive messages from the past &#8211; and future.</p>
<p>While Kurtis can not step through, he can use his mind control powers to capture small non-organic objects and bring them into his dimension.</p>
<p>Time gates are scattered everywhere but are disguised as everyday objects.</p>
<p>To find and use a Time gate:</p>
<p>Select Psychic Aura Scanner from the Psychic inventory.</p>
<p>Scan the area for psychic aura.</p>
<p>When it is revealed the player stands in front of the Time gate and presses the CROSS – (action) button.</p>
<p>The Time gate opens and the Kurtis sees a third person camera view of the action.</p>
<p>To capture an object :</p>
<p>R2 – Hold = Mind control over objects</p>
<p>Steer crosshair over object with:</p>
<p>AL – Left/right/forward/back + 1 click = Capture object</p>
<p>When the object is captured Kurtis is returned to the normal game mode.</p>
<p>Objects can also be thrown into the Time gates.</p>
<p>&nbsp;</p>
<p><b>Players inventory</b></p>
<p>D PAD – LEFT ARROW &#8211; Hold down  = Inventory</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p>Items list:</p>
<p>Diary.</p>
<p>Occult sign.</p>
<p>Antidote.</p>
<p>Paranormal scanner.</p>
<p>Hand weapon inventory</p>
<p>D PAD – UP ARROW &#8211; Hold down  = Hand weapons</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p><b>Items list:</b></p>
<p><b> </b></p>
<p>Hand gun.</p>
<p>Fires standard 9mm rounds.</p>
<p>FNP-90 submachine gun.</p>
<p>Fires 9mm tracer rounds.</p>
<p>Occult sign.</p>
<p>Hold this in front of a demon to weaken it.</p>
<p>Throwing weapons inventory</p>
<p>D PAD – DOWN ARROW &#8211;  Hold down  = Throwing weapons</p>
<p>Scrolling horizontal selection bar. Rolls left or right.</p>
<p>Center slot is high lighted and the item inside it is the current weapon.</p>
<p>Release the D PAD button to use the selected item.</p>
<p>Items list:</p>
<p>Gas grenade.</p>
<p>Explosive grenade.</p>
<p>SALT grenade.</p>
<p><b>PSYWARE</b></p>
<p>PSYWARE is the military term given to the paranormal abilities of the human mind.</p>
<p>This breaks down into two areas:</p>
<p>Area 1.            Psychic powers are concentrated on tactical and information gathering activities.</p>
<p><b>List of powers:</b></p>
<p>Out of body eye for reconnaissance.</p>
<p>Aura scanner. For detecting the paranormal.</p>
<p>Mind control of objects. Pick up, move and drop.</p>
<p>Levitation. Limited in height and duration. Quickly depletes energy reserves.</p>
<p>Best used to enhance fighting moves. Kicks, flips etc.</p>
<p>Mind control over life forms. Take control of other creatures’ bodies.</p>
<p>Psychic tap. Kurtis can drain the energy from humans to power up his occult energy reserves.</p>
<p>Area 2.           Occult powers are used for offensive and defensive attacks and draw their energy from the energy signatures of all living things.</p>
<p>List of powers:</p>
<p>Directional energy wave.</p>
<p>360 blast energy wave.</p>
<p>PSYWARE booster.</p>
<p>All of the weapons in the Hand weapon and Throwing weapon inventory can be power-boosted by combining Hand weapons and Throwing weapons with the Psychic power button.<b></b></p>
<p><b> </b></p>
<p>Select a Hand weapon or Throwing weapon.</p>
<p>Hold down the L1 – Psychic power</p>
<p>The Demon dimension – Where? Who? Why?</p>
<p>The demon dimension is a universe parallel to our own.</p>
<p>In this dimension is a planet where the demons live their lives in much the same way mankind has done for millions of years.</p>
<p>But unlike man, demons evolved down the reptilian branch of life which has resulted in a stunted, aggressive, ritualistic culture where war and conquest are the only goals.</p>
<p>Demon society is therefore somewhat akin to mankind’s medieval past with feudal overlords directing the fates of their minions.</p>
<p>The study of the paranormal is only ‘science’ on the demon world because of its use in war. This knowledge of the occult led to the discovery of the Time Bridges which link the multi-dimensional universe together.</p>
<p>These time bridges allow the demons to invade other worlds for war, plunder and slavery.</p>
<p>Enemy demons.</p>
<p>When a demon breaks through the dimensional barrier, the first thing it wants to do is enslave minions. It does this with a zap of power, turning the victim into a slave. These slaves can be used as assassins or cannon fodder, and spies.</p>
<p>Demons will camouflage their true shape for as long as possible, preferring to take the form of another creature.</p>
<p>Only when the host form has been rendered useless will they appear in their true demonic form.</p>
<p>Demon hunting tends to follow this pattern:</p>
<p>Tracking – the investigation and locating of the demonic infestation.</p>
<p>Mortal combat – combat with the enslaved minions protecting their master.</p>
<p>Paranormal combat – containment and exorcism of the demon itself.</p>
<p>Demonic insurrection squads</p>
<p>These demonic raiders will materialize to kill or kidnap their chosen victim.</p>
<p>They operate as assasins, hostage takers and emissaries for their dark masters.</p>
<p>Demon hierarchy</p>
<p>Demons are structured into clans which are then broken down into further ranks.</p>
<p>A clan is structured in this way:</p>
<p>Dark Emporer – supreme demon ruler.</p>
<p>Dark Knights – the emperors loyal barons, (each controls their own private army and territories but must be loyal to their master at all times).</p>
<p>The Horde – drone soldiers. They follow orders and will fight to the death.</p>
<p>Type 1 – Sword fighter.</p>
<p>Type 2 – Archer.</p>
<p>Type 3 &#8211; Artillery</p>
<p>Gargoyles – employed as spies, assassins and couriers.</p>
<p>Demon hybrids</p>
<p><b> </b></p>
<p>These are sub-species of demon that have adapted and changed their appearance and bodies.</p>
<p>Hybrid 1 – Uses cybernetics to enhance their physical prowess and their ability to live in the human world.</p>
<p>Hybrid 2 – ENTER DARRENS CREATURES HERE</p>
<p><b>The Time Bridge</b></p>
<p><b> </b></p>
<p>The Time Bridge is a natural glitch in the space/time barrier that separates all universes from one another.</p>
<p>It spans between two universes and acts as a bridge, allowing matter to travel back and forth.</p>
<p>At each end of the bridge are the seven keystones.</p>
<p>These paranormal anchors hold the bridge steady in the dimensional vortex but can not stop the Time Bridge from following its migration over the Earth.</p>
<p>The migration pattern of the bridge seems to correlate with powerful ley lines running through the planets core.</p>
<p>To stop this movement the seven keystones must be turned to face the center of the formation. This effectively applies the breaks to the Time Bridge and it will come to a halt.</p>
<p>The ancients who discovered the Time Bridge realized its potential for evil so they erected an occult barrier to bar unwanted guests from other dimensions. This door requires a key that takes the form of a code sequence.</p>
<p>The only surviving code lies in the LUX VERITATIS Occult Database.</p>
<p><b>The Time Bridge – Demon insurrections of the past</b></p>
<p><b> </b></p>
<p>There is recorded evidence that the Time Bridge was used by the Demons during recent Earth history.</p>
<p>As far back as the Crusades there is reference to a troop of English Knights discovering the gateway.</p>
<p>This comes from the eye witness account of a Franciscan Monk who writes of a glowing white entrance appearing on top of a mountain range in the Holy Lands.</p>
<p>Thinking this was the path to the Promised Land the Knights entered and where never seen again.</p>
<p>The second incident is noted in the diaries and field reports of a French artillery unit serving during World War One.</p>
<p>They mention that during a night attack a huge phosphorous glow was seen over the front line area that continued to glow for many hours.</p>
<p>The next day a dawn patrol was sent to investigate and reported that hundreds of soldiers in that sector had been killed and stripped of their weapons. It was only after the end of the war that the same account was found in German field reports.</p>
<p><b>Demons steal weapons of mass destruction technology</b></p>
<p><b> </b></p>
<p>Demons are evil and cunning but they lack mankind’s self-destructive streak when it comes to designing weapons of mass destruction.</p>
<p>During the crusades they discovered the crossbow – (a weapon so terrible the then Pope said it would end all wars!)</p>
<p>In World War One they took the machine gun and the airship – (both weapons of mass destruction – the Zeplin was the first aircraft to drop bombs on a civilian city).</p>
<p>Present day – INTER-CONTINENTAL BALLISTIC MISSILE SYSTEM – (mankind’s best attempt yet at DIY-extinction).</p>
<p><b>Sealing inter-dimensional gateways</b></p>
<p><b> </b></p>
<p>The gateways are used by the demons to enter our world.</p>
<p>As they are the demons escape exit they are heavily defended by the enslaved minions.</p>
<p>To seal up the gateway Kurtis must use his Directional energy wave.</p>
<p>Fire the energy wave at the gateway and within a few seconds it will close.</p>
<p>This action will severely deplete Kurtis’ paranormal energy supply.</p>
<p><b>Game structure.</b></p>
<p>The game will take the format of a TV series.</p>
<p>Twelve episodes form a complete series.</p>
<p>Each episode has its own complete story and mission to be completed, although some missions and stories will span two episodes.</p>
<p>Key characters will appear in each episode, while some will only come back later on in the series.</p>
<p>Overview of episodes. Only showing key story points.</p>
<p>Note: In-between each episode is a commercial break. Adverts, music videos and news bulletins are broadcast. Some may seem completely off at a tangent but all will create a feel for the kind of world that Kurtis inhabits.</p>
<p>Episode 1      Kurtis on the streets. Living on the proceeds of crime.</p>
<p>Meets Father Francis for the first time.</p>
<p>Rejects the priests offer of help.</p>
<p>Kurtis is involved in a robbery that goes wrong. Ends up in prison.</p>
<p>Father Francis gets him out and takes him to his safe house.</p>
<p>Episode 2      Father Francis shows Kurtis how to master his occult powers.</p>
<p>They go on a demon hunt together. Kurtis is back on track.</p>
<p>Episode 3      More demon fighting. Kurtis is becoming more adept at using his skills as demon hunter.</p>
<p>Eckhart makes his first appearance and escapes after a savage fight.</p>
<p>Father Francis explains the invisible war between good and evil that is raging in the city.</p>
<p>Episode 4      A super demon breaks in and is loose in the city.</p>
<p>Kurtis rescues a girl. Ana Bell, TV news reporter. Falls in love. She dies. (Sigh.)</p>
<p>Kurtis blames himself.</p>
<p>Episode 5      First part of a two part story.</p>
<p>Eckhart is trying to mastermind a massive occult invasion in the city.</p>
<p>To be continued …</p>
<p>Episode 6      Continues …</p>
<p>The investigation leads to a billionaires mansion. Beneath the gothic pile are miles of catacombs filled with a demon army.</p>
<p>Eckhart escapes to fight again.</p>
<p>Episode 7      Introduce Marty Cruise  &#8211; a forensic police scientist.</p>
<p>Side kick for Kurtis and Father Francis.</p>
<p>Kurtis meets his mother. She gives him his fathers diary.</p>
<p>The diary will provide insights into Kurtis past and future.</p>
<p>Episode 8      More demon fighting.</p>
<p>An old friend from Kurtis’ legion days turns up.</p>
<p>Kurtis’ is persuaded to join in a bank robbery.</p>
<p>This is a trap and the MIB capture him.</p>
<p>Kurtis must escape from captivity.</p>
<p>Episode 9      Comedy episode – Cute furry critters are being sold all over the city.</p>
