

So it was important to go down with that, and the way we are thinking about the level design was more into the verticality.ĭan: One of the big, big things that we did also is to create what we call the living world. So one of the things that was very important for us, that we want to have much more experience and make sure Lara, so going down what we have to have a tool that was giving her a lot of control.

So it was always like you had to drop down, or you had to climb and just walk yourself down. So one of the challenges we had when we build out was all about climbing, was never going down. One of the things for us was to rethink how to do the environment, the world. Every single thing, leaves and everything, moves with whatever, it's the animals moving into the world, or the player, or the AI, or anything, the vegetation actually moves on that.ĭan: For the gameplay aspect of it, if you've seen it in the trailer, because we introduce the rappel and the way to explore the world. The second thing in terms of technology, with the interaction of the character, was the vegetation. It was very important for us because it is a very different take on the art of this Tomb Raider, because it's more colorful, because it's the jungle, it's much more alive. The lighting now can pierce through vegetation and things like that, and also the reflection inside of water, so we can have this beautiful water. For example, the lighting, we completely reworked the lighting system to have something that feels much more natural. There's a lot of things that we did, there's technological things that we did. Daniel had a lot to discuss about many subjects - new gameplay details, focus on freedom, Lara's evolving, and more.ĭan: All right, so what is the most challenging innovation you have introduced to the incoming Tomb Raider?

On June 12th there was an interview on Discord with Shadow of the Tomb Raider's director, Daniel Chayer-Bisson, where fans could ask several questions regarding to the game.
