Lara_Fox_Croft

Interview by Miguel Marado (MigMarado)

Edited by Modi Flanagan (nerdfury)

February 2022

 

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Automatisch generierte Beschreibung

Miguel Marado: Hello :) First of all, let me thank you for taking the time to chat with me! For anyone who may not know you prior to reading the interview: Who is Lara_Fox_Croft?

 

Lara_Fox_Croft: Hi, thank you for this interview. I never thought that someone would ask me to do one. Who's Lara_Fox_Croft? That is a good question. I'm a former art student, and I love drawing, painting, working on TRLE, and playing video games, such as Resident Evil, Metal Gear Solid, Tomb Raider, among others. I also love food (way too much if you want my opinion). My nickname is a reference to Metal Gear Solid and Tomb Raider. In Metal Gear Solid a character is known as "Gray Fox", and in Tomb Raider Underworld Lara calls her father "Sly old fox" when she is in Thailand, if my memory serves me well.

 

Miguel: That's interesting. I had no idea about the Metal Gear Solid character "Gray Fox"! How did you first encounter Tomb Raider?

 

Lara_Fox_Croft:  I think I was around 8 years old. A cousin had Tomb Raider III, and I fell in love with Lara. So, the day I had my Playstation One I went to the market and I bought Tomb Raider IV. I also bought Tomb Raiders II, III, Chronicles and the original, in that order. So I became quite a fan of the series. Years later I played Angel of Darkness, Legend, Anniversary, etc, etc. I finished every TR. I heard about TRLE when I was around 17 years old; I used to play some levels on trle.net. Years after that I started to build, to learn the basics. And when I made my first level, I used the "The Great Wall" map as a starting point. I was pretty bad back then, but I believe I have improved quite a lot.

 

Miguel: Do you remember why you were inspired to pick up the Editor and "The Great Wall" map to create your first level? What got you going as a builder, in terms of your early motivation?

 

Lara_Fox_Croft:  I can't remember exactly, except that I always wanted to make my own Tomb Raider. TR2 was one of my favorite games, and I wanted to make a "next generation" TR2, way before some crazy remakes

with Unreal Engine were planned.  So I took the TR2 map, and started to work on it. It was quite a disaster as I had no testers nor experience. It was good practice though. The reviews I had were like a beta test to me back then. I had no idea about the whole TRLE community, no beta testers… I was a newbie. So to sum up, I wanted to make something new out of something old, and that's pretty much what I'm trying to do even now.

 

Miguel: As you said before, you have improved a lot over the years. Would you say the community helped to keep you building, and improving, over the years? What does the community mean to you nowadays?

 

Lara_Fox_Croft: Yes, the community helped me a lot. Some reviews were quite negative about my work, so I tried to improve to make something people would like. I still try though, but I also understood that no matter what you do, you can't please everyone, so I make something I like above all. About the improvement: after I released my "The 13th Floor" level, a French forum contacted me to join them. Then I was in touch with amazing builders like Magplus, Bigfoot, Daffy and some others. This helped me a lot, because some became my friends and testers. Some still help me with my projects to this day. So yes, the community helped a lot, but sometimes it is hard to accept criticism. Sometimes it hurts your feelings, to be honest. The community means a lot, even if only a few people know me. It helps me to keep improving my skills.

 

Miguel: Reviews can be harsh and hurtful, of course. Do you still also see them as helpful and as thoughtful? Do you cherish the positive reviews you've gotten over the years?

 

Lara_Fox_Croft:  Yes, of course, when I'm out of motivation I go read some of them. It helps to get motivation. And they still are helpful, how could I know what players like, if not for reviews? Some reviews are quite unfair, but most of them are useful and pleasant.

 

Miguel: Speaking of reviews, when it comes to reviewer ratings, your first two levels (two versions of the same remake, TR2's "The Great Wall") are very different. The demo is rated below 6 and your full release sees around 7.5 out of 10. These releases are separated by about one month. The visual department is the one getting more praise, yet the greatest improvement is on gameplay. What do you remember of the times building these levels? Looking back on the levels now, do you agree with reviewers who said they were a bit raw, lacking beta testers, and perhaps too dark?