<p>They hatch into something nasty.</p>
<p>Episode 10    Halloween in the city.</p>
<p>Vampires are abroad tonight.</p>
<p>Father Francis “Vampires! I hate those guys!”</p>
<p>Episode 11    Eckhart kidnaps Kurtis’ mother (Marie Cornel) and Kurtis must rescue her.</p>
<p>Father Francis dies in this episode.</p>
<p>Kurtis must go on alone.</p>
<p>Episode 12    Eckhart has taken Marie Cornel to the place where Kurtis was born – a hymetically sealed base in the Utah desert.</p>
<p>Kurtis must rescue his mother.</p>
<p>Eckhart escapes to Europe.</p>
<p>&nbsp;</p>
<p>Kurtis Trent character animations</p>
<p><b>Basic moves</b></p>
<p>Standing/Waiting</p>
<p>Personality move – smoking a cigarette/eating peanuts.</p>
<p>Walk</p>
<p>Run</p>
<p>Strafe – left + right</p>
<p>Sneak</p>
<p>Crouch</p>
<p>Belly Crawl</p>
<p>Jump – upwards/forwards/backwards &#8211; (hop)</p>
<p>Rolling – left/right/forward</p>
<p>Stepping – left/right/forward/backwards</p>
<p>Death move</p>
<p>Weakened slouch</p>
<p>Hit reactions – punch, shot, electrocution etc.<b></b></p>
<p><b> </b></p>
<p><b>World interaction</b></p>
<p>Push door</p>
<p>Kick locked door open</p>
<p>Climbing – ladders</p>
<p>Press button – chest height</p>
<p>Operate keyboard – table height</p>
<p>Pick up object</p>
<p>Throw object</p>
<h2>WEAPONS</h2>
<p>&nbsp;</p>
<p>Holster + Draw firearm</p>
<p>Fire firearm</p>
<p>Reload firearm</p>
<p>Grab + Throw Grenade</p>
<p>Cast/throw salt</p>
<p>Hold occult amulet</p>
<h2></h2>
<h2>PSYCHIC MOVES</h2>
<p>Trance state – out of body movement</p>
<p>Mind control – arm extended to move objects/humans etc..</p>
<p>Psychic wave – tense up crouch move and release</p>
<p>Levitation stance – angelic pose</p>
<p>Psychic Energy Drain – same as mind control move</p>
<p>Psychic Shield – cross arms and brings head down</p>
<p>Psychic overload – hands holding head, stumbling around</p>
<p>Psychic blast – arms extended, hands together/open</p>
<p><b> </b></p>
<p>Hand to hand fighting</p>
<p><b> </b></p>
<p>Punch – psychic same move</p>
<p>Kick –        “   “</p>
<p>Shove &#8211;       “   “</p>
<p>Block &#8211;       “   “</p>
<p>PSX 2 controller</p>
<p>AL – Half forward = Walk</p>
<p>AL – Full forward = Run</p>
<p>AL – Full back = Jump back</p>
<p>AL – Left/right = Turn around</p>
<p>L3 + 1 click = Crouch. To exit crouch : L3 + 1 click = Stand</p>
<p>L3 + 2 clicks = Crawl. To exit crawl : L3 + 1 click = Stand</p>
<p>AR – Left/right = Strafe sideways</p>
<p>AL – Forward + AR – Forward = Sneak</p>
<p>AL – Full forward + SQUARE – Tap = Jump forward</p>
<p>AL – Full back + SQUARE – Tap = Jump backwards</p>
<p>L1 –   Hold down to combine psychic power with weapons and fighting moves.</p>
<p>Hold down to build up a stronger release of psychic power.</p>
<p>On screen charge bar will indicate level of power.</p>
<p>L1 – Hold = Psychic power + TRIANGLE – Block = Psychic shield</p>
<p>D PAD – UP ARROW &#8211;  Hold down  = Hand weapons</p>
<p>D PAD – DOWN ARROW &#8211;  Hold down  = Throwing weapons</p>
<p>D PAD – LEFT ARROW &#8211;  Hold down  = Inventory</p>
<p>D PAD – RIGHT ARROW &#8211;  Hold down  = NOT USED AT THE MOMENT</p>
<p>To select an item from the D PAD menus do the following:</p>
<p>+ AL – Left/right scroll to pick item. When high lighted release the D PAD arrow button</p>
<p>L1 – Psychic power + SQUARE – Jump = Levitation</p>
<p>To steer the character in levitation mode use a combination of AL and AR:</p>
<p>AL – Left/right = Turn around</p>
<p>AR – Left/right = Hover left/hover right</p>
<p>AR – Forward/back = Hover up/hover down</p>
<p>R1 – Hold = Out of body.</p>
<p>The Kurtis character freezes and a ball of light leaves his body.</p>
<p>To steer the ball to a host body in the out of body mode use a combination of AL and AR:</p>
<p>AL – Left/right = Turn around</p>
<p>AR – Left/right = Hover left/hover right</p>
<p>AR – Forward/back = Hover up/hover down</p>
<p>Fly into the host body you want to capture and control. They will move using the same controls as the Kurtis character.</p>
<p>L2 – Hold = Psychic power drain</p>
<p>To direct the beam onto a host body use:</p>
<p>AL – Left/right = Turn around</p>
<p>AR – Forward/Back = Up/down</p>
<p>L1 – Hold &#8211; Psychic power + CROSS – Tap = Psychic power blast</p>
<p>Mind control over objects:<b></b></p>
<p>R2 – Hold = Mind control over objects</p>
<p>Steer crosshair over object with:</p>
<p>AL – Left/right/forward/back + 1 click = Capture object</p>
<p>Move with:</p>
<p>AL – Left/right = Turn around</p>
<p>AR – Left/right = Hover left/hover right</p>
<p>AR – Forward/back = Hover up/hover down</p>
<p>Release with:</p>
<p>AL + 1 click = Release</p>
<p>&nbsp;</p>
<p>CROSS –      Tap = Action/punch Note: Hold down longer for greater distance throws with objects.</p>
<p>SQUARE – Tap = Jump up</p>
<p>CIRCLE – Tap = Kick</p>
<p>TRIANGLE – Tap = Defensive block</p>
<p>Threat indicator</p>
<p>How to show which direction the enemies are coming from in a combat situation.</p>
<p>Occult database</p>
<p>Referred to by Father Francis but only discovered at the end of the game.</p>
<p>Pick ups and reward system</p>
<p>Ammo</p>
<p>Energy</p>
<p>Keys</p>
<p>Kurtis’ fathers’ diary</p>
<p>Handed to Kurtis by his mother. This is not a happy family reunion.</p>
<p>Kurtis is bitter at his fathers’ absence and his mothers enforced exile from him.</p>
<p>The diary is not something he immediately values.</p>
<p>Game will use diary to provide background to enemy characters weaknesses.</p>
<p>The Lux Veritatis charms</p>
<p>Body charm 1 – True sight</p>
<p>Amulet that when Kurtis picks it up it burns a symbol onto the palm of his hand.</p>
<p>The tattoo will glow when occult danger is in the vicinity.</p>
<p>Body charm 2 – Pillar of strength</p>
<p>A rune covered stone pillar that when Kurtis encircles it with his arms burns a tattoo onto both forearms.</p>
<p>Increases Kurtis’ resistance to occult attack.</p>
<p>Body charm 3 – Pure of heart</p>
<p>A horizontal beam of energy that cuts through Kurtis leaving a tattoo on his chest.</p>
<p>Increases Kurtis’ resistance to occult mind control.</p>
<p>Body charm 4 – Wisdom of ages</p>
<p>A headband with a carved rune on the front.</p>
<p>Burns into Kurtis’ forehead and gives him instant access to the Lux Veritatis archives of occult knowledge.</p>
<p><b>Onscreen meters &#8211; Psychic power meter</b></p>
<p>This onscreen power meter indicates the amount of psychic charge being used when the player presses the L1 – Psychic power button.</p>
<p>The diagram below shows the power scale.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="63"><img decoding="async" src="http://68.media.tumblr.com/9ab779a3c881b68b4b97c0849c519d74/tumblr_inline_oolxoleMeW1rwngbp_500.png" alt="image" width="500" height="63" data-orig-width="500" data-orig-height="63" /></figure>
<p>The longer the L1 – Physic power button is held the greater the eventual discharge of energy.</p>
<p>If the player exceeds the safe zone limit and enters the danger zone then the eventual discharge of energy can have unpredictable effects on Kurtis and his surroundings.</p>
<p>These can be one of the following:</p>
<ol>
<li>Kurtis dies (if mortal     energy is low).</li>
<li>Shape change</li>
<li>Kill mortals in the     immediate vicinity</li>
<li>Fire storm</li>
</ol>
<p>&nbsp;</p>
<p><b>Psychic power – Kurtis transformation</b></p>
<p>When Kurtis uses his paranormal powers his appearance changes in subtle ways.</p>
<p>Apart from residual energy auras and ghostly special effects, his physical appearance will alter.</p>
<p>Hair becomes charged and glows.</p>
<p>His eyes burn with a blue fire.</p>
<p>Clothing becomes charged and floats away from his body.</p>
<p>Onscreen meters &#8211; Mortal energy meter</p>
<p>This onscreen meter indicates the amount of energy the player has remaining.</p>
<p>Run over the energy pick ups to replenish Kurtis’ energy.</p>
<p>Onscreen meters – Ammunition</p>
<p>A three digit figure is displayed indicating the number of rounds remaining in the currently selected weapon.</p>
<p><b>Game map building</b></p>
<p>Dimensions are in meters. Y axis is up.</p>
<p>Steps, stairs, walkways, doorways, windows, machines, ladders and furniture will all be built in metric scale.</p>
<p>See <b>Kurtis Trent character animations </b>for the characters walk/jump distances.</p>
<p>Deforming in game objects</p>
<p><b> </b></p>
<p>Kurtis can deform objects (crush them) in one of two ways.</p>
<p>Directional energy wave – fire the energy beam at an object and it will be crushed.</p>
<p>Mind control – pick up an object and smash it into a solid barrier.</p>
<p>The effect of an object being crushed is achieved by moving the objects vertices inwards and downwards. They will have a field of influence that stops them intersecting and cutting through neighbouring polygons.</p>
<p><b>Using the environment to full effect</b></p>
<p>The game world will feature pits, ledges and suspended walkways and bridges.</p>
<p>Enemy characters can be thrown from high points while suspended walkways can be dropped on top of enemies.</p>
<h2>CHARACTER PROFILES</h2>
<p><b> </b></p>
<p>Friends</p>
<p>Kurtis Trent – Demon hunter.</p>
<p>Father Francis – Excommunicated priest and occult expert.</p>
<p>Ana Bell – TV news reporter and Kurtis’ doomed girlfriend.</p>
<p>Marty Cruise  &#8211; Forensic police scientist.</p>
<p>Marie Cornel – Kurtis’ mother.</p>
<p>Foes</p>
<p>Eckhart – Forteenth century crazed alchamist.</p>
<p>Phil Yates – Possessed billionaire software mogel.</p>
<p>Jean Rochelle &#8211; Old ‘friend’ from the Foreign Legion.</p>
<p>Obnoxtrux &#8211; Monster demon</p>
<p>Spawn &#8211; Furry gremlin critters.</p>
<p>Vampires – The living dead.</p>
<p>NYPD police force – Gun happy flat foots who get in the way.</p>
<p>MIB’s –           Government agents looking to capture Kurtis and study his paranormal powers.</p>
<p>(By removing his brain and cutting it into small pieces!)</p>
<p>MIB’s come in two varieties:</p>
<p>Type 1 &#8211; MIB agent. Man in a dark suit. (Investigatiors).</p>
<p>Type 2 &#8211; SWAT team commando operatives. (Capture teams).</p>
<p>Demonic possessed – People who have been enslaved by the dark forces.  Only scanning their aura will alert Kurtis to their true nature.</p>
<p>Special effects<b> </b></p>
<p>Combat (mortal)</p>
<p>Punch and kick flash</p>
<p>Speed blur</p>
<p>Combat (paranormal)</p>
<p>Punch and kick flash</p>
<p>Glowing eyes</p>
<p>Speed blur trail</p>
<p>Glowing aura around head and hands</p>
<p>Directional energy beam</p>
<p>360 blast energy wave</p>
<p>Firearms</p>
<p>Tracer bullet</p>
<p>Firearms (paranormal)</p>
<p>Tracer bullet</p>
<p>Natural elements</p>
<p>Light through coloured glass</p>
<p>Light beams</p>
<p>Lens flare</p>
<p>Fire</p>
<p>Water</p>
<p>Snow</p>
<p>Rain</p>
<p>Wind blowing paper and trash along the ground</p>
<p>Reflection in water puddles</p>
<p>Roaring fire</p>
<p>Smoke</p>
<p>Steam rising from vent</p>
<p>Electricity arcing</p>
<p>Electricity flash</p>
<p>Electricity sparking</p>
<p>Bubbles rising</p>
<p>Spreading rings on water surface</p>
<p>Explosions (thermal)</p>
<p>Grenade explosion</p>
<p>Oil barrel explosion</p>
<p>Dust cloud explosion</p>
<p>Gas grenade explosion</p>
<p>Ricochet from bullet strike</p>
<p>Explosions (paranormal)</p>
<p>SALT grenade</p>
<p>Psychic grenade explosion</p>
<p>Psychic gas grenade explosion</p>
<p>Ricochet from bullet strike</p>
<p>Paranormal</p>
<p>.</p>
<p>Playable cut scene sequences</p>
<p>Some cut scenes will require the player to interact with the action.</p>
<p>This can be as simple as pressing a button on the control pad at a certain time to ‘help’ one of the characters achieve a task in the film.</p>
<p><b> </b></p>
<p><b>Paranormal weapon training</b></p>
<p>The player must master the powers before being allowed to use them in the game.</p>
