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

<channel>
	<title>Richard Morton - Tomb of Ash</title>
	<atom:link href="https://www.tomb-of-ash.com/tag/richard-morton/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.tomb-of-ash.com/tag/richard-morton/</link>
	<description>Award-Winning Videogames Blog</description>
	<lastBuildDate>Mon, 12 Apr 2021 14:59:20 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.0.3</generator>

<image>
	<url>https://www.tomb-of-ash.com/wp-content/uploads/2017/05/TOA-link-head-120-48x48.png</url>
	<title>Richard Morton - Tomb of Ash</title>
	<link>https://www.tomb-of-ash.com/tag/richard-morton/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>The Interview with Richard Morton</title>
		<link>https://www.tomb-of-ash.com/the-interview-with-richard-morton/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 29 Jul 2016 11:00:45 +0000</pubDate>
				<category><![CDATA[Classics]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[The 10th Anniversary Edition]]></category>
		<category><![CDATA[The Angel of Darkness]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[aod]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[documents]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[kurtis trent]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[RetroGamer]]></category>
		<category><![CDATA[retrogaming]]></category>
		<category><![CDATA[Richard Morton]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tombraider20]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/the-interview-with-richard-morton/</guid>

					<description><![CDATA[<p>Richard Morton was a level designer for Tomb Raider 2-6, an artist and writer for Tomb Raider 4-6, lead game designer for Tomb Raider 3-6 and&#160;environmental&#160;artist. Richard kindly took some time to answer a number of questions. The&#160;questions were devised with the help of Tomb Raider of the Unforgettable Core Design. How did you start [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/the-interview-with-richard-morton/">The Interview with Richard Morton</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><i>Richard Morton was a level designer for Tomb Raider 2-6, an artist and writer for Tomb Raider 4-6, lead game designer for Tomb Raider 3-6 and&nbsp;environmental&nbsp;artist. Richard kindly took some time to answer a number of questions. The&nbsp;questions were devised with the help of <a href="https://www.facebook.com/TombRaiderOfCoreDesign/" target="_blank" rel="noopener noreferrer">Tomb Raider of the Unforgettable Core Design</a>.</i></p></blockquote>
<p><b>How did you start working in Core<br />
Design?</b></p>
<p>I started working at core after being made redundant from Hi-Tec in Sheffield,<br />
myself and a coder called Gary Antcliffe were given an interview after our boss<br />
at Hi-Tec had a round of Golf with Jeremy Heath-Smith.</p>
<p><b>What was the most challenging part<br />
of when you first started to work on your first Tomb Raider game?</b></p>
<p>I’d say it was learning the Editors, both the level editor &amp; Anim edit had to<br />
be mastered along with importing models, animations and textures into Anim edit,<br />
there models would be textured and the animation behaviours set-up ready for<br />
coding. Part of this process also involved learning 3DS Max and Photoshop.</p>
<p><b>What was the inspiration for the<br />
very first level you designed?</b></p>
<p>Myfirst TR level was in TR2, it was the Tomb of Xian. I drew most of my<br />
inspiration from Indiana Jones and the Temple of Doom, Big Trouble in Little<br />
China and The Golden Child.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/b1392ef01bbc0eb53620adab0cd52da1/tumblr_inline_ob1wbwMYcw1rwngbp_540.jpg" alt="image"></figure>
<p><i>Left to right<br />
Upper Row: Darren Wakeman, Richard Morton, Andy Sandham, Lara, Martin Gibbins, Tom Scutt, Chris Coup.<br />
Lower Row: Richard Flower, Jamie Morton, Peter Duncan, Phil Chapman</i></p>
<p><!-- more --></p>
<p><b>What parts of mythology and architecture inspired the design of the levels and the artwork? For&nbsp;example,&nbsp;what<br />
parts of Egyptian mythology inspired you for levels in TR4.</b></p>
<p>Weheavily researched ancient mythology for all relevant locations throughout the<br />
