Phil Campbell Blog

How to design Tomb Raider, step-by-step…

imageBack in the day, the Tomb Raider: Lost Artifact team - Me, Rebecca Shearin, Gary LaRochelle and Mike Schmitt - were asked this question by a magazine interviewer, and here is our answer… (Seems quite straightforward, really);

 

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Godfather Chart

Sometimes I feel I could chart out my life like this, the 10-year plan, or ‘Decade of Change’ as we called it in the Godfather days…

(Click the topic header link to see a closer view of this enormous drawing…)

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James Bond Mission Totem

Here’s a look at a huge composite drawing made up of nine 11X17 sheets - it’s for a Bond Cliff mission in ‘Everything or Nothing’.

This ‘totem’ were designed to try to visually represent Bond’s actual journey up the cliff face, so all the interesting waypoints (Bond Moments) are given a kind of spatial representation and placed in the context of the physical form of the cliff. Drawings designed give a feel for what the mission might be about, drawings to stand around and look at, and hopefully to inspire. Hence ‘Totem’...

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Spyro the Dragon

Here’s a small extract from a script I did for Renkewitz Studios. This was the third of three short Spyro the Dragon movies, entitled “Deep in the Forest”...

Le nom est Bond. James Bond.*


Just found this level walkthrough for James Bond: Everything or Nothing. It’s the first level we did as part of the ‘Vertical Slice’ (a relatively ‘finished’ portion of the game done early) and I wanted to highlight the contribution on this level of none other than the French James Bond himself -  the legendary French designer / producer / playboy, Pierre Roux...

*Yes, that is indeed French…