<p>Failure to master a power does not end the game, but leaves Kurtis vulnerable in demonic encounters.</p>
<p>&nbsp;</p>
<p>Training sub games</p>
<p>Father Francis instructs Kurtis in how to use the paranormal weapons.</p>
<p>These training sessions will take the form of simple sub games.</p>
<p>Snares</p>
<p>Web – Sticky and saps Kurtis’ paranormal powers.</p>
<p>Bubble – Transparent energy ball that blocks Kurtis’ path.</p>
<p>Vortex – Step on this and you are spun around while your energy is drained.</p>
<p>Trip wires (linked to Traps).</p>
<p>Traps</p>
<p>Dark mist –    Brings down a dark cloud that restricts the players view distance.</p>
<p>Gas –             A cloud of poisonous gas wells out of the floor. This will sap Kurtis’ strength.</p>
<p>Scatter bombs –       These are occult symbols that appear on the floor.</p>
<p>They move in random patterns, crossing each others path.</p>
<p>If Kurtis treads on them they will explode and sap his energy.</p>
<p>Demon sentry &#8211;         This alerts a demon guard who will materialize and fight Kurtis.</p>
<p>Psychic disrupter &#8211;   Emits a chaff effect which disrupts the Map scanners display.</p>
<p>Ghosts and gouls</p>
<p><b> </b></p>
<p>When Kurtis uses his psychic aura scanner to check humans for demonic possession, he will also be able to see any passing ghosts or ghouls in the vicinity.</p>
<p>These transparent visions are harmless and go about their business in period costume. They do not interact with the player and will pass straight through any solid object in their path, (including Kurtis).</p>
<p><b>Demon technology</b></p>
<p><b> </b></p>
<p>Demon technology is a mish-mash hybrid of human ingenuity and occult magic.</p>
<p>Highly volatile and often just plain dangerous to operate, their machines and devices resemble a Victorian eccentrics laboratory experiment.</p>
<p>Father Francis tricks Kurtis</p>
<p>Father Francis has spent a lifetime studying the Lux Veratatis and occult powers but he can’t actually make them work.</p>
<p>This has made the old priest bitter with resentment, and the demons have exploited his weakness.</p>
<p>In exchange for the priests help in opening up the dimensional gateway they have offered to transfer Kurtis’ paranormal powers to Father Francis.</p>
<p>The key to the dimensions</p>
<p>When Kurtis gains his fourth and final Lux Veratatis charm (Wisdom of ages), he is given the knowledge to open the dimension gateway seperating demon and human realities.</p>
<p>The demons plan is simple. Use Kurtis as the key.</p>
<p>The game episode progression</p>
<p>The game world is split into eight districts.</p>
<p>The player will start the game in district one. When this is completed the next district is unlocked.</p>
<p>After completing this district the player has the option of continuing to the next district or revisiting the previous one.</p>
<p>This continues throughout the game.</p>
<p>Why should the player revisit a district?</p>
<p>When the player does revisit a district they will find one or two small missions waiting for them. These are not connected to the main game but will give the player the opportunity to try out their powers and weapons from further on in the game.</p>
<p>For instance, a tough street gang that Kurtis couldn’t beat the first time around can now be tackled with the powers he has mastered further on in the game.</p>
<p>Save game points</p>
<p>The save point where the player can store their game is represented by a wall mounted telephone kiosk.</p>
<p>These telephones are placed around the level and are activated by walking up and pressing the CROSS (action) button on the controller.</p>
<p>An option screen appears showing the previous save positions in the city.</p>
<p>Add your current position to the list.</p>
<p>The players current energy, inventory, weapons and location in the game world are stored on the PS2 memory card.</p>
<p>High light the EXIT command with the D PAD &#8211; RIGHT ARROW and press the CROSS (action) button to return to the game world.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<hr />
<p>Let us know what you think about these documents in the comments below.</p>
<p><b><a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">See more exclusive Tomb Raider &#8211; the Angel of Darkness content</a></b></p>
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<p>The post <a href="https://www.tomb-of-ash.com/kurtis-game-design-ideas-130701/">KURTIS GAME – DESIGN IDEAS – 13/07/01</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>MORGAU’S PHYSICAL MAKE UP – A SUMMARY.</title>
		<link>https://www.tomb-of-ash.com/another-exclusive-angel-of-darkness-document-from/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 16 Mar 2017 12:00:34 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
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					<description><![CDATA[<p>Another exclusive Angel of Darkness document from Murti Schofield, the writer of the game. The document reveals more details about Morgau Vasiley, one of the planned characters from the game. &#160; MORGAU’S PHYSICAL MAKE UP – A SUMMARY. What Morgau has become defies easy summation. It is certainly something other than human – possibly the name [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/another-exclusive-angel-of-darkness-document-from/">MORGAU’S PHYSICAL MAKE UP – A SUMMARY.</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><i>Another exclusive<b> <a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Angel of Darkness</a></b> document from<b> <a href="https://www.tomb-of-ash.com/murti-schofield-writing-the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Murti Schofield</a></b>, the writer of the game. The document reveals more details about <a href="https://www.tomb-of-ash.com/tagged/morgau" target="_blank" rel="noopener noreferrer"><b>Morgau Vasiley</b></a>, one of the planned characters from the game.</i></p>
<p>&nbsp;</p>
<h2>MORGAU’S PHYSICAL MAKE UP – A SUMMARY.</h2>
<p>What Morgau has become defies easy summation. It is certainly something other than human – possibly the name Lilith would have been appropriate after all. [in Game II someone makes the mistake of taunting Morgau with this name and pays the price.]</p>
<p>Her skin is albino pale. Her body slender. Her eyes milky blue, until something triggers her latent psychic powers when they become translucent. This is the time to beware as it is also the time when her tendency to erupt into frenzied Hulk-like violence is nearest the surface.</p>
<p>Physically Morgau is a mass of contradictions. It is almost as if her body is at war with itself, attempting to tear itself apart. Though immensely strong and fast she is at the same time incredibly vulnerable being dependent on the specialised elixirs that keep her functioning at such a high peak. Her torso is encased in an <b>armoured corselet or cuirass</b>, not entirely dissimilar to that worn by Eckhardt. Whereas the Black Alchemist’s chest plates and metallo-mesh bodice is to hold his physical form together after the ravages of his centuries long confinement Morgau’s is there to deliver the alchemically derived <b>elixirs</b> and <b>bio-essences</b> that maintain her life.</p>
<p>Beneath the corselet Morgau’s torso is semi transparent. Close examination would reveal her internal organs functioning as if viewed through a murky X-ray screen. Her spine is exposed along its length each vertebrae being welded to rows of bone, silver and ivory rods which in turn are interwoven with carbonite threads anchored to her entire skeletal structure. The corselet-prosthesis delivers the necessary life support through a network of fine tubing.</p>
<p>Despite inhabiting a physicality that is so flawed and at war with itself these augmentations mean that Morgau is incredibly fast, strong and preternaturally quick to heal. [for more details see: Morgau Vasiley Hope Or Peril.]</p>
<p>On one occasion she led an incursion team into an enemy LV base in Russia but in the heat of battle her unpredictable psycho-fury became triggered, possibly by proximity to an LV Adept. Whatever the cause she erupted into a maelstrom of slaughter, killing the Adept, the opposing forces, her own squad members and destroyed much of the surrounding building. When she returned to the <b>Strahov</b>with nothing to show Eckhardt was incandescent with fury and was only dissuaded from punishing her brutally by Karel. The Shape Shifter was delighted with the way this unique asset was shaping up and he convinced Eckhardt to send <b>Gunderson</b>out with her out on more missions to test the extent to which she might be controlled. Morgau and Gunderson were constantly at each others throats, which suited Eckhardt’s way of keeping the Cabal from engaging in plots to overthrow him. Divide and rule – a favourite strategy of another megalomaniac who threw Europe and the world into bloody conflict for six years in the 1940’s.</p>
<h2>MORGAU IN THE FOLLOW ON GAMES</h2>
<p>A brief summary of how Morgau encounters Lara Croft and Kurtis Trent in subsequent games is found in other documents.</p>
<p>At this stage Morgau exchanges mutual hostility with all members of the Cabal and lower ranks – everyone  she comes across really. She defers only to Karel, or Karel-as-Eckhardt as he first appears to the reformed Cabalists. When the Eckhardt charade is finally dropped and everyone accepts that the Black Alchemist really is dead and dust and that Karel is now numero uno Karel keeps Morgau in check by promising her that there might be at least a partial remedy for her dependencies.</p>
<p>There is an ancient <b>Mayan</b> equivalent to a modern <b>genome sequencer</b> that could unravel the damage done to her body. Utter nonsense of course but by this time Morgau’s body has shown an alarming tendency to erupt into weird metallic extrusions, similar to the grotesque semi-crystalline growths witnessed on Bouchard’s man in Paris. Morgau is inclined to seize any chance of a remedy with fists bleeding if she has to. If left untreated she would be suffocated by her own monstrous extrusions. And so she toes the line and carries out Karel’s bidding…for now</p>
<p>Karel is delighted at the way things are progressing. He even assists her in gaining possession of a genuine LV weapon, the <b>Culcrys,</b> something no one else can wield without losing limbs and body parts they want to remain intimate with.</p>
<p>He sees Morgau as a foil to the young adventuress Croft, who refused his offer of a place in his plans for a new world beginning at the end of AOD. In his eyes Morgau is a <i>shadow Lara</i>, the perfect deterrent against the Amazonian threat. Morgau will also be a match for the Lux Veritatis Trent, matched as they are with <b>LV Irenwaepn</b><i>.  Chirugai –v- Culcrys </i>what a grudge match that would be.</p>
<p>Suffice it to say that as <b>The Lost Dominion</b> kicks off the first contact (as far as the three key antagonists know) between Lara, Kurtis and Morgau is characterised by violence on an epic scale. Yes, extreme warfare, arcane combat and pyrotechnics will be the order of the day.</p>
<p>No one is interested in spending time trying to empathise or ‘understand’ anyone’s damaged childhoods. None of them are inclined to consider their adversary’s <i>point of view</i>. There is little time for anything except kicking the bejabbers out of the f***er who is currently trying to kill you. It is vicious, merciless conflict with no prisoners.</p>
