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For the first time in the marketing campaign of a Tomb Raider title, Eidos released a series of insightful podcasts with important figures behind the new game. Listen to the podcasts below to learn more about the development of Tomb Raider: Underworld.
| Podcast 1 - Introduction and questions (Running time - 11:57) |
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During a holiday trip to the US, Keir Edmonds from Eidos took the opportunity to meet up the Crystal Dynamics staff and record the first podcast. This question & answers session with Eric Lindstrom, creative director, and Alex Jones, senior producer, reveals certain particularities of designing a new Tomb Raider title. (May 16, 2008). |
| Podcast 2 - Locations, next gen and blood! (Running time - 11:01) |
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Eric Lindstrom returns to further expand on Underworld, and is joined by Rob Pavey, lead programmer, and Patrick Sirk, environment art director. Along with an answer to what defines a Tomb Raider experience, the staff also explains how the locations were selected and how the research trips helped bringing visual fidelity to the game environments. (June 06, 2008). |
| Podcast 3 - Interview with composer Troels Folmann (Running time - 11:41) |
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Troels Folmann, main theme composer and music supervisor, reveals his inspirations and the versatility it takes to get a Tomb Raider score flowing. Along with comments on the compositions of Anniversary and Legend, for which he won a BAFTA Award, Troels explains the reasoning behind the new main theme and also the advantages of using the microscoring technique. (June 20, 2008). |
| Podcast 4 - The packshot and the trailer (Running time - 12:41) |
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Kathryn Clements, brand manager, and Darrell Galagher, director of art, explain the decision to conceal Lara Croft's eyes in the final packshot and the final version of the Tomb Raider logo. The transition from concept art to finished level is also brought in, as well as the conception and direction taken with the first game trailer. (July 16, 2008). |
| Podcast 5 - The cinematics, trailer and DLC (Running time - 10:56) |
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Toby Gard, cinematics director, and Forest Large, creative services producer, spell out the advantages of using motion capture. They also refer to the downloadable content, without giving too much away, and the launch trailer that puts the game tagline - Explore everything, Stop at nothing - in motion. (November 14, 2008). |
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