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Session Name:

One with Lara: The Croft of Systems Design


Third-person, action adventure games are special from a gameplay systems perspective. This talk includes key learnings from the Tomb Raider reboot, from concept phase to ship. It will draw examples from all three core pillars of the Tomb Raider experience: combat design, traversal design, and puzzle design. Through iteration and playtest, the design team discovered a secret that helped pull together all the pieces of this very ambitious franchise reboot, and created game dynamics that made the adventure meaningful.

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  • GDC 2013
  • Jonathan Hamel
  • Crystal Dynamics
  • free content
  • Design
  • Design