<p>Kurtis is looking to re-establish the Lux Veritatis along its original enlightened path, an obligation laid on him by Karel in the previously unrevealed ending to AOD. He sees Morgau, initially, as a prime obstacle to that goal. The fact that things shift and he comes to an uneasy alliance with his erstwhile foe would unfold in Game III. It is not an easy association with someone so seriously damaged as the barely human Vasiley – but it might just work.</p>
<p>Lara meanwhile is beginning to unearth evidence of how something of Eckhardt’s work seems to have had an astounding influence on her own roots, her family, her bloodline and that of many prominent figures throughout recorded history.</p>
<p>The emergence of the truth behind the <b>Sangreal</b> legends and others such as the <b>Calix Immanis</b> (Savage Cup) offers a disturbing possibility that something or someone is responsible for many of the ‘enhanced’ individuals that have marked the pages of history with their achievements, right  up to and including the present day. Is there something to the theory of a shared ancestry for all the heroes we admire and know so well? Who knows.</p>
<p>NB See reference to Philip Jose Farmer’s WOLD NEWTON UNIVERSE in the document ‘Eckhardt and Breeding.’</p>
<p><b><a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Discover more exclusive Tomb Raider &#8211; the Angel of Darkness content</a></b></p>
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<p>The post <a href="https://www.tomb-of-ash.com/another-exclusive-angel-of-darkness-document-from/">MORGAU’S PHYSICAL MAKE UP – A SUMMARY.</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>MORGAU NOTES &#038; SUMMARY</title>
		<link>https://www.tomb-of-ash.com/we-continue-to-publish-exclusive-angel-of-darkness/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 15 Mar 2017 12:00:36 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
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					<description><![CDATA[<p>We continue to publish exclusive Angel of Darkness documents from Murti Schofield, the writer of the game. This one reveals more details about Morgau Vasiley, one of the planned characters from the game. &#160; MORGAU NOTES &#38; SUMMARY  VISUAL and STYLE REFERENCES: –     Pris in Blade Runner –     River Tam from Firefly –     Demented Harajuku-Goth [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/we-continue-to-publish-exclusive-angel-of-darkness/">MORGAU NOTES &#038; SUMMARY</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><i>We continue to publish exclusive <a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer"><b>Angel of Darkness</b></a> documents from<b> <a href="https://www.tomb-of-ash.com/murti-schofield-writing-the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Murti Schofield</a></b>, the writer of the game. This one reveals more details about <a href="https://www.tomb-of-ash.com/tagged/morgau" target="_blank" rel="noopener noreferrer"><b>Morgau Vasiley</b></a>, one of the planned characters from the game.</i></p></blockquote>
<p>&nbsp;</p>
<h2>MORGAU NOTES &amp; SUMMARY</h2>
<p><b> VISUAL and STYLE REFERENCES:</b></p>
<p>–     Pris in Blade Runner</p>
<p>–     River Tam from Firefly</p>
<p>–     Demented Harajuku-Goth masques</p>
<p>–     Chiana in Farscape TV series (Gigi Edgley)</p>
<p>–     Charlize Theron as Imperator Furiosa – Mad Max</p>
<p>–     Lisbeth Salander from Girl withTattoo novels</p>
<p>–     Nikita (original French outing)</p>
<p>–     Geena Davis as Charly Baltimore from Long Kiss Goodnight</p>
<p>–     Hit Girl from Kick Ass</p>
<p>–     Harley Quinn &#8211; Batman</p>
<p>–     Modesty Blaise</p>
<p>–     Borg Queen from Star Trek, First Contact</p>
<p>–     Helena Bonham Carter in Fight Club</p>
<p>–     Scavengers TV series 1994, Anna Galvin bodice, cuirass</p>
<p>–     Tank Girl</p>
<p>–     Martha Washington Goes to War (comic Dave Gibbons &amp; Frank Miller)</p>
<h2><b>SPEAR FIGHTING STYLE REFERENCES:</b></h2>
<p>–     Prince Nuada spear weapon style in Hellboy II (Luke Goss)</p>
<p>–     Hit Girl in Kick Ass</p>
<p>–     300 Spartans</p>
<p>–     Achilles &amp; Hector in TROY</p>
<h2><b>PHYSICAL CONDITION:</b></h2>
<p>–     Beneath the protective <b>Cuirass</b> Morgau’s torso is semi transparent. Her internal organs are partially visible, a side effect of the alchymical vivisection she underwent under Eckhardt.</p>
<p>–     Essentially her body is at war with itself.</p>
<p>–     She is totally dependant on <b>specialised elixirs and essences</b> that maintain her incredibly enhanced life force.</p>
<p>–     Though thin limbed and of a pallid white complexion her body is incredibly strong, in part due to the <b>carbonite threading</b> woven throughout her entire skeletal structure.</p>
<p>–     She is fast, strong and quick to heal.</p>
<p>–     Her arms are thin with semi-translucent skin showing blue veins.</p>
<p>–     Morgau’s <b>spine</b> is welded to rows of wiring, bone &amp; silver rods, an ugly arrangement which leaves the heads of rivets &amp; tiny plates exposed along her spinal column.</p>
<p>–     Her <b>eyes</b> are opaque milky blue until the <b>irregular psychic abilities</b> kick in when they become translucent.</p>
<p>–     Periodically Morgau’s body displays an alarming tendency to erupt into grotesque semi-crystalline, metallic extrusions. [reference  the growths on Bouchard’s badly injured man in Paris]. Only the Cuirass helps keep this in check.</p>
<p>–     She is not strictly speaking a cyborg, in fact her reliance-relationship to her Cuirass is more that of a mutual parasitic dependency.</p>
<p>–     Her need to ‘replenish’ is <i>almost</i><b>vampyric</b>. Almost.</p>
<p>–     The truth is that she has not been entirely human for a while [see notes on Eckhardt’s <b>Nephuman Meta Progeny</b> and <b>Warrior Sentinels</b>.]</p>
<h2>ABILITIES POWERS AND WEAPONS:</h2>
<p>–     In combat Morgau displays a terrifying stillness, the ‘<i>awful tranquillity of the wolverine focused on its prey</i>.’</p>
<p>–     Partial and erratic psychic ability – triggered under stress. Unreliable and often barely under control.</p>
<p>–     Some of her more <b>esoteric abilities</b> are inbred as a natural descendant of a Lux Veritatis bloodline. Others have been brought to the fore as a result of the awful treatments she has undergone at the hands of the Black Alchymist.</p>
<p>–     The <b>Culcrys,</b> like the Chirugai, is part-forged from ferrilium, or sky iron, extracted from meteorites. [translation: SpearAxe or Halberd],</p>
<p>–     The Culcrys is one of the <b>Iren Waepn</b> armaments which include the Irenscild, the Iren Folm and even the Chirugai series. [NB there are a limited number of other Chirugai apart from Aiyessu which is attuned to Kurtis Trent.]</p>
<p>–     Knife missile or <b><i>Excision Blade </i></b>– basically a Baetyl stone that can be controlled by telekinesis. It is an arrow-head shaped artefact. Ferilium.</p>
<p>–     Morgau was trained from an early age in languages, ciphers, ancient &amp; occult lore, ancient texts &amp; symbols and psychic control of attenuated materials (usually Sky Iron). Codes, ciphers and numeric sequence series especially, fascinate her.</p>
<p>–     [see additional list of <b>possible powers</b> available or unlocked at a later stage in Morgau’s evolution i.e. in further Games.]</p>
<h2>THE CUIRASS OR ALCHYMIC BODICE OR CORSELET-PROSTHESIS:</h2>
<p>–     Eckhardt’s body is held together by a metallo-ceramic mesh <b>cuirass</b> &#8211; the waistcoat we glimpse beneath his flare coat. This Cuirass needs constant replenishing in order to maintain his physical continuation.</p>
<p>–     Morgau is also dependant on a <b>cuirass</b> or <b>corselet-prosthesis</b> to maintain both her life and the notoriously unstable physical powers she possesses. Eckhardt’s cuirass and hers differ but operate on similar Alchymic principles.</p>
<p>–     Forged of meta-link alloy, largely a mercury-brass amalgam.</p>
<p>–     <b>Eckhardt</b>, as the <b>Monstrum</b>, must harvest alchemically pure bio-elements to repair and renew his physical state. Morgau has been constructed to be dependant on specialised elixirs &amp; essences of Alchymical derivation.</p>
<p>–     The Cuirass is a form of armour but this is not its main function. The vital bio-essences are administered via the Cuirass through a network of tubing built into the armour casing.</p>
<p>–     Morgau can only have access to these essential elixirs via her Cabal controllers. [though this situation changes in Game III or in the Kurtis spin off game when she experiences a radical transformation and allies herself to Kurtis in order to reform &amp; recruit for the <b>newly nascent Lux Veritatis</b>.]</p>
<p>–     The Cuirass is highly flexible, more like a mail-link series of plates and tubing than a solid object.</p>
<p>–     It is constructed of prima materia metals, mercury amalgams and carbonite threading.</p>
<h2>INFLUENCES ON MORGAU’S LIFE:</h2>
<p>–     Morgau’s endless rage at the brutality &amp; injustices of her incredibly perilous life is masked beneath a deceptively placid manner and frail appearance. [See note of the dangerous ‘<i>stillness’</i> and tranquillity of her combat demeanour.]</p>
<p>–     Her upbringing, as an LV descendant on-the-run has engendered a finely honed paranoid attitude to everything in life.</p>
<p>–     From an early age she has proven to be of a mercurial temperament, rebellious and wilful. This trait appeared to become accentuated by her unstable upbringing and the effects of a serum given her by her father.</p>
<p>–     The misjudged administering of the flawed <i>Vitalis Eterna serum</i> by her father <b>Mathias</b> has had damaging effects on her mental stability</p>
<p>–     The effects of the vivisections &amp; <b>Nephuman</b> adaptations performed on her by Eckhardt has turned her into something <b>not entirely human</b> and her rage at life and all who oppose her is a terrible force contributing to her general instability and unreliability. She is a danger to all around her, slave-owners, foes and allies alike…although she would never acknowledge anyone as an ally.</p>
<h2>OTHER ITEMS – ODDS &amp; ENDS &#8211; SCRAPS:</h2>
<p>–     Morgau was slaved to work under Boaz for a while in the Cabal before being loaned out to Gunderson.  She learned all she could about the Gothic vivisectionist and had her marked out for an especially detailed vengeance. This was thwarted of course when Boaz was fed to one of Muller’s mutant podosaurs – The Pod.</p>
<p>–     Karel considers Morgau to be a Shadow version of Lara, a strategically valuable and biddable living weapon.</p>
<p>–     Morgau’s <b>Siglum</b> or <b>Arcanum</b> is an esoteric symbol, a highly personalised glyph of power; an arcane signature. It is also an <b>identity anchor</b> for an unstable individual struggling to maintain a sense of who she is.</p>
<p>–     Morgau once attempted to use the <b>Chirugai,</b> when she was working close to Konstantin Heissturm, but although she was able to awaken it the LV artefact did not respond to her control. She was not sufficiently attuned to its harmonic operation. She was lucky it didn’t kill her, as it was set to eviscerate anyone attempting to misuse it. Her Lux Veritatis lineage and training was all that protected her from a savage mutilation. On this occasion she barely escaped with little more than a sever scarring.</p>
<p>–     The search for the <b>Mayan Genome Sequencer</b> is something of a personal quest for Morgau. She has been told it could be a way to unravel the dreadful genetic damage done to her by Eckhardt. If it exists it might be a way for her to reclaim something of her misplaced human nature and normalcy… <b>if</b> it exists!</p>
<p>–     Morgau has her own network of ‘<b>Irregulars’ </b>built up when she was working as a free lance in her early independent days. They are all outcasts, exiles, freak heads, rogue personalities, wild cards, outsiders, unemployables and pariahs …named <b>Crypsis</b>, [other various names are listed elsewhere]. Typical T-Shirt = “<i>From Chaos, more Chaos</i>”.</p>
