Eidos-Montréal and Crystal Dynamics have fine-tuned communication, so that it is as if they work on the floor above and below each other. HS: Open communication is essential during the development of any game, and this is true of Shadow of the Tomb Raider. How do you balance the workload/communication with two different devs working on the same game? While we don’t get into the specifics of who worked on which part of the game, we’re confident in the experience Shadow of the Tomb Raider delivers. Eidos-Montréal been part of the reboot since Tomb Raider in 2013, and we know this world. HS: Eidos-Montréal has led the development of Shadow of the Tomb Raider, while maintaining an open collaboration with Crystal Dynamics. Specifically, what did they work on in the game? *mild story spoilers for Rise of the Tomb Raider follow*ĭespite Eidos Montreal taking the lead on development on Shadow, the game has been touted as collaboration with Crystal Dynamics. We spoke to Heath Smith, lead game designer at Eidos Montreal, to find out what to expect from Shadow of the Tomb Raider.
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