A Legendary experience
On Monday we were treated to a visit from a developer from Legendary Games Studios and an original developer of the first two Tomb Raider games, his name was Gavin Rummery , and this event gave everyone a better idea of what this glorious industry of our is all about.
At the beginning
At the beginning of the event we find out some personal details about Gavin and about how the environment he grew up in changed his life and how it inspired, Gavin told us about all manner of things such as his first computer and his trip to see the first Star Wars movie when it was fresh off the press. these experienced help create the amazing result which was the first Tomb Raider, but first we should probably talk about how he started in this amazing industry of gaming, Gavin started off as a student in university but didn't initially start with programming video games, but studied Engineering, although later he found that his course was boring and difficult, so instead decided to start programming and coding.
This is where it starts to get interesting
Later on we moved towards Gavin's days as a developer, and found out he started with a small company called Core Studios, this was the company working on the original Tomb Raider, we learnt that the original team was made of six people and the initial idea behind this masterpiece was to make a female Indiana Jones with Lara Croft, and as this talk went along we found more and more interesting things about the production of the first game in a long series, such interesting facts such as the creation of a dinosaur in the first game and the amount of units the game sold, many more were told throughout the hour and three quarters the event went on for but if i said them all this blog would go on for ages so to save you the trouble of my random rambling and get to the very important stuff, later on in the event we than heard from the production of the second Tomb Raider game and all the complications that went with it, such as team changes and release deadlines, we find that all of these affected the end result of the game and created chances for more sequels.
In Conclusion
In the end we find out about more of the recent projects from Legendary games such as Year 0, and we get a few questions answered that allowed a large number of students to gain better insight into this industry we call home, and all in all we thank Gavin for his time and his wisdom, because after his talk i felt inspired to begin designing and producing to a better standard, and this most of us took away from this experince
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