<h2>POSSIBLE POWERS FOR CONSIDERATION:</h2>
<p>–     Mind spear/needle</p>
<p>–     Telekinesis</p>
<p>–     Ectoplasm control</p>
<p>–     Time Judder/stutter</p>
<p>–     Paralysing shriek</p>
<p>–     Uber-mentat…Morgau has abnormally acute instincts when it comes to codes &amp; patterning. She is able to discern disparate connections, meta-links and sequencing veiled from other, less astute minds. She worked as a security advisor for several illegitimate corporations at one stage.</p>
<h2>IDENTITIES (SOME):</h2>
<p>–     Morgau Nanuaat Madura Vasiley</p>
<p>–     Annessa Chimoya</p>
<p>–     Claire Issoux</p>
<p>–     Maude Holtzmün</p>
<p>–     Lilith – a name imposed on her by Eckhardt &#8211; but she never submits to this offensive designation. Capitulation is not in her nature.</p>
<h2>NOTES ON THE CHIRUGAI AND OTHER FERRILIUM WEAPONRY:</h2>
<p>No one has yet seen the full Chirugai weapon displayed or been able to master the full range of its diverse capabilities, not even the current Heissturm custodian.</p>
<p>Apart from its controlled flight and multiple blades the weapon’s potential capabilities can be enhanced by the addition of quartz-like attachments slotted into key parts of the weapon. These small slotted rods, or <b>Catriches</b>, unlock further weapon capabilities, in keeping with the user’s level of psychic skill.</p>
<p>In Game II or III Kurtis discovers a cache of <b>LV Catriches</b> which change the configuration of the Chirugai and transform it into an even more deadly weapon.</p>
<p>When in the possession of Konstantin Heissturm the Chirugai was stored in a specially constructed weapons cask or <b>Vasculum. </b>This was only when not in use. The Vasculum is distinct from the side-satchel Kurtis sometimes uses when carrying the weapon discretely i.e. in public.</p>
<h2>POSSIBLE SCENE:</h2>
<p>in which the Chirugai is discovered held captive by three ponderous chains. It thrashes and tears at its restraints as soon as any adept, LV or Cabal, approaches.</p>
<p><b><a href="https://www.tomb-of-ash.com/category/tomb-raider/the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Discover more exclusive Tomb Raider &#8211; the Angel of Darkness content</a></b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/3ef198b3b305d726af1e0581611c93a7/tumblr_inline_omu0vdwdwQ1rwngbp_540.png" /></figure>
<p>The post <a href="https://www.tomb-of-ash.com/we-continue-to-publish-exclusive-angel-of-darkness/">MORGAU NOTES &#038; SUMMARY</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>THE LANGUAGE IN THE ANGEL OF DARKNESS AND SYMBOL DESIGN</title>
		<link>https://www.tomb-of-ash.com/the-language-in-the-angel-of-darkness-and-symbol/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 26 Jan 2017 12:16:34 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
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		<category><![CDATA[alchemist]]></category>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/the-language-in-the-angel-of-darkness-and-symbol/</guid>

					<description><![CDATA[<p>THE LANGUAGE IN THE ANGEL OF DARKNESS AND SYMBOL DESIGN Paschal McGuire, one of the artists who worked on Tomb Raider &#8211; the Angel of Darkness, talks to us about his work and the mysterious language that appears in the game. The language was a funny one. We wanted to make sure it was inoffensive, so [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/the-language-in-the-angel-of-darkness-and-symbol/">THE LANGUAGE IN THE ANGEL OF DARKNESS AND SYMBOL DESIGN</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>THE LANGUAGE IN THE ANGEL OF DARKNESS AND SYMBOL DESIGN</h2>
<p><a href="http://t.umblr.com/redirect?z=https%3A%2F%2Fpaschalmcguire.wordpress.com%2F&amp;t=OTQzZmYxMDI0MTlmZTZmNjQyNGJkYjBkNDAyYjU3YWYwYjRlZWM2YiwxRU93S1drag%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.com%2Fpost%2F156042217345%2Fbirth-of-nephilim-an-incredible-drawing-by-paschal&amp;m=1" target="_blank" rel="noopener noreferrer"><b>Paschal McGuire</b></a>, one of the artists who worked on <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftomb-of-ash.com%2Ftagged%2Ftraod&amp;t=ZjljODAzNzVlMTYyZGJkNzgzM2E0NjE1ZWI4ZTFlMWQ2NGFhOTQ1Nyx0MFlXaHVvWA%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F156396570925%2Fthe-language-in-the-angel-of-darkness-and-symbol&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider &#8211; the Angel of Darkness</a>, talks to us about his work and the mysterious language that appears in the game.</p>
<p><i>The language was a funny one. We wanted to make sure it was inoffensive, so i basically added bits to all the normal English letters and rotated some on their sides. It got to the point that i could rattle this stuff as normal handwriting, so i would just look at <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftomb-of-ash.com%2Fpost%2F146550540935%2Fmurti-schofield-writing-the-angel-of-darkness&amp;t=OWQ2ZDViOTBmNmNkNzQ2NTQzMTkwYjhmYWFhOTY3ZjVjNTRiNGJiMSx0MFlXaHVvWA%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F156396570925%2Fthe-language-in-the-angel-of-darkness-and-symbol&amp;m=1" target="_blank" rel="noopener noreferrer"><b>Murti’s</b></a> story and pretend i was transcribing it. That way, if there ever was a case of someone saying we copied their work or it was insulting in some forgotten language we could say, no that’s just a shopping list .<br />
The names in the Tomb Raider logo were done with the same principle. The cryptic words are the names of all my siblings and close relations!<br />
</i></p>
<p><i>I was trying to draw the ancient artifacts and was doing some doodles for a style tests.<br />
Along the way i found some pictures of the particle accelerator at the LHC in CERN.<br />
And the images coming out of the atom smashing looked a lot like this:</i></p>
<figure class="tmblr-full" data-orig-width="855" data-orig-height="575"><img decoding="async" src="http://68.media.tumblr.com/991344d319cc9904ee6932d0a7a60076/tumblr_inline_okdz5brOll1rwngbp_500.jpg" alt="image" width="500" height="336" data-orig-width="855" data-orig-height="575" /></figure>
<p><i>So that was the eureka moment. The glove was an alchemist dream- combine the shield and the glove and you had a medieval particle accelerator.<br />
Which is why the design is on the shield and the glove and the game logo. From then on all we had to was draw the story showing that<b><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftomb-of-ash.com%2Fpost%2F156261242742%2Feckhardts-anatomy-artwork-by-paschal-mcguire&amp;t=NTM2NWUzNTBjZjUxZmVkMDE2ODQ2OWZkOTE0MDAzMzBmMDVjNmNhZSx0MFlXaHVvWA%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F156396570925%2Fthe-language-in-the-angel-of-darkness-and-symbol&amp;m=1" target="_blank" rel="noopener noreferrer"> Eckhardt </a></b>was mining minerals from humans (it was easier than mining in the ground) and from them he could transmute them into anything he wanted. </i></p>
<p>The post <a href="https://www.tomb-of-ash.com/the-language-in-the-angel-of-darkness-and-symbol/">THE LANGUAGE IN THE ANGEL OF DARKNESS AND SYMBOL DESIGN</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title></title>
		<link>https://www.tomb-of-ash.com/tomb-raider-chronicles-the-spear-of-destiny/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 17 Jan 2017 10:57:57 +0000</pubDate>
				<category><![CDATA[Classics]]></category>
		<category><![CDATA[Tomb Raider]]></category>
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		<category><![CDATA[5]]></category>
		<category><![CDATA[chronicles]]></category>
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		<category><![CDATA[joby wood]]></category>
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					<description><![CDATA[<p>TOMB RAIDER CHRONICLES: THE SPEAR OF DESTINY DESIGN BOOK PART 3 Final batch. We now confirmed Joby Wood as the author of this design document. Joby was a level designer for Tomb Raider Chronicles. We thank our generous anonymous uploader for sending us this pdf.  Part 1 Part 2</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-the-spear-of-destiny/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>TOMB RAIDER CHRONICLES: THE SPEAR OF DESTINY DESIGN BOOK PART 3</h2>
<p>Final batch. We now confirmed Joby Wood as the author of this design document. Joby was a level designer for Tomb Raider Chronicles.</p>
<p>We thank our generous <b><a href="https://www.tomb-of-ash.com/submit" target="_blank">anonymous uploader</a> </b>for sending us this pdf. </p>
<ul>
<li><a href="https://www.tomb-of-ash.com/post/155715009508/tomb-raider-chronicles-the-spear-of-destiny" target="_blank"><b>Part 1</b></a></li>
<li><a href="https://www.tomb-of-ash.com/post/155812147560/tomb-raider-chronicles-the-spear-of-destiny" target="_blank"><b>Part 2</b></a></li>
</ul>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-chronicles-the-spear-of-destiny/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Over Here</title>
		<link>https://www.tomb-of-ash.com/over-here-3ds-max-see-more-of-my-renders/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 19 Aug 2016 14:45:33 +0000</pubDate>
				<category><![CDATA[3D Renders]]></category>
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					<description><![CDATA[<p>Over Here 3DS Max See more of my renders</p>
<p>The post <a href="https://www.tomb-of-ash.com/over-here-3ds-max-see-more-of-my-renders/">Over Here</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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<h2>Over Here</h2>
<p>3DS Max</p>
<p><a href="https://www.tomb-of-ash.com/renders" target="_blank" rel="noopener noreferrer">See more of my renders</a></p>
<p>The post <a href="https://www.tomb-of-ash.com/over-here-3ds-max-see-more-of-my-renders/">Over Here</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Interview with Heather Gibson</title>
		<link>https://www.tomb-of-ash.com/interview-with-heather-gibson/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 24 Oct 2014 16:21:00 +0000</pubDate>
				<category><![CDATA[20 years of Tomb Raider]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Retro Games]]></category>
		<category><![CDATA[Tomb Raider]]></category>
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		<category><![CDATA[core]]></category>
		<category><![CDATA[core design archives]]></category>
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		<category><![CDATA[eidos]]></category>
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		<category><![CDATA[lara]]></category>
		<category><![CDATA[lara croft]]></category>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/interview-with-heather-gibson/</guid>

					<description><![CDATA[<p>Heather Gibson was one of the major level designers for the original Tomb Raider and its first sequel. She designed a lot of levels including Lara’s manor &#8211; the full list of levels Heather created is below the interview. In this interview she unearths some very exciting facts never told before! We would like to [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-heather-gibson/">Interview with Heather Gibson</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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										<content:encoded><![CDATA[<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/4bc54971340c03b1a88ed3ab007ca18b/tumblr_inline_o21otouY7b1rwngbp_540.jpg" alt="image" /></figure>