 

Lara_Fox_Croft:  Yes, I remember quite well. Back then I took every review as valuable feedback to improve my levels. None of the reviews were taken as an offense. So, I tried to improve everything between the demo and the final version. Some reviews say "it is too dark". To this I would say to some people "you have to adjust your screen settings, because we can't make levels for every type of screen." I don't think that this kind of comment is very useful, plus you have flares to enlighten the darker places. Darkness is part of the gameplay and ambience, can you imagine a level without a single tiny dark place? About beta testers: they were totally right, I had no testers back then. For my following levels (“Valek Ruins - Search for the Golden Elephant” and "The 13th Floor") my little sister was my only tester. After that I had a beta team. When I made the demo of "The Great Wall", I didn't change the lighting. It was TR2 lighting, but after the reviews I made my own lighting. I changed quite a lot of things in one month, as building was way easier back then. Now I'm working with NGLE and Meta2TR. I can't edit some levels I previously made, so I know I will have some negative comments about things in "Search for the Golden Elephant - Part 3". I've been working for about 6-7 years on Part 3. I won't edit the first levels to please some people, or I'll never finish my work.

 

Miguel: Sometimes different opinions are just reflections of different points of view, so there really is no point trying to please everyone. Your next level, as you say, was the beginning to "Search for the Golden Elephant", originally a short demo. How did the idea for this story come about?

 

Lara_Fox_Croft: I was inspired by the original Tomb Raider stories, not really complicated. Lara is "called" to find some relics, and then goes raiding some temples/ruins. Even Part 3 is inspired by the old Tomb Raider, because in Tomb Raiders 1 through 3, Lara always gets caught by enemies and must escape a base or/and find some stuff to fight her enemies. So the story is very basic, but it works for some TRLEs.

 

Miguel: That seems like a good starting point. Even if it is a fundamentally Tomb Raider-esque story, it must have something that you really liked about it, for you to have worked on it since 2010. Do you like the fact that it gives you a lot of leeway to create a "full game", with plenty of settings and contexts?

 

Lara_Fox_Croft: Indeed, it is pleasant that this kind of storyline gives a lot of freedom. I can do whatever I want to (well, almost). Now I don’t have too much leeway, however, as I know pretty much how the story is going to end. I wasn't that happy with the storyline, but I really want to finish what I started. So, I will finish the story one day, unless I have some accident or whatever that could make me totally stop building. To be honest, ten years ago I didn't think that I would make such a huge adventure. It was meant to be a pretty short adventure, but well, I changed my mind. This is going to be a four part adventure. Part 3 is not far from being finished (even if I still have a lot of work ahead), and Part 4 should finish the storyline

 

 

Miguel: I think a lot of people are happy you changed your mind and extended the story! There was a post on the trle.net forum where you mentioned you might remake the first levels and release the "Search for the Golden Elephant" adventure as a full game. Would you say that is out of question now?

 

Lara_Fox_Croft: I would love to release a remake of the two first parts with Parts 3 and 4, but for now it is totally out of question, because it's a lot of work, and it is time consuming. Plus, the more levels I assemble, the buggier it gets. I believe that NGLE wasn't made to add too many levels in a row. I'm already struggling with Part 3 alone, imagine adding Parts 1 and 2 into the project… that would be impossible for me.

 

Miguel: I understand, but it is good to know. Players will be more motivated to get to know your game if it is final, or very likely to be final when the last part is released. You released the first part of "Search for the Golden Elephant" as a demo. This saw some criticism from reviewers who thought the demo was a way for you to get testers, with some reviewers noting the full version didn't see too much improvement. As a builder, what is the role of a demo release for you? How do you see it helping you advance with the final version?

 

Lara_Fox_Croft:  For this game it was more like an appetizer than a "beta test". I wanted to add Part 2 into Part 1, but I had troubles. Also, I changed my PC between Parts 1 and 2 so I had to restart from scratch. So the "final version” wasn't as long as I wanted it to be, but still I fixed some issues reported in the reviews. For Part 3, I won't change a lot of things released in the demo, except for the training. It was made as a demo to show people a bit of the game. Still, Part 3 will be way longer than the demo.

 

Miguel: That demo was very well received, and we'll talk more about that later. A longer version will make many players happy, I expect! When you released the full version of "Search for the Golden Elephant - Part 1”, the visual aspect was again underlined as particularly good, especially due to realism. Did you spend a lot of time working on the look of your earlier levels?

 

Lara_Fox_Croft: Not that much to be honest. I just made rooms and tried to have a good atmosphere. I was pretty bad at texturing back then, but the fog and the cohesive aspect of my chosen textures made something quite OK. If you look closer, you'll see there are a lot of stretched textures, among other things.

