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Tomb-Raider-1-Fan-Remake-0000002.html
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Tomb-Raider-1-Fan-Remake-0000002.html
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<!DOCTYPE HTML>
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<h2><a href="Tomb-Raider-1-Fan-Remake-0000002.html">Tomb Raider 1 - Fan Remake</a></h2>
<p>Concept - Programming - Modelling - Animation - Level Design</p>
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<time class="published">Project #2</time>
<a href="About-me.html" class="author"><span class="name">Roman Wecker</span><img src="images/avatar.png" alt="" /></a>
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I developed the game as part of a seminar at the university. The seminar was titled 'Game Engines' and gave a broad overview of different game engines. Each seminar participant was given the task of familiarising themselves with a particular game engine and developing a game in it that would demonstrate the possibilities and limitations of the engine.
<br><br>I have developed a spiritual successor to the very first Tomb Raider game. Everything was developed from scratch, only some textures and the soundtrack were taken from the original game to make it as authentic as possible. For this reason, the game was not published.
<br><br>Since I started from scratch, the first thing I did was plan which features of the framework I wanted to present and set myself a goal. First, I started with the development of the main character. After some sketches on paper, I modelled the protagonist in Blender and then rigged her. All the animations were also created by hand. Then I developed a code base and used the animation classes to import the character. Among other things, I dealt with the character control, physics, particle systems and audio and implemented them. The scenes could be built and imported directly from Blender using a scene importer. I developed the project completely on my own in C++ with the gameplay3d framework and was busy from start to finish for 3 months.
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