<blockquote><p><i>Heather Gibson was one of the major level designers for the original Tomb Raider and its first sequel. She designed a lot of levels including Lara’s manor &#8211; the full list of levels Heather created is below the interview. In this interview she unearths some very exciting facts never told before! We would like to thank Heather for sparing her time to answer all these questions (we had a lot to ask!) </i></p>
<p><i>Also, Level Editor fans &#8211; take some notes for a possible Winston mod! <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f61b.png" alt="😛" class="wp-smiley" style="height: 1em; max-height: 1em;" /></i></p></blockquote>
<p><i> </i></p>
<p><b><i>How did you end up working for Core Design?</i><i> When and how did you start?</i></b></p>
<p>I arrived at Core after being made redundant by Rare Designs Ltd. I had worked at Rare for nearly six years. I replied to a job advertisement in a computer games magazine and was offered the position straight away.</p>
<p><b><i>What was the process of level design while making Tomb Raider and Tomb Raider II?</i></b></p>
<p>The first process would be to discuss possible location sets for the game &#8211; Egypt for example. Location choice had to inspire us. We wanted to create lots of atmospheric scenes and areas with interesting architecture, which offered lots of puzzle opportunities and areas to explore. We would discuss various puzzle scenarios at team meetings which we help approximately once a month. Here we could brainstorm ideas until we had a framework of objections and puzzles specific to that level. This included generic puzzle scenarios that the gamer became familiar with &#8211; such as pushing blocks or avoiding traps and special events specific to a particular setting.</p>
<p>Then myself and Neal would build, texture and light our levels. We would also involve Toby and the musicians to add baddie triggers, special traps and sound effects to the rooms.</p>
<p><b><i>Where did you find your textures to use such as the floors in St. Francis Folly?</i></b></p>
<p>Finding textures was difficult at times as we did not have the opportunity to see these locations in real life. I was responsible for creating most of the textures for the games. I was quicker at tiling than Neal (ha ha) and I think he found it boring. I found most of my textures in books which I purchased from a budget price bookshop in Derby. I also sourced textures by modifying and distorting images found on the internet. Some of the location textures did however come from very strange sources. Particularly Atlantis.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="185"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/789d4f5057414df7a64cf9436f267965/tumblr_inline_o21ou0OXYP1rwngbp_500.jpg" alt="image" width="500" height="185" data-orig-width="500" data-orig-height="185" /></figure>
<p><i>(Saint Francis Folly, Tomb Raider. 1996)</i></p>
<p><b><i>According to other <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.tombraiderchronicles.com%2Fheadlines89.html&amp;t=MjU0OGRkZjJlMjBmMzJjN2M3MGQ1MjUyNjA5MzkzNmYyODg5MWUxNSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">official interviews</a> it is stated that <a href="http://tomb-of-ash.tumblr.com/post/97254622390/the-origins-of-the-croft-manor" target="_blank" rel="noopener noreferrer">Croft Manor</a> was inspired by <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.nationaltrust.org.uk%2Fkedleston-hall%2F&amp;t=NTUwNjUzZjExMmE1NGExNTZhNTJhOTYzMjg2MzBmZGQ5MjNiNjlmOCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Kedleston Hall</a> while it doesn’t look like it while playing. </i><i>The <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FCompton_Wynyates&amp;t=ZGJmMDFjMjEyNWY2N2ZjZjMyOGJmNjlhY2M5OGIyNzk2ZmVlODliYSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Compton Wynyates</a> looks more similar especially during the FMV upon selecting the </i><i>“</i><i>Lara</i><i>’</i><i>s Home </i><i>“</i><i>option. </i><i>As the level designer what was the official inspiration for the design of Croft Manor?</i></b></p>
<p>The architecture of Lara’s house was loosely based on the architecture found in many country manor’s which are in abundance in the UK. Easily recognisable as an English, period property but not based on any particular house, especially not Kedleston Hall.</p>
<p><b><i>In Croft Manor what was your source of the paintings that are on the walls? </i><i>What ones were they?</i></b></p>
<p>Goodness I forget where I got those from…probably my usual source…some tatty old book.</p>
<p><b><i>In Croft Manor in Tomb Raider and Tomb Raider II there are many closed doors.</i><i> Were there plans to use them later?</i></b></p>
<p>There wasn’t any plans to use the doors in the manor no. They were placed just to make the house feel realistic. The basement gold stash was an afterthought in TRll with the maze and door trigger. But no other secret rooms where deemed necessary as the house was primarily a training area that didn’t kill Lara.</p>
<p><b><i>Was there anything removed from the manor that was originally planned?</i></b></p>
<p>No I don’t think anything was removed although I did add a stereo system at the last moment just because it was fun and the house didn’t have a lot of things to interact with.</p>
<p><b><i>What was the purpose for the butler in Tomb Raider II?</i></b></p>
<p>To begin with we created a stereotypical Upper Class Country home for Lara. We wanted to indicate her lineage as part of an old aristocratic family. There was a time in history when it was accepted that wealthy estates in Britain hired staff such as Butlers and servants. We wanted to create the impression that Lara was from an old established estate and family, the Butler added credence to this.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="185"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/0edaa2d915db68a45283c7ecdc6040c1/tumblr_inline_o21ou9c6Zh1rwngbp_500.jpg" alt="image" width="500" height="185" data-orig-width="500" data-orig-height="185" /></figure>
<p><i>(Winston, Tomb Raider II. 1997)</i></p>
<p><b><i>Were you expecting players to put the butler in the freezer? </i><i> Was this something you and the team thought of or were surprised by the fans actions?</i></b></p>
<p>I didn’t think when I built the freezer that the first thing players would do would lock the butler inside. If I had known this I would probably have created a funny bit of gameplay around it. I could have asked the Lead animator to add a few extra animation frames to the Butler with the proposal that…if left in the freezer for a few minutes the butlers walk animation could be interrupted with a texture change and frozen character position. Then the player could have pushed the solid butler around the house and waited till he had thawed. That idea already gives me another idea… If he had frozen inside a solid ice block he could have been used to solve a dedicated puzzle where the player could position the ice block specifically to gain access to a high door or balcony. Or am I being silly now?</p>
<p><b><i>How challenging was it to make the manor in Tomb Raider II vs. Tomb Raider? </i><i> Was the level made from scratch or was it built and expanded upon the old set?</i></b></p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="260"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/77fb3792ef5e9a96a058f3ece4f2341c/tumblr_inline_o21ouoc2NI1rwngbp_500.jpg" alt="image" width="500" height="260" data-orig-width="500" data-orig-height="260" /></figure>
<p><i>Labyrinth and vault in the Croft Manor (Tomb Raider II)</i></p>
<p>The Manor was a relatively easy level to create and yes it was expanded on in the second game. The only part of the design of the manor that needed special attention was the training course. I worked closely with Toby on this area as the layout was specific to Lara’s athletic abilities.</p>
<p><b><i>Lara rides a Norton StreetFighter bike in Tomb Raider during an FMV. </i><i>It was rumoured it was designed off of one of the developers bikes.</i><i> Is this true or was it chosen because it was British?</i></b></p>
<p>Well done for recognising the model of bike! I wouldn’t have had a clue!  I don’t think it was based on any of the developer’s bikes. However there were a couple of nice bikes in our carpark! I remember a very nice Aprilla that Adrian Smith owned, and Neal eventually purchased a Ducati but honestly? I don’t know where the choice of bike came from. The FMV artists worked separately from the main game designers and they would have made a choice on the model.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="185"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/35fa7cddcdd93d7c1b5ac1e2b1f17004/tumblr_inline_o21ov1Zvad1rwngbp_500.jpg" alt="image" width="500" height="185" data-orig-width="500" data-orig-height="185" /></figure>
<p><i>(Lara on her Norton StreetFighter)</i></p>
<p><b><i>Where did the names of <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FTihocan&amp;t=OWE4ZDJmNzM5YjkzNTM2YTZiNGY3YzExMDZiNDc5ODNiNTg4NTlkMyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Tihocan</a>, <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FQualopec&amp;t=N2Y1ZGZkNTEyOGZlZjExMGUzOWJlNTdkNjExODVhM2YxMTA1OWYwOCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Qualopec</a>, and <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FNatla&amp;t=MDRkODY2YmQ1N2IyY2M1ZGQ4Zjc1NzMyNTE4NzI3ZWQyNjY1OGY1OCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Natla </a>come from?</i></b></p>
<p>We had several writers during the games development but all were guided by Toby Gard. Again I am speculating but I think those names came from either the script writers or Toby himself.</p>
<p><b><i>How did level design change with the expansion of having vehicles in Tomb Raider II vs. Tomb Raider?</i></b></p>
<p>Having the vehicles gave the second game something different and new but posed a few challenges for myself and Neal. Sometimes we didn’t have the vehicles in a final form when we began building the levels which made them a bit tricky to build. I’m not sure if we really used the vehicles to their full advantage. The game schedule was so tight that we just had to start building levels with little time to play and perfect them. We were aware that the game had to be ready within the year. We did modify levels once we had vehicles up and running but it was all very hectic. It was definitely worth doing though. Gavin Rummery the lead programmer in TRII had an input in building the ‘canal run’ for the speedboat, against the clock, in Venice. I textured this area but just didn’t have time to build it. I did however manage to pop a bridge idea I had into the scene after Gav had finished the layout. It was the area where the boat crashes through the windows above the bridge…however it never really was the ‘James Bond’ action scene I had imagined and I would have liked to have added many more areas like this.</p>
<p><b><i>You designed “Caves”, the first level of Tomb Raider.</i><i>This is where everyone starts the game with Lara</i><i>’</i><i>s travel guide murdered by wolves and she is suddenly on her own to explore.</i><i> This level opens up the game play, grips the gamer to keep playing, and sets the tone for the game.</i><i> This is a huge responsibility because only if the gamer is happy with the first level they will continue to play the game.</i><i> How did you go about designing this level? Did you have prior experience that made the team trust you with this responsibility?</i></b></p>
<p>I like to think that the team trusted me but always knew they were there to support me if I needed them. I approached the level design confidently.  I didn’t feel any pressure about building the first level of the game as I had no idea that millions of people would eventually play it. If I had known what a success the game would become then I may have been more nervous. I enjoyed designing this level very much. The Room Editor that we used to create the environments had limitations which I used to my advantage. The cave system meant that players didn’t question the lack of sky and landscape which was difficult to produce with this engine. I would have liked to have opened up the roof of the village areas but that was not possible at the time.</p>