 

Miguel: You're even harder on yourself than your reviewers, it seems! Haha. The truth is that when you released your remake of "The 13th Floor", it was again praised for looking very polished and professional. It is a very different release to the original Tomb Raider Chronicles level. What motivated you to build it?

 

Lara_Fox_Croft: I loved the VCI levels in Tomb Raider Chronicles… they reminded me of Metal Gear Solid. Lara in a catsuit and with a H&K was amazing to me. So I wanted to make my version of this level. I worked harder on textures for this level and I also tried to make a small cutscene as a title. It was pretty hard because I didn't know how to use NGLE scripting when I made it.

 

Miguel: It seems to have worked really well for you, as you got another good bump in the ratings, to an average around 8.5! Metal Gear Solid seems to be another game franchise that you really enjoy. Tell us more about MGS and how you feel it relates to Tomb Raider.

 

Lara_Fox_Croft: I don't really see any link between Tomb Raider and Metal Gear Solid… they're way different. I love TR gameplay, but not much for the story telling. For MGS I really love the story, the easter eggs, the references to pop culture, the immersive aspect, and the stealth aspect. So I wanted to make a mix of the two franchises in my Part 3. But it still is a Tomb Raider adventure.

 

Miguel: I agree with you that in Tomb Raider, there is a lot of room to spread your wings when it comes to innovation. There have periodically been discussions as to whether levels should take a conservative approach to "classic" TR, as opposed to being progressive, open to innovative approaches. From your opinions so far, you are open to these new elements. You've even criticized some classic-approach levels for being repetitive. However, you've also commented on a level in a "Create a Classic" competition for not being Tomb Raider enough. What do you think about these issues nowadays?

 

Lara_Fox_Croft: I clearly am in favor of innovation. We already have a lot of "key-door" levels… Why should we make something that thousands of levels already have? In my opinion, making a level that is too close to a classic Tomb Raider is pointless (except in some competitions like “Create a Classic”). In general, I don't mind levels like these, except when I think that the builder could have made something better. On the other hand, playing a level from a "Create a Classic" competition, with gameplay that is not even close to classic Tomb Raider, is a waste. You're referring to "Tomb Raider Battle Arena". This level was amazing because it was really innovative, but still it had nothing to do with a classic adventure. So yes, I was critical, indeed. But I also changed my review on this one, when I realized how hard I was. I praised the builder's work, even if I still think that this level had nothing to do with the "CaC" competition… it just didn't fit there.

 

Miguel: Thank you for being so clear and concise! Getting back up on "The 13th Floor": after releasing your first four levels within your first year as a builder, this VCI level was only released about ten months later. Was it a level that had you working more and more to perfect it, or did you just have less time or motivation?

 

Lara_Fox_Croft: I believe I had less time to build levels, but the main reason is that I took more time to build. I started to "pay more attention". It takes more time to create a "good" level compared to a rushed one. I started to take my time to build more elaborate levels at this moment, I think (and I still was learning about NGLE’s new functions). Ten months wasn't that much considering the next levels I made, or that I'm making (except for "Koons Must Die!", which was built for an art class in less than 24h hours).

 

Miguel: I imagine that process was also why it took you almost two years to release Part 2 of "Search for the Golden Elephant". That level saw great reviews and a rating just over 9. It was praised for being innovative with a medipack creation system and a temperature timer. It is your only level in the Hall of Fame so far, which is a major achievement! What did you do differently to achieve such results with this release?

 

Lara_Fox_Croft:  I suppose I was more patient, and I worked more, especially on the gameplay aspect. Even if a lot of people complained about the backtracking, I tried to make a "non-linear" level, so that players can explore the level to find items. It took over one year of creation if I remember well. It was difficult to make this level, because the map was pretty big, and a lot of the buildings were explorable. I drew a map on paper before I made the gameplay/level; it was like an experiment to me. I tried to add some new things like temperature bars, another healing system with herbs (which was, in the end, pretty close to classic Tomb Raider), and I also tried to make a challenging puzzle with push-blocks. I had no idea how to use scripting in a good way, so the gameplay was pretty simple and nothing remarkable – what I call “key-door-switch-door-ish” gameplay. The really new thing about "Search for the Golden Elephant - Part 2: Inside Valek Ruins” was that I discovered Meta2TR, but I built the level in a quite classic way. I just enhanced the look with Meta2TR, which is a shame, but I learned a lot. Part 2 was pretty much a playground to me, to test things, like Meta2TR. I guess some people liked it, some people didn't. So far it is my only level that has reached the Hall of Fame… not the last one, I hope.

