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  • Q&A: Jim Blackhurst, Producer, Tomb Raider Legend [05.24.07]
  • TitleWith Tomb Raider's 10th Anniversary approaching, Eidos have chosen to release a full 3D version of console title Tomb Raider: Legend for mobile. Games on Deck talks to Jim Blackhurst, Tomb Raider: Legend's producer, about the project.

    Games On Deck: Could you let us know a bit about yourself, what your role has been on this project, and what you have worked on in the past?

    Jim Blackhurst: I'm the Producer on the Tomb Raider: Legend project which means that I essentially project manage all aspects of the development, with particular focus on games design, scheduling and communication with the development teams working on the console and PC version of the game.

    I've been producer on quite a few of Eidos' more recent mobile titles including two Hitman Games, Championship Manager 06, Pandemonium and a soon to be released game for Xbox Live Arcade. Prior to working at Eidos I was Creative Director at Hailstorm Entertainment, a Mobile games development studio based in the UK. I've been working in mobile games for over seven years now (which is about as long as it's possible to have been working in this field!)

    Jim Blackhurst
    Jim Blackhurst

    GOD: Tell us about Tomb Raider: Legend for mobile.

    JB: Tomb Raider: Legend for mobile is really pushing the boundaries of where we are at with mobile gaming right now. When you see the game running on one of the hardware accelerated handsets, it's not an exaggeration to say that we are up there in terms of quality with the PS1 versions, and in some respects that's an understatement.

    The game has been designed from the ground up to scale well across different handsets, and although we don't support older handsets without the power for 3D gaming, on those handsets that do, we've worked really hard to produce a game that is great fun to play regardless of the number of polys being thrown around or the FPS.

    One of the most exciting aspects of the development was being able to work closely with Crystal Dynamics, the developer of the console and PC versions. They were able to provide us with some really detailed art and design assets which allowed us to set the mobile game right inside the universe created by the core products. Crystal Dynamics even wrote the story for us, which meant that the mobile version of Tomb Raider: Legend really is just another platform alongside the PS2, Xbox 360, PC and the handhelds.

    Screenshot
    Tomb Raider Legend for mobile

    GOD: Why do you feel like the mobile platform represents a good fit for this game?

    JB: The core essence of Tomb Raider is technology agnostic. Exploration and discovery, two of the key pillars of any Tomb Raider game, don't require the very latest console technology and cinematic experience in order to be present, you can feel the immersion in the environment in even the simplest of platforms. The fact that we were able to leverage the power of the latest mobile devices to create awesome full 3D worlds was really only half of it, the feeling of presence in Lara's world, and the fun and adventure that goes with it, was already there.

    GOD: How does the title tie in with the console and PC games (Legend, and the upcoming Anniversary)?

    JB: Tomb Raider: Legend for mobile, is essentially the same game as you see on the Xbox 360. We may not have the same incredible visual depth and graphical quality, but when it comes to the story, the goals, the motivations behind Lara's latest adventure, It's right there.

Next: Taking advantage of the mobile format

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