One of the most important first steps that helps a development team get a unified idea of what direction their next game is going is concept art. It might not look as nice or as polished as the finished product, and it might not be as exciting as gameplay dynamics or story details, but it’s these first images that form the backbone and foundation of everything that comes after it. Crystal Dynamics’s approach to Rise of the Tomb Raider is no different, except maybe in that they take concept art more serious than other studios. You can find a gallery at the bottom of this article with all of the images released this afternoon.
“I’ve often said that the environment is the second most important character in the game. The concept art pieces that we do, generally have to […] provide a sense of composition.There is this sort of ominous beauty we put into our games that has an oppressive quality. There is always that feeling of something not quite being in focus. You don’t know what’s back there, but it’s got atmosphere across it. It’s intriguing, and at the same time we want to engender a bit of mystery and potentially even fear – the fear of the unknown.” – Brian Horton (Game Director)
For a summarized interview with Noah Hughes on what the team is doing to improve Rise of the Tomb Raider, click here. For an in-depth analysis of the ‘shared’ digital issue of this moths Gameinformer Magazine, click here.