<p><b><i>What was the process for developing a level? Where did you take inspiration from with the design itself?</i></b></p>
<p>Firstly we would choose a location that interested us. Then we could develop ideas around interesting areas of those locations. We would discuss puzzle ideas at our team meetings then myself and Neal would begin building the levels, create and decorate the scene with textures. Trigger the maps and include baddies, lights sound effects etc. then output the level for testing.</p>
<p><b><i>You were responsible for a wide variety of travel locations, fictitious and real. </i><i>How did you keep Venice feeling like Venice?</i><i>Greece feeling like Greece? </i><i>What kept you in tune with that location to design it accordingly?</i></b></p>
<p>The internet, books and photographs were our only source. We would have liked to go out to locations but we didn’t get that opportunity.</p>
<p><b><i>In regards to the first game it was stated that Lara’s enemies are primarily animals and creatures since killing humans was considered “cruel”. </i><i>This however was thrown out the window in Tomb Raider II with the primary enemies (especially in the Venice locations). </i><i>What made this change?</i><i>　</i></b></p>
<p>We wanted to add a freshness to the second game so introduced more human targets in the form of violent gangsters rather than innocent bystanders. I always enjoyed the animal targets from a gaming point of view though. Particularly the wolfs which I enjoyed tumbling over and shooting.</p>
<p><b><i>In the </i><i><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FBarkhang_Monastery&amp;t=MDE1NDdhOTFlNWE4YjE3YjAwZmQxMGEyNzExM2YxZGRlNzY5ZmE2YyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Barkhang Monastery</a> </i><i>the monks are peaceful to you unless you shoot them.</i><i>Only then do they attack you.</i><i>Otherwise they only protect you and take out the baddies.</i><i>How was this unique concept established?</i><i>　</i></b></p>
<p>We discussed doing something a little different with the monastery level in a team meeting, at the design stage. Players have always approached each location with the attitude that they could shoot anything. However we did believe that Lara had a conscience and probably shouldn’t go in shooting peaceful monks. We still wanted them in the level so the compromise was that they only fired back if attacked. I think this was one of the few times we drew the line at what Lara was encouraged to kill.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="185"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/063a77b1c2b7e7d82f9ff05913e5eee5/tumblr_inline_o21ovb19hf1rwngbp_500.jpg" alt="image" width="500" height="185" data-orig-width="500" data-orig-height="185" /></figure>
<p><i>(monks in Barkhang Monastery, Tomb Raider II)</i></p>
<p><b><i>In Tomb Raider level “<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FLost_Valley&amp;t=MTA1MzIxNTVhNTUyN2Y1MmI3YmM5YzM2ZWNmNWQxYTljMGE5YzkyNixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Lost Valley</a>” we suddenly come across dinosaurs including a huge T-Rex. </i><i> How did this idea come about?</i><i>　</i></b></p>
<p>Some of the ideas such as having a T-Rex as an enemy were included because Toby wanted to have fun. We didn’t restrict ourselves with too much reality.</p>
<p><b><i>In both Tomb Raider and Tomb Raider II there are levels that are wilder in concept after playing a majority of a believable game.</i><i>The settings are organic in nature and locations are real.</i><i> In Tomb Raider Neal developed the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAtlantis&amp;t=NTE4OWNmZDE1NGVhOWE3ZjVjMzY1N2E3MWMxZDBhMzE4OWM0MDVkOCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Atlantis </a>levels. </i><i>How was this concept created?</i></b></p>
<p>Yes didn’t Atlantis turn out wild or possibly weird? That might have been partly due to the textures. Neal didn’t have time to do his textures for this level so I supplied them for him. I was looking into more bizarre sources for my texture library when Gavin arrived one day with a human anatomy book used by the medical profession. Perfect for me to use as a basis for some very unnerving and surreal textures.</p>
<p><b><i>You were responsible for a creative level yourself, “<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FFloating_Islands&amp;t=MzIxZTE3OTUxZjI4MjQ4MWYzMjFmMDk4ZTQwYTJmMzM1NGIyZjRhMCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Floating Islands</a>”.</i><i> How did you design this since there would be no real resource material?</i><i> How did you choose layouts and textures for this imaginary world?</i></b></p>
<p>As I explained earlier I was getting bored of the format I was using to create my textures so became more adventurous with both the Atlantis textures and my Floating Islands. The inspiration behind the Floating Islands came from a programme I had seen on the Documentary Channel about Chinese myths. In a region in China an optical illusion of floating islands is created by particular weather patterns. The Chinese believed that these mirages were real islands in the sky belonging to the Emperors of the afterlife.</p>
<p>Jade and dragon fire inspired the colour palette and the Jade islands have a self-illuminating texture which gave them a magical quality.</p>
<p><b><i>In the book the “Official Tomb Raider Files” there is a picture of a robotic dinosaur.</i><i>Was this an actual concept that was going to make it into the game or was this a misprint?</i></b><i>　</i></p>
<p>I think it might have been a misprint but you never know what Toby was going to put in next so it could well have been a possible enemy.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="185"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/605b98141e61b92ad3a3cdcbf301ced8/tumblr_inline_o21ovmiIiP1rwngbp_500.jpg" alt="image" width="500" height="185" data-orig-width="500" data-orig-height="185" /></figure>
<p><i>(The Official Tomb Raider Files. Mysterious robotic dinosaur and Bacon Lara)</i></p>
<p><b><i>In <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.unseen64.net%2F2008%2F05%2F08%2Ftomb-raider-psxsaturn-beta%2F&amp;t=N2RhZjQwOTM0ZjNjNTQ1NmUyYmFmNzlhNzJjZTJlYWNmNTNkZmEzMSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider Beta Version</a> there were many differences to the released game.</i><i> She had her braid, sunglasses on, and could aim at multiple targets.</i><i>What other actions, concepts, and designs were dropped from the release?</i></b></p>
<p>Lara’s braided hair was originally animated and one programmer dedicated a lot of time to code a natural and intelligent swish to the hair but it was eventually realised that this was an unnecessary indulgence. It required its own detection and collision code and used a lot of polygons to create. This meant that the main game graphics would have had to be restrained. Display limitations would have meant that to keep the braid we would have had to sacrifice detail from other parts of the game. It wasn’t worth the sacrifice. As far being able to aim at multiple targets I think Lara started to look a bit tangled up. We only had a short time to develop Tomb Raider so we had to be practical about what we could achieve. This meant that very little was dropped once the game development began.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="260"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/c7708a04725d3e1f408e2df95ee52c58/tumblr_inline_o21ovujl9g1rwngbp_500.jpg" alt="image" width="500" height="260" data-orig-width="500" data-orig-height="260" /></figure>
<p><i>The Venice, Tomb Raider II</i></p>
<p>There were several script writing attempts going on and even I wrote a script for Tomb Raider II that was not used in the game. It didn’t offend me as I was told it read like a romantic novel, and I found that comment amusing.</p>
<p><b><i>Venice” in Tomb Raider II has buildings that mirror real structures from that location.</i><i> As the level designer of “Venice” what resourced did you use to create the environment?</i><i>Did you have the opportunity to go and take your own photos?</i></b></p>
<p>We didn’t have time to travel the world sourcing the textures unfortunately. Besides I’m not sure Jeremy would have trusted us to stay out of the bars!</p>
<blockquote><p><b><i>List of levels that Heather designed</i></b></p></blockquote>
<p>Primarily Heather Gibson (myself) and Neal Boyde built the levels with the exception of a few. Namely an Egypt level &#8211; Sanctuary of the Scion, which Toby Gard created in TRl and a China level &#8211; Temple of Xian in TRll which Richard Morton built. Firstly I will give you a list of the levels and the designer who created them. Then I will explain in a bit more detail how the levels were created.</p>
<blockquote><p> <b>Tomb Raider l Levels</b></p></blockquote>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="223"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/5961a12be7c2845a2959aa7b3fb77a24/tumblr_inline_o21ow2mBER1rwngbp_500.gif" alt="image" width="500" height="223" data-orig-width="500" data-orig-height="223" /></figure>
<p>Manor &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCaves&amp;t=NTg1OWNkY2M0MmJlNTlhOTJkOTcyYTgyNmRhMTc1NjQ0ODk4NTQwMyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Caves</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCity_of_Vilcabamba&amp;t=ZGM3NGJiMGMwMDU5OTlmMWIzZTE2NDM0OGI1ZDQxY2U4Njc5Y2QxMixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">City of Vilacabamba</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FLost_Valley&amp;t=MTA1MzIxNTVhNTUyN2Y1MmI3YmM5YzM2ZWNmNWQxYTljMGE5YzkyNixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Lost Valley</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FSt._Francis%2527_Folly&amp;t=OTk1YzM4MzdmZmEyN2UwNmYwMjBlYzI5MGNhNTE1OTFiYWFlNTYwYyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">St Francis Folly</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FColosseum&amp;t=NzNhZDAxMGU5YWE1NjI3YmY0M2E0ZTNkZjhhY2VjZGZkNzUyOGQ0NCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Colosseum</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FPalace_Midas&amp;t=Yzk4OTAyOWFmNmY5MDJlYWI0NmVmNzY2ZGNiMDcwZjJhZmUxZTAwZSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Palace Midas</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FThe_Cistern&amp;t=N2U2ODhjMmYxNzQ5OTZhYjQ1YWJiZTc5MTczOTdkM2Q1M2FjMjY2NCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">The Cistern</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FTomb_of_Tihocan&amp;t=NGU0NzYxZGFkYzEzODgyMTRkMjJhY2EzZmViYjI3ZDRmY2JkMWQ0OCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb of Tihocan</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCity_of_Khamoon&amp;t=MDZlZDI3MGEwNWYzZGYwODlmYjE0MDdlMDkxN2IzNWEyMGY0NGNlMyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">City of Khamoon</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FSanctuary_of_the_Scion&amp;t=ODIzNWU5MDQxODEwMjYxZGY0MmRhZDNlYWQ2YTQ4OTE3ZTY1YWZjMSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Sanctuary of the Scion</a> &#8211; Toby</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FNatla%2527s_Mines&amp;t=MDU2MzdlYWRlMjUzODM0ZDRhODgxMzYxZTc2MjJlYWViODY2ZTk1NyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Natla’s Mines</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAtlantis&amp;t=NTE4OWNmZDE1NGVhOWE3ZjVjMzY1N2E3MWMxZDBhMzE4OWM0MDVkOCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Atlantis</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FThe_Great_Pyramid&amp;t=ZWJlOWVhY2JhYzYzYTQ0NjM3NmNkNDIzYTJiNTc3NzYwZDM0M2NhNyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">The Great Pyramid</a> &#8211; Neal</p>
