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Dev Blog: The Bear Chase
Tracy Jasperson and Anthony Garttmeyer Animators on Rise of the Tomb Raider The bear showcases one of our pillars in the Tomb Raider franchise – “Woman vs. Wild”. We have a few aggressive animals in the game, but wanted the bear to be the most intimidating and difficult gameplay experience for the player, as it would…
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Yeah Yeah Yeahs Frontwoman Writes and Records Original Song for Rise of the Tomb Raider
With less than two weeks until the release of Rise of the Tomb Raider, Crystal Dynamics is thrilled to announce a collaboration with Yeah Yeah Yeahs frontwoman and Academy Award-nominated musician Karen O. The original song was written and recorded explicitly for the game, exploring Lara Croft’s relentless journey as she tests the limits of the human spirit. “I Shall Rise” is not…
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Dev Blog: “I Must Not Fear”
Steve Austin, Lead Programmer The alarm sounds with its droning beep at six in the morning. I jump from my bed to begin my morning ritual. Shower. Dress in the dark so as not to wake my wife. Get my son’s breakfast. He’s nine years old and can do it himself, but he’s busy playing…
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Dev Blog: Snow Tech and Houdini Simulations
Mike Oliver, Technical Art Director [Leading into the launch of Rise of the Tomb Raider, we’ll feature a variety of developer blogs that lift the curtain on the creation of Lara’s first great tomb raiding expedition.] One of the primary goals we try to achieve in Rise of the Tomb Raider is to create realistic and believable worlds…
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Dev Blog: Physically Based Rendering and Post Effects
Mike Oliver, Technical Art Director One of the main goals in Rise of the Tomb Raider is to create rich, believable environments that are grounded in reality. Environments where players feel connected with Lara and her journey on a personal level. This is a very difficult challenge because of the limitations of a game environment and the…
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Bringing Lara to Life with Blendshapes, PBDs, and Spline-Based Hair
Kam Yu, Lead Character Artist [Leading into the launch of Rise of the Tomb Raider, we’ll feature a variety of developer blogs that lift the curtain on the creation of Lara’s first great tomb raiding expedition.] The facial animations in Rise of the Tomb Raider utilize some of the latest blendshape technology in video games. With this…
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Dev Blog: Creating Motion and Emotion with Animation
Brandon Fernández, Animation Director With Lara, our goal is always to infuse as much of her personality and emotional state into her movement at all times. This can be quite a challenge, as we also need to contend with the actions you as a player have, and your moment to moment decisions. For Rise of the…
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Dev Blog: Creating Believable Materials
Joel Crook, Character Artist Creating the most believable characters possible starts with creating believable materials for use within the game. In development of Rise of the Tomb Raider we used a physically based rendering, or PBR, workflow which allowed us to achieve the highest fidelity Tomb Raider to date. In a PBR workflow, having textures that accurately…
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Dev Blog: Creating Believable Hair and Fur
Michael Svymbersky, Character Artist Without a doubt, hair is among some of the hardest things to get right in computer graphics. CG hair should unify the character and not be noticeably distracting to the viewer/player. It’s a technically and artistically challenging endeavor as we never want hair to look like a wig but that it…
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Novel: Lara Croft and the Blade of Gwynnever
After a ruthless competitor beats her in a race to recover a priceless antiquity in Sri Lanka, Lara Croft returns home to London. Nursing her bruises, she gets a call from an old friend in desperate need of help and learns that something truly strange has been discovered during a excavation beneath the City of…




