Phil Campbell Blog

Designing for Tomb Raider

Here is an article I wrote about the challenges of designing Tomb Raider, including a lot of tips and tricks for budding level designers. This article was included with the Tomb Raider Editor Project Guide when the tools for Tomb Raider were released to the public.

Follow the link for the article and also check out the ‘Tomb Raider’ section in my portfolio.

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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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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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…