We want your Job!
Pestering the jammiest jobsmiths in the business.
Lara’s bringing sexy back. Donning a swimsuit is a brave new direction for Tomb Raider, so we thought we’d ask Creative Designer Eric Lindstrom for his thoughts on Lara’s new adventure:
01: Hi Eric, tell us about your role on Tomb Raider: Underworld.
As the Creative Director of Tomb Raider: Underworld, I oversee all creative aspects of the game experience. I’m a game designer by trade, but as the Creative Director I need to keep the overall vision of the game strong, clear, and consistent, be it design, art, audio, or most importantly, the combination of these elements.
02: How did you go about getting the role of Creative Director? Was it sheer hard work or simply a love of games?
I’ve been in this industry for twenty years, and I worked hard for the first five before I got to lead a project. The biggest thing in my favour with Tomb Raider: Underworld was how much I value all aspects of a game, not just the design mechanics. Everything matters, and you need to give everything its due.
03: How much of your own personal creativity goes into games? Is it satisfying seeing the end results in motion?
Because Creative Directors don’t usually make content for games, there is very little I can point at and say, “I made that part.” Much of the framework of what you do is what I established early on with the small pre-production team. Seeing the end result of those images I had in my head early on is very exciting, what I see now is better than what I had imagined at the start.
04: Are you pleased with this latest imagining of Lara’s world? How much further can you take Lara?
We made her world bigger, better, more lush, and more exciting than ever before, and she can do a lot of amazing things. We did this by magnifying everything people had seen so far in the past couple games, so there are still plenty of different and intriguing places Lara Croft can go in the future.
05: Any advice for young mavericks looking to get noticed in the world of games?
Young developers have great ideas and we need them, but it takes a lot more than good ideas to make a great, successful game. If you’re smart, hard working, and willing to learn, you’ll get noticed. If you want to succeed, bring your brains, your energy, your love for games, and a desire to learn what the industry already has learned, and you’ll be in the best position to jump on opportunities when they come.
TOOLS OF THE TRADE:
01: Lara Croft: her watchful eyes keep me honest.
02: Water: I drink a lot of it.
03: Notepad: still the best organizer around.
04: Origami: folding paper quiets the mind and keeps me sane.
05: Guinness: ’nuff said!
CAPTION: Look at all that Origami! Maybe Eric should start his own paper-view channel…