 

Miguel: Certainly not the last, as your demo for Part 3 is very highly rated. We'll get to that. Are you still using Meta2TR these days? What other software do you usually prefer?

 

Lara_Fox_Croft:  Yes I am. I really love this software because you can make some pretty nice things with it. Maybe for "Search for the Golden Elephant - Part 4” I will use Tomb Editor instead of Meta2TR/NGLE. It offers pretty much the same possibilities, but in an easier way. I also recently started to make animations with 3DS Max. I really enjoy it. I'm not very good at it, but it is still better than using the Wadmerger Animation tool. For textures, I love to edit/make these with Gimp2, which is a quite simple software for picture editing. For scripting, I really enjoy making things with NGLE/NG_center. It's amazing to see how many things you can do with some basic script skills. Sound editing with SFX Manager is pretty amazing too. Adding/editing samples in your wads is really useful, and it is very simple to use. I think that is pretty much it.

 

Miguel: That sounds like plenty! It always amazes me how much builders have to learn. Have you tried Tomb Editor? Why haven't you made the move to that more modern software if you're eventually willing to?

 

Lara_Fox_Croft: I tried it briefly, but as I started my levelset (Part 3) in NGLE, I wanted to finish it before building with Tomb Editor. I certainly will use it once I finish my project.

 

Miguel: Are you looking forward to the new Tomb Engine (TEN)? For readers who are not familiar, TEN is currently being developed and will hopefully provide a less buggy replacement engine for TR1 through 5.

 

Lara_Fox_Croft:  No, I'm not waiting for it. Until now I had no idea this was a project people are working on. Obviously, as a builder, I hope some talented people will release an amazing engine to replace TR4. But for now, I don't have much hope for it.

 

Miguel: As a player, I am excited for TEN even if I’m currently enjoying all sorts of levels. I just want it to be better for builders, so that more people create TRLEs, haha. Returning to your releases, your next level was "Koons must die!", just a few months after the second part of “Search for the Golden Elephant”. It was an art school project, and was a short, experimental level. It received good written reviews that did not correspond to the average numerical ratings, which were poor (a little over 3). How was it received in art school?

 

 

Lara_Fox_Croft:  Let's hope that TEN is out someday, for everyone. The reviews were pretty nice. The rating is quite low, but that makes sense to me as it's not a real level. I don't mind the rating. In my class we had to make a project about "kitsch". My teacher told me to do something I loved, so I chose to make a small TRLE. The level had to be short, because in this class we all had to present and explain our work in a few minutes. So, I placed my PC on a table, put a controller in my teacher's hand, and told him "that's it, now you play". I explained the controls to him and then he played it. He enjoyed it quite a lot, and as a fan of Jeff Koons he thought that it was funny to destroy his art. Plus the theoretical part was quite good, so I had a good mark, something like 15/20. I was pretty happy, so I decided to also release it for the public. I knew people would enjoy the 1-2 minutes in it, but I also knew that the rating would be bad. But as I said, I didn’t mind. If I could deactivate the rating on this level I would do it, as it doesn't really matter. The only point was to have people smiling while destroying Jeff Koons’ work.

 

Miguel: The name of the level is a bit problematic (because of the name of the artist, that is), but the level itself seems to have accomplished what it was meant to. As someone who enjoys art and who studied art, are there any perspectives to calling a Tomb Raider level an art form?

 

Lara_Fox_Croft:  I would say no, but video games are in my opinion a kind of art. Movies are a kind of art. Video games are pretty much the same thing, except that in video games you are an actor, not only a witness. Without you playing, the story won't progress. To me, video games are more art than cinema can be. Video games are a good medium, but for now (for what I know, I'm no expert), no video games (including TRLE levels) try to make the player think. For me, the closest level to a piece of art, even if I didn't enjoy it, was "The Ilinx Experience" by Alex Chap. This level plays on your nerves. You have an effect on the game and the game has an effect on you. The music, the graphics, everything was "strange", and seemed like it was meant to be grating. It seemed that the level had a purpose, and we, as players, could sense it. So it worked as a kind of art. Of course this is only my interpretation. Maybe TRLE can be a form of art if builders want it to be. TRLE, in the end, is only a medium… you can do whatever you want. Take a sheet of paper, draw on it. You can do what you want, you can make a nice cartoon, or you can make something that could make people think or disturb them. I believe art must be disruptive, disturbing, or make you think and ask yourself questions. It must have an impact on you. Every medium can be art.

