DEEP DIVE INTO DESIGNING LARA CROFT AND THE GUARDIAN OF LIGHT

Character artist Kam Yu shares insights into the challenges and creative decisions behind adapting Lara Croft for the isometric spin-offs Lara Croft and the Guardian of Light and Lara Croft and the Temple of Osiris in a new interview with Crystal Dynamics. The interview, published on the official Tomb Raider website, reveals how the team approached Lara's design in these games.

According to Kam Yu, one of the major challenges was ensuring Lara remained instantly recognisable from the new isometric perspective. He explains that it was crucial for Lara to stand out against dynamic environments and enemies, maintaining her iconic presence in the game. "She needed to look just as stunning as the dynamic environments and creatures," Kam said, reflecting on the importance of keeping her consistent while adapting her to the isometric viewpoint.

Kam also discussed redesigning fan-favourite elements, such as the T-Rex, which was given a new look to fit the Aztec-inspired world. "I loved adding spines and armour plating to make him look formidable," Kam explained, adding that this made the T-Rex feel more powerful and menacing, fitting the theme of the game.

When asked about his favourite enemy to design, Kam mentioned the giant fish named "Chompy." "Everything about Chompy's design screamed over-the-top fun," he said, detailing how his exaggerated movements and oversized arms were inspired by deep-sea creatures. Kam's design for Chompy was given room for creativity, allowing him to draw inspiration from the bizarre and terrifying creatures of the ocean.

The team drew heavily from Aztec mythology in designing the game's enemies, with Kam mentioning the inclusion of Xolotl, the god of fire and lightning. "We tried to weave the rich symbols of Aztec mythology into our character designs," he noted, including elements like bone iconography in the enemies' clothing and armour. This helped reinforce the game's cultural authenticity while keeping it engaging for fans of the Tomb Raider series.

Kam also touched on some of the creatures that didn't make it into the final game, such as a concept for a giant Spider Queen. "I remember the design of a giant Spider Queen, which, sadly, never made the cut. We even toyed with the idea of a dragon-like creature, which would have brought a unique twist to the game's roster of enemies." he said. This serves as a hint to what could have been included in future installments.

Discussing Lara's design across both Guardian of Light and Temple of Osiris, Kam reflected on the tone of the games. "She needed to appear strong, confident, yet playful - almost like an old friend to the players. It was crucial to strike a balance where Lara was both relatable and engaging," he explained.

Lara Croft and the Guardian of Light for Android and iOS releases tomorrow. Set in the Tomb Raider universe, the game is an isometric adventure that combines the hallmarks of adventure and puzzle-solving with fast-paced combat and platforming. Faced with trap-laden temples to explore, toxic swamps to traverse, and undead hordes to overcome, Lara must halt the evil plans of Xolotl, the god of death and misfortune, before he plunges the world into eternal darkness.

Lara Croft and the Guardian of Light