TR series, AOD was the exception to a degree as we were writing our own<br />
mythology with Murti. With TR4 we drew on many different aspects of Egyptian<br />
culture and Mythology, by using real locations and adding a mythical twist or<br />
exaggeration of reality to make a more interesting level for the player. We<br />
drew on the legends of Seth (Set) vs Horus as the main story backbone of TR4,<br />
also taking cues from the typical ‘Curse of the Mummy’ legends right down to<br />
creating our own mythology with Creatures like the Sphinx.</p>
<p><b>Which was your&nbsp;favorite&nbsp;game that you worked on and why? &nbsp;</b></p>
<p>TR4 was my fave for sure, I felt we were in a very good place as a team, we were<br />
firing on all cylinders, we knew what the engine could do and what else we<br />
wanted from it. We nailed a great story set in only two geographical locations<br />
(Cambodia and Egypt) so we could really focus on the characters and how their<br />
storylines unfolded. We also had a kick-in-the-balls ending which was planned,<br />
not an afterthought (as some articles may suggest)</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/2e10d6fa23472c96495844d30af97680/tumblr_inline_ob1wg8sv0T1rwngbp_540.jpg" alt="image"></figure>
<p><i>Richard Morton at the Core Design offices circa 1998</i></p>
<p><b>What was the most challenging?</b></p>
<p>AOD for sure, we were working with unfinished PS2 hardware for over a year so we didn’t<br />
fully know what it was capable of. We didn’t have the same world editor from<br />
the PS1 TR games so we were building a way more complex game on new hardware<br />
without the robust and reliable editors. It just took too long to get where we<br />
needed to be, I’m still proud of AOD, I think we accomplished so much in that<br />
game that has laid the groundwork for what has come afterwards.</p>
<p><b>We were told that Tomb Raider<br />
Chronicles had levels that were conceptualized for Tomb Raider Last Revelation.<br />
What levels from Chronicles were originally to be in Last Revelation?<br />
How did the story originally go to involve them?</b></p>
<p>I’m not sure where you were given that information but it’s untrue. The Last<br />
Revelation was always designed to be set in Cambodia and Egypt. I think some ideas<br />
were thrown around for older concepts as to what TR4 could have been before we<br />
settled on The Last Revelation.</p>
<p><b>Towards the end&nbsp;of Chronicles,<br />
we are put in levels in which stealth is very important to get through them.<br />
Was this to prepare the gamer for the release of Angel of Darkness?</b></p>
<p>Yes, in a way it was, we were under pressure to include stealth gameplay more and<br />
more as the series progressed.</p>
<p><b>Peter Connelly released a video that had a woman named&nbsp;Putai, a Shaman, that awakens Lara in&nbsp;the design<br />
from AOD. &nbsp;Originally, was there to be a level to explain how Lara was<br />
resurrected from the tomb crumbling around her in the Last Revelation?</b></p>
<p>Yes, the Shaman was to play a big role in AOD, as you can see from the video we got<br />
far enough into production that fully rendered and musically scored movie<br />
sequences were made with her in them. Demean Sequences showing how the Shaman<br />
nursed Lara back to health. We had a training level planned which was set<br />
inside a giant cave, the Shamans den. In this cave the Shaman would guide Lara<br />
through her new moves and controls, the Shaman could take the form of a woman<br />
and transform into a spectral Hawk, the hawk would show Lara the way if she was<br />
lost. This gameplay was to extend into the story levels of the game too, with<br />
the Shaman contacting Lara through the Scarab Pendant Lara now wore around her<br />
neck. As Lara came across a new move in the story levels the player could<br />
choose to practise the move in &#8216;dream time’ back in the Shamans cave.</p>
<p><b>In the Angel of Darkness there are many locked doors. &nbsp;With cheats you can go through them and are able to<br />
see portions of the game that were unfinished or not used in the marketed game.<br />
This leads us to wonder how much was removed and if you had examples of<br />
