In a fascinating deep dive into the artistic choices that shaped two beloved Tomb Raider spin-offs, Character Artist Kam Yu shares insights on the creative process behind adapting Lara Croft and her world for an isometric perspective. The interview reveals the unique challenges and triumphs of designing for both Lara Croft and the Guardian of Light and Lara Croft and the Temple of Osiris, offering fans a rare glimpse into game development artistry.
Adapting an Icon for a New Perspective
The shift to an isometric view presented significant challenges for the development team. "One of the main challenges was ensuring she stood out and remained recognizable from this new angle," Yu explains, noting that this perspective was previously unexplored in the franchise. The team had to carefully balance making Lara instantly identifiable while ensuring she integrated seamlessly into the game's dynamic environments.
This transition wasn't just about technical considerations—it required a thoughtful approach to maintain Lara's iconic presence in a completely different visual context. Yu's work helped ensure that despite the drastic change in perspective, players would immediately connect with the character they knew and loved.
Creating Memorable Monsters: From "Chompy" to T-Rex
When asked about his favorite enemy designs, Yu couldn't hide his enthusiasm for "Chompy," the oversized fish that became a standout adversary. Drawing inspiration from deep-sea creatures, Yu was given creative freedom to design this memorable foe. "Everything about Chompy's design screamed over-the-top fun, from his exaggerated movements to his oversized arms propelling him along," Yu shares, highlighting how personal fascinations can influence game design.
The T-Rex, a fan-favorite Tomb Raider staple, also received special attention. Yu enhanced this classic enemy with distinctive spines and armor plating to make it even more formidable, demonstrating how the team honored franchise traditions while bringing fresh ideas to the table.
Infusing Aztec Culture into Game Design
Cultural authenticity was paramount for the Guardian of Light team. Yu describes how Aztec culture influenced the game's enemies and environment: "All our enemies were designed to fit seamlessly within the Aztec theme. They shared a unified design language, with detailed references to Aztec culture in their clothing, armor, and weapons."
This cultural inspiration extended to mythological elements, with entities like Xolotl—the Aztec god of fire and lightning—being incorporated into the game. The team skillfully wove Aztec symbols and mythology throughout the character designs, creating a world that felt both authentic and fantastical.
Lara's Evolution Across Games
Yu's work on Lara herself evolved between the two games. He notes that both titles maintained "a fun and casual vibe," with Lara designed to appear "strong, confident, yet playful—almost like an old friend to the players." This careful characterization through visual design helped establish the tone of these spin-offs as distinct from the main Tomb Raider series while still honoring the essence of who Lara is.
The interview reveals an interesting approach to character design—creating a version of Lara that balanced the iconic nature of the character with approachability, making these games feel both familiar and fresh.
The Ones That Got Away
Not all of Yu's creative concepts made it into the final games. He mentions several exciting ideas that never saw completion, including a Spider Queen and a dragon-like creature. "We had some exciting concepts that unfortunately didn't make it into the final game. One of our ambitions was to include more giant creatures, adding a sense of epic scale to the battles," Yu reveals, giving fans a tantalizing glimpse of what might have been.
These unrealized designs hint at the extensive creative process behind game development, where many concepts are explored but only some make it to the finished product.
Availability and Upcoming Release
For those inspired to experience these games after learning about their artistic development, The Lara Croft Collection is currently available on Nintendo Switch, featuring both Lara Croft and the Guardian of Light and Lara Croft and the Temple of Osiris.
Mobile gamers can also look forward to Lara Croft and the Guardian of Light swinging onto iOS and Android on February 27th, 2025. Pre-orders are available now on both iOS and Android.
TLDR;
Character Artist Kam Yu discusses the creative challenges of bringing Lara Croft to life in an isometric perspective for Guardian of Light and Temple of Osiris. He shares insights on designing fan-favorite enemies like "Chompy" and the T-Rex, infusing Aztec cultural elements into the game world, and reveals exciting creature concepts that never made the final cut. Both games are available now on Nintendo Switch, with Guardian of Light coming to mobile devices in February 2025.