Tomb Raider (1996)

Richard Morton

Born on 23 February 1973, Richard MortonAlthough he had a passion for video games, he didn't know where to turn to learn how to create them, so he started by studying... bricklaying. However, when he couldn't find a place for his end-of-studies work placement, a guidance counsellor suggested that he spend it at Wise Owl Softwarea company that is supposed to create educational games but actually makes video games, and in three weeks Morton learns the basics of pixelart.

Gifted in this area, he completed a one-year training course and then obtained a position as a graphic designer at CORE Design in 1993, in Derby, where he worked in particular on Chuck Rock II: Son of Chuck(1993). Following some internal upheaval, Morton was catapulted to the position of creative director of the studio in early 1996. Having seen the first sketches of a certain 'Laura Cruz' by Toby Gard for its Tomb RaiderHis passion for the project led him to take part in creating the levels and balancing the game.

And following the departure of Toby Gard, he is even more involved in Tomb Raider 2 (1997), in which he single-handedly directed the Temple of Xian! For Tomb Raider 3 (1998), he even chose to demote himself to the rank of simple level designer in order to keep his hands dirty, and it is he who decides on the sudden disappearance of Lara Croft at the end of Tomb Raider: The Final Revelation (1999) !

Considered to be the adventuress' "second father", he has become a mere spectator of the series since it was entrusted to the studio. Crystal Dynamics in 2005, but Morton is still working in the video game industry; in particular, he has worked on the social platform PlayStation Home and was creative director on LittleBigPlanet PS Vita (2012) at Double Eleven.



Gavin Rummery

Born on 23 January 1969, Gavin Rummery graduated from a programming school when many others were still learning on the job at the time. He then tried his luck in the video game world and was easily hired in 1995 at CORE Design where he's even asked which game he'd like to work on!

While touring the titles in development, he came across a certain Toby Gard which has been trying in vain for months to create a game called Tomb Raiderwith three other people. Initially worried about the ambition of the project, Rummery nevertheless decided to give it a go, even though no one knew how to create 3D sets at the time... Taking inspiration from the pioneer in the field Ultima Underworld (1992) that he designed a level editor to make it easier for level designers.

Thereafter, he took charge of all aspects of the game's programming, becoming the real pillar of the team. He took the reins of the second episode after Toby Gard's departure and, in less than a year of hard work - he created the famous Venice boat in less than 48 hours! -, Tomb Raider 2 (1997) proved even more successful than its predecessor. Tired, he wanted to move on to something else and learned almost by chance that a third instalment was in the works while he was working on Project Eden (2001), a more personal project.

Probably just as good, it unfortunately did not enjoy the same commercial success, no doubt overshadowed by Lara Croft which has priority for the publisher Eidos...