such? &nbsp;</b></p>
<p>We chopped and changed the level layouts quite a lot in AOD, especially in the<br />
Parisian street levels. I wouldn’t say there was much that was removed, but<br />
certain assets may have been swapped around. The big level that was partially<br />
built but removed was the Parisian scrapyard.</p>
<p><b><a href="https://www.tomb-of-ash.com/murti-schofield-writing-the-angel-of-darkness/" target="_blank" rel="noopener noreferrer">Murti&nbsp;</a>told us that there was a glitch after Lara and Kurtis are knocked out outside the&nbsp;Louvre as there<br />
should be another&nbsp;cutscene&nbsp;to explain how Lara got the periapt shard.<br />
Any details on the&nbsp;cutscene?</b></p>
<p>I’ve included a <a href="https://www.tomb-of-ash.com/tomb-raider-the-angel-of-darkness-cutscene-list/"><b>document </b></a>which should explain the list cutscene and many other bits<br />
and bobs. For the answer to this question please look at cutscene &#8211; point 6.21<br />
at the bottom of page 9 continuing on page 10</p>
<p><b>What was the original concept of having Von&nbsp;Croy’s&nbsp;stick? Why is it an item that you can pick up?&nbsp;</b></p>
<p>The stick was meant to be a link from Last Revelation to AOD as its the head of Set. Originally there was meant to be<br />
another flashback cutscene showing Lara getting trapped beneath the pyramid and<br />
her rescue by the shaman, the end of that scene was meant to blend into the<br />
shot of the stick.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/ea09c4fab094ce5e7c2ca92ff6d617bc/tumblr_inline_ob1wse3LiN1rwngbp_540.jpg" alt="image"></figure>
<p><b>Using money in the game you can buy the gun from&nbsp;Luddick&nbsp;and can bribe the bouncer to get to Bouchard.<br />
What else could you originally do with money in AOD? &nbsp;</b></p>
<p>The currency was to play a much bigger part, with energy in the form of food being<br />
bought, ammo, information. The plan was to have much more of Parisian life<br />
being interactive to the player, allowing Lara into shops to buy or barter<br />
items she needs to succeed.</p>
<p><b>There were also many animations that were not used in the final game. &nbsp;Were&nbsp;there any notable uses of<br />
these you wanted to see happen? &nbsp;</b></p>
<p>Kurtis had many moves that didn’t end up in the final game. In the FMV sequences<br />
we see Kurtis using Psychic powers do control his Glave weapon. I had many more<br />
powers designed for Kurtis… He could Farsee, which was an &#8216;out of the body’<br />
flying power. You can see very similar powers to Kurtis in the game Beyond Two<br />
Souls.</p>
<p><b>With the advancements of graphics and technology there must have been a lot of changes in workflow and creation<br />
between Chronicles and AOD. &nbsp;Can you describe the changes you felt? &nbsp;</b></p>
<p>The gap in detail was huge, we’d gone from<br />
creating levels from boxes and pyramids to creating free form geometry that<br />
could look exactly like the real thing (within poly limits of course) this took<br />
way longer than we thought, especially when we added the collision maps. We<br />
originally intended to have a streaming engine too, but we couldn’t get it to<br />
work efficiently at the time, so levels had to be redesigned and restructured<br />
to compensate.</p>
<p><b>There was a&nbsp;<a href="https://www.youtube.com/watch?v=P7aY6Y6-HjU" target="_blank" rel="noopener noreferrer">video</a>&nbsp;leaked that was for Tomb Raider Anniversary Edition for PSP. &nbsp;This was designed<br />
and created by Core mirroring the original game more than TRA that was released<br />
by Crystal Dynamics. &nbsp;With so many similarities&nbsp;with the original TR1<br />
what were the main differences between TRAE and TR1?</b></p>
<p>We had a completely new control system for Lara, very similar to the Free Running<br />
controls, which allowed her to be far more athletic and agile when traversing<br />
the levels, especially the jumping and climbing. Lara could lock on two<br />
independent enemies at once or concentrate her firepower on a single target. We<br />
had a new character Melissa Croft who was Lara’s cousin, the player could<br />
choose to play Lara or Melissa in single player. In co-op mode the two<br />
