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>> No.6792728 [View]
File: 106 KB, 1155x851, Tomb Raider AoD - artwork 127.jpg [View same] [iqdb] [saucenao] [google]
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>> No.5511028 [View]
File: 106 KB, 1155x851, Tomb Raider AoD - artwork 127.jpg [View same] [iqdb] [saucenao] [google]
5511028

>>5511013
https://arstechnica.com/gaming/2015/03/it-felt-like-robbery-tomb-raider-and-the-fall-of-core-design/
>Rummery and senior artist Adrian Smith—not to be confused with Jeremy Heath-Smith's brother of the same name—both recall how the fractured mess of a final game reflected the internal development environment. "It was 30 or 40 people," Rummery says. "It didn't have any organization to it. It wasn't clear who was in charge, who the leads were. There were lots of people with headphones on just all working on their bit and then one disaster after another as they realized things didn't tally up." Worse, explains Tomb Raider: Lara from L to A author Alexandre Serel (via translator Anaïs Orhant), "some developers arrived in the morning at work without knowing what to do for the rest of the day." (Serel's book is due for release under Pix'n Love Publishing in late summer.)

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