<blockquote><p><b>Tomb Raider ll Levels</b></p></blockquote>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="223"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/d4f8bf815c39561a552a36083c2f258f/tumblr_inline_o21ow9qxgz1rwngbp_500.gif" alt="image" width="500" height="223" data-orig-width="500" data-orig-height="223" /></figure>
<p>Manor &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FThe_Great_Wall&amp;t=YzczYjA2N2FjMDlkNjFiNjUzNzQxMGRkNjVhZDllY2NkODg2ZDhlOCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">The Great Wall</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FVenice&amp;t=NzU4NGU2MDA0ZTM3OGEwZWEzMDM4NzBmM2MyNGE4MDAwZjYzODg4OCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Venice</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FBartoli%2527s_Hideout&amp;t=YmE4MGZjYmVjODU2M2I0Y2E1ODlkZWE0M2YyOTkyZGUyNGIzNDIwYSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Bartoli’s Hideout</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FOpera_House&amp;t=OGJkNjk0NThlNDI3ZTMzM2Y1N2NhNDNlNWQzMGM3NDhhMTY5ZGJlNCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Opera house</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FOffshore_Rig&amp;t=ZjQ1MmZkMTc4NGQ0NmNlZjg3YjcyZDNkM2VjZWViMGU0ZWEwNzBiZCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Offshore Rig</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FDiving_Area&amp;t=YTQwYzAyYjc1MzJiYWQ1OTY5YzFiNmZkY2FiMmFmMjk0M2QwYmEwYixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Diving area</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2F40_Fathoms&amp;t=ODcwYjQwMTMyNTU3Y2EzZTlhZjVhOTQ5ZDQ2ZmY2OTM2OGZjZjQzNCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">40 Fathoms</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FWreck_of_the_Maria_Doria&amp;t=ZjkwMjc2NmE1NTNiODA3Zjc5ZmZlODNlMWRkMDc1ZjAwM2Y2ODBiNixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Wreck of the Maria Doria</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FLiving_Quarters&amp;t=MzE4NjgzMzk4NDgzNGQxYjU0OGNjMmRhNWJiY2Y1ZjkyYTQ2ZDVhMixYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Living Quarters</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FThe_Deck&amp;t=NzJkMWExZWFiN2FiYmVjZDFmNWRlY2E3YjFhNGJkOWMzNGM4YjZiOSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">The Deck</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FTibetan_Foothills&amp;t=YjcxYTkwZGJjZTIyOGZkN2VhMGEyMDM0OTdkMDdkN2EwOTUwNjgyZCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Tibetan Foothills</a> &#8211; Neal</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FBarkhang_Monastery&amp;t=MDE1NDdhOTFlNWE4YjE3YjAwZmQxMGEyNzExM2YxZGRlNzY5ZmE2YyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Barkhang Monastery</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCatacombs_of_the_Talion&amp;t=OGVjNzAwNGE4OTllMDQ3ZmIxNDRlOTkxZmMwYTEzNmQ1MWE0ODFhMyxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Catacombs</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FIce_Palace&amp;t=MWM3NGM1NWZiMzE3NWY4YWE1YTE4YmEyMjYzNGQzYWUwZTc0YjU0ZCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Ice Palace</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FTemple_of_Xian&amp;t=NDBlZjAxMjM0YTQ2ODU3MDg4Njc5NjJjYWNkZjNkM2U2ODgzMDQyYSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Temple of Xian</a> &#8211; Richard Morton</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FFloating_Islands&amp;t=MzIxZTE3OTUxZjI4MjQ4MWYzMjFmMDk4ZTQwYTJmMzM1NGIyZjRhMCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">Floating Islands</a> &#8211; Heather</p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FThe_Dragon%2527s_Lair&amp;t=NGE2ODRkMTRkZmNjMGNjMmYxYTM3NGFiZGQ5YzgzODE4OWMwMzZkNSxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer">The Dragons Lair</a> &#8211; Heather</p>
<p>On both TRl and TRII the first part of the process was picking historical locations from around the world which interested us. Then approximately once a month myself, Neal Boyde, Gavin Rummery and either Toby Gard or Stewart Atkins would meet to discuss level ideas.  Occasionally a few other members of the team might join in on this meeting if they had time. We would try to come up with a general main idea for a level and then I or Neal would expand on this when we began building the map.  For instance in St Francis Folly we decided that Lara should explore and discover four main rooms each linked to Greek mythology.  Puzzles such as Thor’s hammer could be incorporated into this level.  However I and Neal would then build a map around these ideas with traps and doors, ledges and jumps, doors and Baddies.  We had the freedom to create the level layout as we wished.</p>
<p>I created the textures for almost all of the levels with the exception of Neal’s Marine levels which he did himself.  Toby Gard wanted to have a play at doing one of the levels in Tomb Raider l and created the Sanctuary of the Scion.  Richard Morton was interested in working on future Tomb Raider games so during Tomb Raider ll I trained him how to use the Room Editor and he created the Temple of Xian.</p>
<figure class="tmblr-full" data-orig-width="500" data-orig-height="260"><img loading="lazy" decoding="async" src="http://68.media.tumblr.com/3d3537c73811ef80acef173a2a8f4729/tumblr_inline_o21owk9Xvk1rwngbp_500.jpg" alt="image" width="500" height="260" data-orig-width="500" data-orig-height="260" /></figure>
<p><i>Neal Boyd, Jason Gosling, Gavin Rummery, Heather Gibson, Paul Douglas and Toby Gard. </i><i>Core Design</i>.</p>
<p><b>Ashka/Fiend for Lara Croft in Russia.</b></p>
<p><b>Part of <a href="http://tomb-of-ash.tumblr.com/tagged/core-design-archives" target="_blank" rel="noopener noreferrer">the Core Design Archives</a></b></p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fvk.com%2Fpage-278982_49458412&amp;t=ZDdhYjNkMWY0ZWVkZmNhNzZkMmYyNmU2ZTA5ZDkzYjFhOTU5ZmI3NCxYM2NCcm9zZw%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F100836774445%2Finterview-with-heather-gibson&amp;m=1" target="_blank" rel="noopener noreferrer"><b>Read this article in Russian</b></a></p>
<p><b>Special thanks to Tatiana Leitzel and Andy Sandham. </b></p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-heather-gibson/">Interview with Heather Gibson</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>1999 &#8211; PC Zone Magazine</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-preview-in-pc/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 19 Aug 2014 15:43:00 +0000</pubDate>
				<category><![CDATA[Scans]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[croft]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[lara]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[last]]></category>
		<category><![CDATA[raider]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[revelation]]></category>
		<category><![CDATA[scan]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-the-last-revelation-preview-in-pc/</guid>

					<description><![CDATA[<p>Tomb Raider the Last Revelation preview in PC Zone. December 1999!</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-preview-in-pc/">1999 &#8211; PC Zone Magazine</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Tomb Raider the Last Revelation preview in PC Zone. December 1999!</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-preview-in-pc/">1999 &#8211; PC Zone Magazine</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Lara and Kurtis</title>
		<link>https://www.tomb-of-ash.com/all-done-in-autodesk-3ds-max-hi-res-image/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sun, 28 Oct 2012 22:28:31 +0000</pubDate>
				<category><![CDATA[3D Renders]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3ds max]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[aod]]></category>
		<category><![CDATA[autodesk]]></category>
		<category><![CDATA[cgi]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[core desig]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[croft]]></category>
		<category><![CDATA[crystal dynamics]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[kurtis]]></category>
		<category><![CDATA[kurtis trent]]></category>
		<category><![CDATA[lara]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[raider]]></category>
		<category><![CDATA[tomb]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tr]]></category>
		<category><![CDATA[trent]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/all-done-in-autodesk-3ds-max-hi-res-image/</guid>

					<description><![CDATA[<p>All done in Autodesk 3DS max. Hi-res image =&#62; CLICK 🙂</p>
<p>The post <a href="https://www.tomb-of-ash.com/all-done-in-autodesk-3ds-max-hi-res-image/">Lara and Kurtis</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/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280.jpg'><img loading="lazy" decoding="async" width="225" height="300" src="https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-225x300.jpg" class="attachment-medium size-medium" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-225x300.jpg 225w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-768x1024.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-48x64.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-90x120.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-150x200.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-200x267.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-300x400.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-400x533.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-500x666.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-600x800.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280-800x1066.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o1_r1_1280.jpg 1280w" sizes="auto, (max-width: 225px) 100vw, 225px" /></a>
<a href='https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280.png'><img loading="lazy" decoding="async" width="300" height="144" src="https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-300x144.png" class="attachment-medium size-medium" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-300x144.png 300w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-768x370.png 768w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-1024x493.png 1024w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-48x23.png 48w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-90x43.png 90w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-150x72.png 150w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-200x96.png 200w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-400x193.png 400w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-500x241.png 500w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-600x289.png 600w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280-800x385.png 800w, https://www.tomb-of-ash.com/wp-content/uploads/2012/10/tumblr_mcmjrlWADe1rfy3d2o2_1280.png 1167w" sizes="auto, (max-width: 300px) 100vw, 300px" /></a>

<p><b>All done in Autodesk 3DS max.</b></p>
<p>Hi-res image =&gt;<b><a href="http://that-damn-ash-kid.deviantart.com/art/Lara-and-Kurtis-87168028" target="_blank" rel="noopener noreferrer"> CLICK</a> </b><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/all-done-in-autodesk-3ds-max-hi-res-image/">Lara and Kurtis</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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