characters would work together to solve puzzles. We reimagined the levels so<br />
they were familiar but not a carbon copy of the originals, so the player would<br />
still be challenged. We added a totally new last level called Escape from<br />
Atlantis – Atlantean War Machine.</p>
<p><b>Was TRAE meant to be made just for PSP or for PC and consoles as well?</b></p>
<p>It was developed on PC and PSP but also ran on PS2 as well. So could easily have<br />
been released on all of those formats.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/553954cee70315ec3a633799a23451b1/tumblr_inline_ob1x7r9QYz1rwngbp_540.jpg" alt="image"></figure>
<p><b>In concept form and even once the levels are drawn out there are many differences to the completed<br />
project.&nbsp;What are some of the notable changes on the games you worked on<br />
from concept to finished project?</b></p>
<p>Each and every level I’ve worked on or managed ends up getting modified in some way,<br />
most only require small tweaks but others need larger modifications. Sometimes<br />
what feels right on paper just doesn’t work in the engine. Nowadays most of the<br />
design work is done on paper and in the white box prototype phase but back in<br />
the TR Editor it was far quicker and easier to plan on paper then build.</p>
<p>My Temple of Xian in TR2 had to be cut in half because it didn’t fit in memory.<br />
Pretty much all of the first couple of level of AOD were chopped and changed<br />
around especially where the game actually started (originally on a rooftop,<br />
then in an alleyway. Finally, in the courtyard)</p>
<p><b>Have you played the newer Tomb Raider games by Crystal Dynamics? &nbsp;What are your thoughts on them? &nbsp;</b></p>
<p>I love the last two crystal games <i>Tomb<br />
Raider [2013]</i> and <i>Rise of the Tomb<br />
Raider</i>. For me they capture the exploration aspects of the originals that<br />
precious Crystal TR games just didn’t have. It’s a shame that most of the<br />
actual tombs were side missions rather than being in the main story.</p>
<p><b>As the level designer and an artists you had a lot of&nbsp;input on the feel of the Tomb Raider classics.<br />
How do you feel about the direction the story of the new games has taken?<br />
What would you have done different?</b></p>
<p>I love how the newer games look, I actually love how they’ve taken a step back<br />
and showed us the very beginning of her adult tomb raider career. The weapons<br />
work well especially the bow. Maybe the survival aspects could have been<br />
enhanced, but only in certain chunks of the story, maybe at the start give her<br />
nothing and force the player to craft weapons from the surroundings, the same<br />
mechanic could be used if Lara got captured and all weapons taken from her. I<br />
also mentioned earlier about the tombs being treated as side missions rather<br />
than the main story.</p>
<p><b>In theory if you had your team then with the same projects with MODERN technology what advancements in level design<br />
and art would you take advantage of? &nbsp;What ideas you wish you could have<br />
used were thrown out because of technical limitations?</b></p>
<p>Streaming technology and the sheer amount of memory and power would allow us to create<br />
some truly gobsmacking levels. In AOD the whole Parisian location was designed<br />
as one big streaming level with multiple routes through it, but it was far<br />
ahead of its time and couldn’t work on ps2.</p>
<p>A persistent world with night and day moving in cycles would be an amazing tool<br />
to have in TR, shadows casting on objects at certain times of day would be a<br />
cool puzzle mechanic.</p>
<p><b>Fans analysed&nbsp;<a href="http://www.philcampbelldesign.com/index.php/portfolio/story/tomb_raider/" target="_blank" rel="noopener noreferrer">Phil Campbell’s notes</a>&nbsp;on the cancelled TR4:Gold&nbsp;and&nbsp;<a href="http://www.trle.net/sc/levelfeatures.php?lid=1899" target="_blank" rel="noopener noreferrer">created their own vision</a>&nbsp;of the game,<br />
some are still improving the controls, graphics and other aspects for the AOD.<br />
What are your thoughts on such fan dedication? Any particular&nbsp;fanmade&nbsp;TR project that impressed you?&nbsp;</b></p>
