was an early inspiration to Lara Croft's creation.
Core Design, a subsidiary of Eidos, created Lara Croft as the lead protagonist of its video game
Tomb Raider, which began development in 1994. He initially envisioned a male lead character with a whip and a hat. Core Design co-founder Jeremy Smith characterised Gard's initial design as derivative of
Indiana Jones and asked for more originality. Gard decided that a female character would work better from a design standpoint. Gard expressed a desire to counter stereotypical female characters, which he has characterised as "bimbos" or "dominatrix" types. Smith was sceptical of a female lead at first because few contemporary games featured them. He came to regard a female lead as a great hook and put faith in Gard's idea. Gard experimented with different designs, including "sociopathic blonds, muscle women, flat topped hip-hopsters and a Nazi-like militant in a baseball cap". He settled on a tough South American Latina woman with a braid named Laura Cruz. Along with the name change, the character's backstory was altered to incorporate a British origin. Gard was keen to animate the character realistically, an aspect he felt the industry at the time had disregarded. In the first
Tomb Raider, Croft's
three-dimensional (3D)
character model is made of around 230
polygons. Although widely reported that, while adjusting the character model, Gard accidentally increased the breasts' dimensions by 150 percent and the rest of the creative team argued to keep the change, Gard has stated that the notion "came out of a silly remark made in an interview". Core Design hired
Shelley Blond to voice Croft after the game entered the
beta phase of development.
Victor Interactive Software asked Core Design to redesign Lara with a larger head and eyes to appeal to a Japanese audience. Illustrations drawn by Hiromasa Ota and a render of the design were faxed through late into development. Gard did not want to alter Lara's appearance; as a compromise, the design was used only in the Japanese manuals and guide. Core Design improved and modified the character with each installment. Other changes included new outfits and manoeuvres. Actress Judith Gibbins took over voice acting responsibilities and stayed on through the third game. The character model was altered to feature more realistic proportions, and Jonell Elliott replaced Gibbins as the voice of Lara Croft. Core Design conducted market research, including fan polls, to aid in
The Angel of Darkness development. The development team felt it could not alter the character and instead opted to place her in a situation different from previous games. The PlayStation 2 hardware allowed for more manoeuvres and a more detailed character model; the number of polygons in Croft's model increased to 4,400.
Developer switch to Crystal Dynamics , Lara Croft's original designer, left
Core Design in 1997, but returned to work with
Crystal Dynamics as a consultant.
The Angel of Darkness was received poorly, prompting Eidos—fearing financial troubles from another unsuccessful game—to give development duties for future titles to
Crystal Dynamics, another Eidos subsidiary. The
Legacy of Kain development team began work on a new title (
Tomb Raider: Legend), which would essentially reboot the franchise, significantly changing her origin story, with Toby Gard returning to work as a consultant. The development team reassessed the brand value of the franchise and its protagonist. Chip Blundell, Eidos's vice-president of brand management, commented that the designers understood that fans saw the character and brand as their own, rather than Eidos's. The storyline intended for a trilogy of games that started with
The Angel of Darkness was abandoned and a new plot was created for
Legend. The designers updated Lara Croft's move set to make her movements appear more fluid and continuous. The animations were also updated so the character could better interact with environmental objects. Responding to criticism directed at the character controls in
The Angel of Darkness, Crystal Dynamics redesigned the character's control scheme to provide what it felt was the best third-person action experience. Crystal Dynamics updated the character model to add more realism, but retained past design elements. Crystal Dynamics retained the design changes for the next game,
Tomb Raider: Anniversary, a remake of the first game. The designers aimed to portray Croft with more emotional depth, and focused on the character's desire to achieve the end goal of the game, culminating in killing one of the antagonists. The developers used the death to evoke guilt in Croft afterward and illustrate that shooting a person should be a difficult choice. portrayed Lara in the most games, starting with
Tomb Raider: Legend in 2006.
Tomb Raider: Underworld continued the plot line established in
Legend. To achieve a more natural appearance, the developers added
spherical harmonics to provide indirect lighting to in-game objects like Lara Croft. The developers enhanced Croft's facial model by increasing the number of polygons, bones used in the animation skeleton, and graphical shaders in the face to add more detail and expressive capabilities. The hair was created as a real-time cloth
simulation to further add realism to its shape and movement. The developers kept Croft's hair tied back because they felt a real person would not want it flying around while performing dangerous manoeuvres. While previous games used hand-animated movement for the character,
Underworld introduced
motion capture-based animation to display more fluid, realistic movement and facial expressions. Stuntwoman and Olympic Gold medalist Heidi Moneymaker was the motion capture actress, and advised the designers on practical movements. The blends and additional animations give the character more flexible movement. Crystal Dynamics sought to make the visual appearance of the
Xbox 360 and
PlayStation 3 versions identical, although the systems used different techniques to achieve this.
Publisher switch to Square Enix Japanese game company
Square Enix acquired Eidos in April 2009, restructuring Eidos into
Square Enix Europe. Crystal Dynamics remained as developer of the
Tomb Raider games.
Lara Croft and the Guardian of Light introduced cooperative gameplay to the series, a move that brand director Karl Stewart said was meant to "show [Lara] as a more humanistic character" by placing her in a situation that differed from previous instalments. The game uses the same technology featured in the studio's past
Tomb Raider games. In late 2010, Square Enix announced a franchise reboot titled
Tomb Raider; the new Lara Croft would be a darker, grittier reimagining of the character. In examining the character, Crystal Dynamics concluded that Croft's largest failing was her "Teflon coating", and that it needed a more human version that players would care about. The second reboot focuses on the origin of the character, and as a result, changes the previous back story. Staff opted to first work on the character's biography rather than cosmetic aspects. Crystal Dynamics sought to avoid the embellished physique of past renditions and pushed for realistic proportions. In redesigning the character's appearance, the designers began with simple concepts and added features that it felt made Lara Croft iconic: a ponytail, "M-shaped" lips, and the spatial relationship between her eyes, mouth, and nose. The company also changed the character's wardrobe, focusing on what it believed was more functional and practical. In designing the outfits, staff aimed to create a look that was "relevant" and "youthful", but not too "trendy" or "hip". To gauge the redesign, Crystal Dynamics conducted
eye tracking studies on subjects who viewed the new version and previous ones. Similar to
Underworld, the new
Tomb Raider features motion capture-based animation. In an effort to present realism and emotion in the character, Crystal Dynamics captured face and voice performances to accompany the body performances. The company revamped Croft's in-game combat abilities. Crystal Dynamics aimed to make the "combat fresh to the franchise, competitive amongst [similar games], and relevant to the story". Among the changes is the implementation of a free aiming system. The studio reasoned that such a system would cause players to be more invested in the action by fostering a "raw, brutal, and desperate" style. Global brand director Karl Stewart stated that such desperation relates to the updated character's inexperience with violence. He further commented that Lara Croft is thrust into a situation where she is forced to kill, which will be a traumatic and defining moment for her. == Appearances ==