 

Miguel: Very interesting perspective! The third part of your biggest project is your most recent release. There is a six year gap between Parts 2 and 3 of “Search for the Golden Elephant”. Did you abandon the project at some moments, or were you learning the skills you needed to perfect your building?

 

Lara_Fox_Croft: Actually, I only released a demo of the first level (I have seven levels in Part 3 for now). I've been working on it for years, over five years I think. I didn't abandon the project… I just put it on standby sometimes. A few months ago, my ex and I broke up. I had to take care of myself, so I stopped working on my adventure. Life can be harsh sometimes, and I was not in the mood to work on my level-set from time to time. I had to pause everything for a few weeks to a few months. When I work on my levels I try to improve things, so I have to run tests, such as making a cool-looking water. I also try to make new stuff, add new ideas... but I won't tell too much, to avoid any spoilers. It all takes a lot of time.

 

Miguel: I'm sure all that dedication and hard work will see recognition by the players! Your demo to Part 3 was very well received by the critics, as it is your highest rated release. It has new elements like hand-to-hand combat and new jump physics. What part of that demo was hardest to get right, just like you wanted it?

 

Lara_Fox_Croft: I wanted to make something new, in a Tomb Raider spirit. So, I tried to make new stuff inspired by recent Tomb Raider, Metal Gear Solid and Resident Evil games, like the hand-to-hand combat, new jump physics, a bit of storytelling, and some "logical" gameplay. It is not very simple to make things work in the correct way when you try something new. This is a big risk to take, because some players won't appreciate new things. I scored 6/10 on gameplay in a review because I changed Lara's abilities, the physics, and that I added hand-to-hand fights, etc, etc. I take a 6 as an offense, because it is "quite correct", but not "good enough". But it is a demo. Let's hope players will see the "full picture" when they play the full Part 3. The hardest thing is to make levels that feel logical and quite realistic (as far as I can do with TR4 engine), yet still keep the "Tomb Raider feeling" with exploration and puzzles. I'm not even close to being a good builder, but I'm trying to improve, and it is hard to keep improving. I believe that when people play the full version of Part 3, they will feel that I kept improving from one level to the next. I really hope players will enjoy it. I don't really seek recognition; I think I started TRLE way too late for that. I'm not good enough for people to see me as someone like Titak, Psiko, Teme9 or Magplus, because I'm far from being that talented. I accept this. I just hope players will appreciate the game… I don't ask for more.

 

Miguel: It's good of you to keep humble. I don't think that those builders (or any builders) are that more talented than others. I think some appeal to a broader audience with their talent and taste. Others are best for a target audience, but do not get so much praise from the players. Diversity is good and keeps TRLE alive! You are also a reviewer on TRLE.net, so you must know exactly what I'm talking about. In fact, you have reviewed nearly 100 levels. What motivates you to play and review, even while you're building your own levels?

 

Lara_Fox_Croft: I was a player before becoming a builder, so I enjoy playing sometimes. You can get inspiration, or just be admirative of the work of others. You can also try to give hints to builders about how to improve. Plus, as a builder, I can understand how things can work, so it is pretty interesting. I also believe that reviewers are important in this community. When I started to play TRLE levels, I paid attention to their ratings. I guess some people do the same. Reviewing is a good way to keep the community alive. Sometimes there are fights between some people, sometimes people agree together… It is a reflection of social life. Playing and reviewing (even if it is pretty rare for me) is a contribution to the community. It is as important as building levels. Players need builders, and builders need players, I think.

 

Miguel: I totally agree with that. You are now working on the full version of “Search for the Golden Elephant - Part 3”. What’s next for the final installment? What does the future hold for you? Any more level-set projects? More reviews to come?

 

Lara_Fox_Croft: Part 3 will finish with Lara escaping the base. In Part 4, she will have to find the relic she's looking for. I already know what I am going to do… it is going to be way different than Parts 1 to 3. Plus, I'd love to make a Christmas level based on music. I have some ideas for projects. So I won't stop building anytime soon, hopefully.

 

Miguel: Do you think you'll get that Christmas level released as one of the future Advent Calendars, if you can? What do you think of these community holiday efforts?