<p>All TR fan made projects and material impresses me greatly because it’s from the<br />
heart, it’s what drives the fans. I take my hat off to them all. The AOD sequel<br />
project that was running for a while looked awesome, TR4-Gold looks cool. The<br />
AOD novel was great. There are way too many great projects to mention.</p>
<p><b>Kurtis was an interesting character with great potential, but there’s still a lot of mystery around him. Probably<br />
many of his abilities were cut out of the final build, so could you tell us<br />
more about this? &nbsp;Did you want to implement an upgrading system for his<br />
special powers in The Angel of Darkness (or in the following entries) a bit<br />
like RPG games?&nbsp;</b></p>
<p>Kurtis was my biggest regret in AOD, we had so many great things planned for him, I<br />
designed so many cool gameplay situations around his powers. When we were told<br />
that we just didn’t have time to implement any of his powers my heart sank, I<br />
had to redesign all of Kurtis’s gameplay sections to use just a gun instead of<br />
all his abilities such as his Chirugai Blade (glave weapon) as seen in<br />
cutscenes, his control system was to allow Kurtis to target on multiple enemies<br />
in slow-mo and &#8216;tag’ them with a psychic marker, then throw the blade which<br />
would arc through the air and take all the baddies out, the trade-off being<br />
that Kurtis was vulnerable whilst targeting the enemies before theoing the<br />
blade. Another ability was his Farsee ability, which again rendered Kurtis<br />
vulnerable as he meditated and performed a ghost walk or out-of-body<br />
experience, which allowed him to fly through curtail doors and walls (a lot<br />
like the ghost powers in beyond two souls)</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/42bb46c3d2d667a4b68a80936ecf7745/tumblr_inline_ob1wvqnGQd1rwngbp_540.jpg" alt="image"></figure>
<p><b>Rumour has it the players could play as Eckhardt for brief segments of the game in the Alpha version.&nbsp;Where<br />
these sequences flashback about the Black Alchemist’s past or were they set in<br />
the present days?</b></p>
<p>Sorry but there were no plans for Eckhardt as a playable character in AOD, we did toy<br />
with the idea of Lara or Kurtis wearing his Glove at some point though.</p>
<p><b>Is it true that, in the Beta version, the player could move the camera, and do the classic 180° flip as<br />
described in the official guide of the game?</b></p>
<p>Yes, this is true, about 6 months before release we designed and implemented a<br />
different control system for Lara, it worked really well and was a bit like the<br />
modern 3rd person controls you see today, given more time I’m sure we could<br />
have made them work perfectly, but we had to revert back to the system that was<br />
in the released version of the game. Please play Free Running on PSP and PS2<br />
for an idea of what we had running.</p>
<p><b>While creating the game world and the various environments, did you take inspiration from real existing places<br />
(for example, the urban streets of Paris and Prague)?</b></p>
<p>Yes, we took much inspiration from existing places and had quite a few &#8216;research’<br />
trips to various locations including London with its many Museums and street<br />
architecture and also Paris with the Louvre as its centrepiece. The team almost<br />
got kicked out of the Louvre because someone took pictures of the security<br />
systems, camera equipment was also in danger of getting stolen in the Parisian backstreets.<br />
It would have been nice to visit some of the more exotic locations but tight<br />
schedules didn’t allow for this, our substitute was the internet and many trips<br />
to the library to research the many reference books</p>
<p><b>Kurtis and Lara were initially meant to collaborate in some levels of the alpha game to achieve some tasks. Was this<br />
collaboration only in relation to the puzzles or was it extended to the<br />
combats, too?</b></p>
<p>It was mainly for puzzle purposes and would have worked very similar to the latest<br />
Uncharted game, with Lara helping Kurtis onto a ledge, Kurtis opening a door<br />
