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FEATURE

GAMES

066

jbhifi.com.au

NOVEMBER

2015

Lara's back!We chat to senior designer

at Crystal Dynamics, Mike Brinker.

W

e can’t remember how the conversation

headed in this direction, but when it’s

revealed to Mike Brinker, senior

designer at Crystal Dynamics, that we struggle

with the puzzles in the Uncharted franchise

because of colour blindness, he’s over the moon.

“I’m so glad you brought that up. We have

several people in the team who are colour blind

and we always run through tests with people

to make sure it works,” he replies. “When we

do our colour layering, we run it past the game

director who is also colour blind. Ironically, quite

a few members of our art team are colour blind,

so we try to stay away from colour palette shifts

and more in tunnel shifts, so you have a big

contrast.“

From colour blindness we move to puzzles;

the conversation is lurching like a container ship

in the midst of a storm. So intrinsic to the Tomb

Raider experience, puzzles are back – bigger and

better – in

Rise of the Tomb Raider

; and we're

keen to learn how they

come together.

“We have a team

called the SRL team,

which stands for the

Smart Resources Lara

team,” he explains.

“What that basically

means is we spend all

of our time working out

how we build our puzzles, how we build our

mechanics to speak to Lara’s character, and how

she tackles situations in a smart, resourceful way.

“When we start to build puzzles, we go back

to what our layers of history are and what our

narrative is. You start to structure things around

that, and then, when you find those myths and

those stories that play along with the main story,

we start to work on the puzzles and how they

would feel in the specified time period.

“What’s cool about how we build puzzles

is that it’s not just about, ‘hey, go build one’.

It’s about, ‘hey, let’s start with a micro set of

concepts and then build up this beautiful ramp

where we have all these options’, and that

becomes a very diverse and very cool puzzle.”

Brinker reveals that for a triple-A studio,

Crystal Dynamics has a relatively low staff count.

What this means is that everybody is required

to, in his words, “wear more than one hat”.

This extends to the writing team, too. Although

Rhianna Pratchett writes the bulk of the narrative,

the overall story arc is very much a collaborative

effort, and this all begins with researching history.

“We start with an overall look at our research

for a history and what the story is that we want

to tell,” Brinker says. “So, we look at what some

of the myths that surround immortality are and

start with that layer of history, and then we start

to broaden it from there.

“We then write sections of the story and

present it back to the team, and we also do a

lot of focus stuff, so we have people come in

who have never seen the game before and we

bounce ideas off of them, saying, 'Hey, what do

you think about this?'

“We very quickly get a clear picture of what

people understand, are going to understand,

what they like, what they don’t like, and that

starts to formulate not just our team in-house but

also what comes from the external writers.”

Crystal Dynamics have been in charge of the

Tomb Raider legacy now for almost a decade,

replacing franchise progenitors Core Design

in 2006. Just what is it about Lara Croft that

appeals to so many gamers?

“She is absolutely driven to go and uncover

the mysteries of the world,” Brinker says. “if

you look at the evolution of the franchise, look

who Lara is, what appeals to people is that sense

of adventure and that sense of purpose. She’s

always been about uncovering those truths and

the risks and sacrifices that she has to make

in order to do that. I believe that's what really

appeals to people.”

She is absolutely driven

to uncover the mysteries

of the world

The

TOMB RAIDER

Rise of the

Tomb Raider

is out Nov 10.

Crystal Dynamics was actually

founded way back in 1992.

Remember the 3DO? Well,

Crystal Dynamics was the first

licensed developer for the console

back in 1993. By 1996, the 3DO

was nothing but a memory.

The studio’s first game was

the racer

Crash N Burn

in 1993; a

launch title for the 3DO.

The critically acclaimed

platformer

Gex

, one of the best

selling titles on the 3DO, was a

Crystal Dynamics game.

Crystal Dynamics took control

of the Tomb Raider franchise

in 2003.

Tomb Raider: Legend

,

released in 2006, became the

fastest selling game in the series.

Tomb Raider Developer,

Crystal Dynamics