LAra croft go - gallery
After designing many levels in Hitman GO, it became apparant that most of it's mechanics were designed in isolation which made combining them next to impossible thus making level creation very hard past a certain quantity. For Lara Croft GO, we re-designed all mechanics from the ground up with the objective to make them mutually interactable; meaning a trap could interact with another trap, enemy or Lara.
We also decided early on to introduce vertical movement because it was a perfect fit for the franchise. Although it didn't make level creation much more complicated, we had to re-design the camera system completely. Hitman GO previously used a fixed camera system switch position according to specific tiles; in Lara Croft GO we switched to a follow-style camera that would offset itself torward key points depending on Lara's current tile.
A very missable change was how we designed all puzzles to follow a logical narrative: if the exit of a level was on the right side of the screen, the entrance of the next level would be on the left side. If multiple puzzles feature high amount of vertical climbing, we would group them together to form a "mountain climbing" section. This change made Lara Croft GO feel more like a world then a bundle of puzzle strung together.
PRE-PRODUCTON GALLERY
Below is a small series of gifs with animated previz to test out game mechanic ideas. Additionally, we also tested visuals ressembling the Tomb Raider reboot which had the hard requirement of making their puzzles physically realistic (if a platform would move, it needed a mechanism to do so).