for Lara, etc… the difference being that the player could switch between<br />
which character they controlled as the level progressed.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/69693668811e6054ef3b1a09d9a7aefb/tumblr_inline_ob1wyp6QkZ1rwngbp_540.jpg" alt="image"></figure>
<p><b>Had Core kept the franchise and still be in charge of developing the sequels,&nbsp;how would you picture Tomb<br />
Raider today? Do you believe it would be similar to what we have now or not?</b></p>
<p>Not really the same as what we have. I believe the AOD story arc would definitely<br />
have been fleshed out as a trilogy as was always planned, there was so much<br />
more to reveal about the characters and locations it would have only got better<br />
and better. Kurtis was planned to have his own spin off series of games too,<br />
with him dipping in and out of future Tomb Raider games and vice-versa with<br />
Lara. I think we would have ended up with either a full blown game or a<br />
scenario within a game depicting Lara’s early adult Tomb Raider adventures kind<br />
of like what Crystal have done with the latest two games, we’d always had<br />
elements of our storylines that show the history of Lara’s life.</p>
<p><b>With regards of the 20th anniversary, of course it’s hard to tell, but do you think Core would’ve made<br />
another remake (TR2 this time) like they planned to do with 10th AE?</b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/b3ce88e787df4a0fddd2c2f13ac69443/tumblr_inline_ob1x4pNrGQ1rwngbp_540.png" alt="image"></figure>
<p>Not sure about TR2, I think remaking the first one was the Anniversary everyone wanted to see. If it<br />
had sold well enough it would have been difficult to refuse remaking the whole<br />
set of games ala Uncharted Collection.</p>
<p><b>Do you feel today’s games are less challenging to players due to more linear level design, more forgiving traps<br />
and puzzles, built-in help, etc.? And, if so, is that a good or bad thing?</b></p>
<p>I think games on the whole are way less hardcore than they used to be (with a few<br />
exceptions) Tomb Raider is not different. Even in the PS1’s lifecycle we had to<br />
make adjustments for the more casual gamers that were emerging, people just<br />
don’t want to retreat the same ground they’ve just played through if they’ve<br />
died, so we put either lots more invisible checkpoints in or allow save anywhere.<br />
In the 80’s and 90’s games were mostly played by children and teens, but as the<br />
demographic got older and the teens became adults with more responsibilities<br />
and less time to play games, the nature of how games are played had to change.</p>
<p><b>Please discuss how you and the team found the “sweet spot” when setting the difficulty level of the<br />
classic games. Were there places you feel you missed the mark or levels you<br />
might have done differently in hindsight?</b></p>
<p>Difficulty is always the most difficult thing to balance and get right. After levels were<br />
completed I’d sit down and play each level and write notes on how it could be<br />
made clearer to the player, or harder depending on how far the level was in the<br />
game. We’d get pages and pages of useful feedback from the test department and<br />
further adjustments were made. I always hated the instant deaths that certain<br />
traps would demand, I still hate them today but you just can’t get around<br />
certain scenarios such as jumping off a cliff or into a bottomless chasm, the<br />
player has to die. In hindsight I’d say quite a few levels were too hard, such<br />
as The Kayak level in TR3, Temple of Xian in TR2.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/94dd8ed87a13b54f962d487278293a57/tumblr_inline_ob1xelrCyi1rwngbp_540.jpg" alt="image"></figure>
<p><b>Most of the classic games include at least one level where Lara has no weapons.&nbsp;Did these present any special<br />
challenges in terms of level design?</b></p>
<p>Yep, we liked to use this mechanic. It allowed us to perform a reset on Lara’s<br />
weapon cache and also force a bit of sneak or stealth gameplay. It was actually<br />
nice to design these levels because they broke up the gameplay and allowed us to<br />
breathe a little before ramping up the difficult again.</p>
