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How a Car Park Grid Created Lara Croft's World

Summary

  • Lara Croft's initial design was Latina with a more realistic, androgynous appearance.
  • Movement metrics were developed by measuring a hopscotch grid in the car park.
  • The development team worked up to 2-3 am daily for nearly a year to meet deadlines.

The development of the iconic game Tomb Raider was an intense, two-year process. Initially, Lara Croft was conceived as a Latina character with a more realistic, androgynous appearance. However, the team decided on a more stylized physique, transforming her into a British aristocrat. Crucial gameplay elements, such as Lara's movement, were innovatively designed by measuring a hopscotch grid in a car park.

The creation of Tomb Raider involved significant sacrifices from its developers. Co-creator Paul Douglas reported taking only three days of holiday over two years, with him and Toby Gard working until 2-3 am daily, including weekends, for an extended period.

Heather Stevens, a level designer, highlighted the team's dedication and the challenging working conditions in their Victorian building. Despite being the only female developer, she felt respected and part of a familial team environment.

The game's publisher, Eidos Interactive, recognized Lara Croft's marketability, focusing heavily on the character, which some felt led to her oversexualization in marketing campaigns.

Tomb Raider's success was a surprise to its creators, who saw it as a right-time, right-place phenomenon that defied conventional wisdom about female characters in games.

Disclaimer: This story has been auto-aggregated and auto-summarised by a computer program. This story has not been edited or created by the Feedzop team.

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