After Hours

Tomb Raider Mod

While many Tomb Raider games are set in jungles, deserts, or cities, the core idea behind this project was to introduce a new environment. Here, Lara Croft navigates a landscape shrouded in perpetual fog.

Still
  • Developed in 4 weeks
  • ~ 60min of playtime
  • Scripted Events
  • Custom Assets
  • Lighting & Atmosphere
  • Tools: Tomb Engine, Wad Editor

Pre-Production

Reference

References

My design process begins with collecting references, a step that significantly enhances my workflow efficiency and will also serve as the foundation of the levels. For this particular project, I drew substantial inspiration from the atmosphere of Silent Hill. The fog-shrouded landscapes served as a primary influence, shaping the mood and visual direction of my level design.

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Blockouts :

During my Blockout process I carefully implemented some of the basics of the layout in my levels so I could playtest them as soon as possible and make sure they were fun and balanced. Through my iterations I made sure the flow of the levels stayed true to the original design I wanted.

Levels

Level 01:

Serves as a comprehensive tutorial where players are introduced to the game's mechanics in a low-risk environment. The level combines basic exploration, item collection, and combat, gradually introducing core gameplay elements to prepare players for future challenges.

Level 02:

This is a short, linear level set in a controlled environment.The path forward requires tight controls as the player avoids obstacles and steers the vehicle towards the end of the level. Since this is a driving sequence, I designed it to be straightforward as possible to avoid confusion and keep the path clear.

Level 03:

The area is significantly larger than previous levels, allowing the players to practice and experiment with the game mechanics. With reduced combat, this section introduces a series of puzzles, shifting the focus to problem-solving and environmental navigation.

Level 04:

A distinct change of pace from previous areas. Now focused on combat and platforming. As players are now familiar with the game mechanics, they can expect a more dynamic and demanding experience as various gameplay elements are combined to test their skills.

Level 05:

Marks the culmination of the player's adventure. The setting challenges players to demonstrate their mastery of the game mechanics. This final stage features a chase sequence, providing a memorable conclusion to the level.

Map Overview

Map

Scripting

node

While my primary focus was level design, this project also incorporated a lot of visual programming. I challenged myself to create custom puzzles and cutscenes, using Lua for more complex scripted events.

Highlights

Start Point

Zipline

In my opinion an underrated mechanic in Tomb Raider. I took the opportunity to include it because it's fun and adds a sense of verticality to the gameplay.

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Chase Sequence

Rarely seen in Tomb Raider games. I used the giant mutant from the original game but I added a twist. In the original, battling the giant mutant is somewhat dull because you can easily outrun it. But what if Lara couldn't outrun the mutant?

s03

Fixed Camera Angles

Staying true to my Silent Hill inspiration, I placed fixed camera angles in my level. This choice provided a unique aesthetic without compromising the player experience.

s04

Shiva Encounter

Lara has faced Shivas in the original game, but what if she encountered ten at once? I carefully balanced this encounter to ensure players don't become unnecessarily frustrated. I also added a custom background music from SMT V: Vengeance, which i think really fits the battle.

overview

Closing Thoughts

With just one month of development time, I'm already pleased with what I've accomplished. This experience taught me two important lessons about level design: the crucial role of playtesting and the reality that you can't always get it right the first time. I look forward to bringing these insights into future projects.