 

Lara_Fox_Croft: I'd love to be part of the Advent Calendar event. I usually love these kinds of efforts, as it keeps the community interested and alive.

 

Miguel: I'm betting the Advent Calendar organizers will read this, and you'll get your chance! What about competitions? You've never taken part in one. Is there a particular reason for it? Is it because some of the more popular ones are "too classic" for your approach and taste?

 

Lara_Fox_Croft: I won't have time this year for the Advent Calendar event. I take around a year to build a level, so maybe next year. About competitions: on one hand I'm not a big fan of "too classic" competitions. On the other hand, I don't feel good enough to participate. Making my levels, freely with no deadlines, is what I prefer, even if I won't win anything this way.

 

Miguel: Maybe one day you'll participate in a smaller-scaled competition, like the "One Room Contest". That could be adjusted to your style. Earlier you talked about how your little sister tested some of your earlier levels for you. Tell me a little bit about the role of Tomb Raider in your "real" life, outside of the online community. Are there people with whom you share your work today? Does your sister still play?

 

Lara_Fox_Croft: My sister is no longer playing my levels, but sometimes I talk to her about my projects. She used to test my levels and she also played many other levels on trle.net. She loved house levels and Christmas levels, if I remember well. Yes, I do talk about my TRLE work with some people. It is interesting if I don't talk too much about it. I have a friend that is very interested in my adventure… He knows more about the adventure than almost anyone. Sometimes I'm even surprised that he understands how things could work with scripting. At school I made an exposé to my classmates in English about making levels. Talking/sharing about TRLE is always a nice thing to do, I think. In general, I love to speak about video games and particularly Tomb Raider.

 

Miguel: It is very cool that you enjoy sharing your Tomb Raider passion within social contexts outside of our TRLE community. After all these years (over twenty-five!) since the original Tomb Raider release, do you still think that it has a place within gaming? I mean not only historically, but also as a living franchise, and as a continuous TRLE living entity?

 

Lara_Fox_Croft: I believe that Tomb Raider will keep living for years, even if we don't have official Tomb Raider games very often. We had a movie a few years ago; the Tomb Raider community is still here. So, I think that if Square Enix listens a bit to the fans they can still make money out of this franchise. About TRLE: with people working hard on improving the editor, and people playing/building levels, we (the community) will stay together for a long time I think and keep Tomb Raider alive.

 

Miguel: We can agree on that, Anthony! In this lively community, who do you feel has inspired and influenced you as a builder?

 

Lara_Fox_Croft:  First of all, I would say Paolone for making NGLE. Working with the original TRLE would have been horrible to me. About people I know, I think that Magplus and Bigfoot are the people that inspire me the most.  They became good friends over the years, even to this day. I think that Justin is also someone that makes me want to work harder on my project.

People supporting innovation, like SrDanielPonces (who recommended me to use 3DS Max for animations), Joey Quint and DJ Full pushed me in the right direction. They encourage me to do what I want, no matter what people may think. All these people are important to me (even if they don't know it), as they pushed me to improve.

 

Miguel: What a good bunch of people you've chosen to honor! You have never collaborated on a level before. Is that something you would consider doing in the future? Or someone with whom you'd especially like to work with?

 

Lara_Fox_Croft: I could, but collaborations can lead to a bunch of different types of levels that usually don’t have the same style. When you finish a level and enter the next one, you feel that it is not the same style, and you know it is not the same builder. Level-sets made this way is not the way I would proceed. If I had to work on this type of project, I would work on something precise in every level of the set - not making one level for the set. I love reshaping levels with Meta2TR… maybe I would do that.

 

Miguel: We're getting to the end of the interview. I just have a couple more questions for you. First, are there any levels you have worked on, but remain unreleased? If so, why?

 

Lara_Fox_Croft: No, I don’t. I really like to finish what I start, so I don’t have any unfinished level.

 

Miguel: That's commitment! It was a pleasure getting to know you a bit, and to know your perspectives. Thank you for your time, Anthony Fauquant! To wrap the interview up, would you tell us what your message is for all future players and builders in the TRLE community?

 

Lara_Fox_Croft: I’d like to wish luck and courage to everyone, as we’re all going through some hard things. Tomb Raider and especially TRLE is a good occasion to forget about reality and our problems for a little moment. So please, people: make levels, play levels, and enjoy every little thing.