<p><b>Can you clarify the Chronicles timeline? Where did each chapter take place in relation to the events in TR1,<br />
2, 3, and 4? Young Lara sure got around, and it seems like Larson and Pierre<br />
have died more times than most mortals are entitled to. <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></b></p>
<p>This is a tricky one… Rome I think was set before the first Tomb Raider game.<br />
Russian Base &amp; Sub was set between TR2 and TR3. Black Isle was set before<br />
TR1. VCI Headquarters was set Between TR3 and TR4 I think.</p>
<p><b>Without necessarily getting into the politics, could you talk about what was going to be included in the 10th<br />
Anniversary Edition from Core?</b></p>
<p>Basically we wanted to remake the original but as mentioned earlier, put a twist on each<br />
level to make them different and give the player a fresh challenge. We had new<br />
moves such as wall running and a far more fluid control system to reflect<br />
Lara’s athletic abilities more accurately. We also had a whole new final level<br />
planned with Lara battling against a huge Atlantean War Machine piloted by<br />
Natla.</p>
<p><b>Have you played the 2013 reboot and Rise of the Tomb Raider, the LC games, Lara Croft GO? Impressions? And if you<br />
are following the new games, as a player, what would you like to see next?</b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/ad5e3875d35612eb6a19f72ea7690958/tumblr_inline_ob1xa4J9Aj1rwngbp_540.jpg" alt="image"></figure>
<p>I am a Tomb Raider fan like the rest of you guys now, I’ve played all of the new<br />
games after Core, including Anniversary which was difficult for me because I<br />
knew our version was better. The first couple of Crystal D games were a very<br />
mixed bag, which looked pretty but just didn’t feel like tomb raider. Lara<br />
Croft GO is amazing, I loved how they stripped it right back to the essential<br />
puzzle gameplay, the graphical style was awesome too.&nbsp;The last two Crystal D<br />
games have really impressed me, I think they’ve finally got Tomb Raider on the<br />
right track, maybe it can regain it rightful place as top of the Action<br />
Adventure games, after all Lara would kick Drakes Ass right? As a player I’d<br />
like to see another TR game following the choose the next location as used in<br />
TR3, with today’s tech they could really go to town on it, allow for a<br />
storyline versatile enough to allow the player some choices that take the game<br />
in different directions, I don’t think open world would be the right path, but<br />
a world map with a branching story path would be cool, allow Lara to really<br />
explore the globe.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/caafec2cef556a14d0134f3fdd3d7adb/tumblr_inline_ob1y643s1Z1rwngbp_540.jpg" alt="image"></figure>
<p>The post <a href="https://www.tomb-of-ash.com/the-interview-with-richard-morton/">The Interview with Richard Morton</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>TOMB RAIDER IV – CORE DESIGN TEAM INFORMATION (1998-1999)</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-iv-core-design-team-information/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 15 Sep 2015 09:23:18 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chris coupe]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[derek gilchrist]]></category>
		<category><![CDATA[england]]></category>
		<category><![CDATA[english]]></category>
		<category><![CDATA[games developers]]></category>
		<category><![CDATA[gamesdev]]></category>
		<category><![CDATA[jamie morton]]></category>
		<category><![CDATA[jerr o'caroll]]></category>
		<category><![CDATA[joby wood]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[mark hazelton]]></category>
		<category><![CDATA[martin gibbins]]></category>
		<category><![CDATA[peter connelly]]></category>
		<category><![CDATA[peter duncan]]></category>
		<category><![CDATA[phil chapman]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[richard flower]]></category>
		<category><![CDATA[Richard Morton]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[uk]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-iv-core-design-team-information/</guid>

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