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Classic Lara Croft poses recreated in stunning detail

 
 
[ June 28 ]
nicobass from Tomb Raider Forums has recreated a collection of classic Lara poses.
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Metaboli taps Lara Croft in online games catalogue

 
 
[ June 25 ]
Full steam ahead as a number of new Tomb Raider games join the Metaboli catalogue.
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Rubicon Jeep as featured in Tomb Raider in new show

 
 
[ June 24 ]
The famous Rubicon Jeep which featured in Tomb Raider joins an exhibit on car design.
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Game Developer reveals the making of Underworld

 
 
[ June 24 ]
Game Developer talks to Eric Lindstrom on the making of Tomb Raider Underworld.
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New Tomb Raider game may release as early as 2010

 
 
[ June 19 ]
More revelations from the folks from Tomb Raider Forums on a possible release date.
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TOMB RAIDER UNDERWORLD INTERVIEW
Copyright 2008 www.tombraiderchronicles.com

[ May 9th 2008 ]

Eidos has released a fantastic interview with Tomb Raider Underworld conceptual artist Joel Boucquemont, who answers questions on the science behind developing video-games with an onus on Lara's latest adventure.

How long have you been working as a concept artist?

I have been playing at concept artist since 95 but really it became a full time job 6 years ago. Prior to that the teams and projects were a lot smaller so an artist would multitask a lot more.

What route did you take to get into the games industry in terms of education and professional experience?

First I went through the equivalent of a master of fine art in a serious French school that was visionary enough to acquire computers for graphics when that was still a heresy (it was in 86 and the school is called Ecole Emile Cohl for those interested). I highly recommend the school.

After that I lived for a while as a bohemian illustrator until I found an ad in a Boston newspaper for an artist job in the game industry. I have been in since and I don’t regret it.

What’s it like working on a game as popular and established as Tomb Raider?

Actually I remember back in the days (when I was working on NASCAR and Indy-car sims) being fairly jealous of the people who worked on Tomb Raider which came out that year. It was a lot cooler than what we were doing in my opinion. And here we are 10-ish years later. Funny how it works sometimes, isn’t it?

The result is that now my mother has something to brag about and show her friends. She doesn’t quite understand what I am doing but even she knows Lara Croft (Lara’s big in France!). My friends too think of me as less of a bum now. Ha-ha. Seriously, it’s rather nice to work on a project that has worldwide recognition. Especially after years of working on obscure or canceled games.

Describe your average day working on Tomb Raider.

I get in, drink coffee, get cranking, watch the Daily Show on the net, drink coffee, get cranking, chat …et

How closely do you work with the dev team, and which members do you work with?

Obviously very closely with the Art Director. But there is also a fair amount of interaction with the World Builders, Effect Artists and even Sound Artists because, in the end, it all goes into the mix to create a rich experience for the player.

Can you describe the process for getting the vision for a level or character in the game designer's head onto a piece of paper? When you have completed the art what happens then?

First you talk with the Art Director to try getting all the infos needed for the piece. Size, mood intended, level of detail expected...etc. Then half way through the picture we meet again for an evaluation of the direction taken. From that I bring it to the next level where we decide whether it’s finished or not.

After that I start on a new one just like in Chaplin’s “Modern Times”. As for the picture itself, it sails to its new home and become the reference for the person building the world intended. If the picture sucks they are the one who really suffer;)

How long does an average piece take to complete?

These days it ranges from a couple of days to a week for an environment piece loaded with details; Depending on the scope, level of complexity and food poisoning.

Where do you get your inspiration?

From the subject matter, the net, and my troubled past ..Ahem. No, really it comes from everyone and everything around.

What is the favorite piece of concept art you’ve worked on?

Can’t call favorites.

What’s your all time favorite piece of TR concept art?

Same as above.

How do you research your art? Do you visit locations?

Ha-ha that’s a good one! I wish they sent me to the Yucatan, China or even the moon. Perhaps you could say a word for me? They actually have sent a couple of colleagues out to get some great reference material and that helped tremendously.

How many concept artists have been working on Underworld?

I believe 6 of us have been at it in different capacities and different times.

Have you always been a fan of Lara?

I think she is a cool character but more importantly I think it is one of the rare games out there making people travel to exotic semi real locations. It’s cheaper than a plane ticket and we try very hard to make it as immersive as we can. Hope y’all enjoy it.


Author: Staff

28.06.09

Classic Lara Croft poses recreated in detail

25.06.09

Metaboli expands catalogue with Tomb Raider

24.06.09

Rubicon Jeep joins new iconic concept exhibit

24.06.09

Game Developer on the making of Underworld

19.06.09

New Tomb Raider game could release in 2010

18.06.09

Toby Gard working on new Lara Croft game?

16.06.09

Crystal Dynamics seeks new senior art director

11.06.09

Shiny new Tomb Raider Underworld wallpaper

09.06.09

New Tomb Raider-inspired artwork published

07.06.09

Marcel Gherman releases new inspired music

 

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