Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Wednesday, 30 June 2021

Raymond Croft (@rayXcroft) is a cosplaying legend in the Tomb Raider world. Not only has he represented the Tomb Raider brand as an Official Cosplay Ambassador, stepping into Lara's boots for the Shadow of the Tomb Raider Reveal Event, E3 2018, and San Diego Comic-Con 2018, but he has also been a hugely positive force in the community. His charm and passion for the series that he grew up with clearly shines through in everything he does, and Lara's passion for adventure has obviously influenced him greatly; from how he approaches new challenges with both feet to even how he decorates his house. 

Two years ago, Raymond and a group of friends took on a new challenge, this time to create a live-action trailer inspired by Tomb Raider: The Last Revelation. For the project, he took on a long and varied list of roles including writing, directing, producing and starring and put a lot of love into making it a reality.
Spanning two and a half minutes, the end result is a love letter to Lara's late 90s adventures with close combat fight scenes, iconic outfits, dual pistols, breathtaking landscapes, and Lara doing what she does best... and dooming the world in the meantime. 

For the piece, Raymond worked with a talented group to help bring his vision to life. Included was fellow cosplayer and Tomb Raider Cosplay Ambassador, Saylum Croft, who perfectly stepped into the role of Von Croy, Lara's former mentor. Starring alongside was Jordan Baylon and German Santos who stepped in as Lara's foes. Cinematography was by Xander Bissell, the Drone Operator was by Olly Nite, the Editor was Marc Schneider. For the film, Dr Marina Escolanlo-Poveda, from the University of Liverpool was the team's Egyptological Adviser. Giving the trailer's final perfect tweaks was VFX Artist, Tariq Mehmood, with music provided by Colossal Trailer Music.

As it's a big year for Tomb Raider, we wanted to go back and focus on some of the projects that we absolutely loved. We recently sat down with Raymond Croft to talk about bringing together the project and the work that went into it. 


Thank you for talking to us about your project. My first question has to be, as it’s been over a week since your Wrath of Seth trailer launched, how have you been finding the reaction?


Even now after almost two years I still get an overwhelming amount of support from Tomb Raider fans regarding Wrath of Seth. This was such a huge project for myself and my team to tackle, and what mattered most is that myself and my team were happy with the work we had put out. It is a bonus that it was so loved by the Tomb Raider community. I also think that it shows there are many various ways that life can be found within the classic timelines.

There was so much to see in just those two and a half minutes. What scene (or scenes) are you most proud of?


The scene I am most proud of would have to be the Von Croy(Seth) and Croft face off in the desert. It was a tricky scent to film. One, because Saylum had to walk through the desert in heels while pretending to conduct a sandstorm, which I must say she pulled off effortlessly. Two, there is a part where I had to pull out my very real machete and jab it into the ground. The problem here was that in this scene I had my goggles on and I couldn’t see out of them, so I had to be very conscious about my hand placement as I didn’t want to hurt myself or anyone around me while pretending to be carried away by a gust of wind and sand. Very happy with how the scene turned out.


What was the most challenging aspect of filming the trailer?


Usually, when trailers are filmed, the footage is taken from an already filmed movie. Since I knew I only wanted to create a trailer, I had to create a full script that followed the outline of an action trailer and cut it down within the span of two minutes. It was challenging because I wanted to include so much within the trailer and script, but a lot of it had to be cut down to fit within the timeline of the trailer. Challenging, but I believed it came out perfect.



Where did you film your outside scenes and how did you decide the location?


We filmed in three different locations across California the first was at the Salton Sea, the second was at the Pismo Beach Sand Dunes, and the third was on a hiking trail in Tarzana. I wanted very specific locations that would give off a deserted, nature has reclaimed the land vibe. Since my fan trailer takes place two years after the events of The Last Revelation in a world where Seth wins, I thought it would be interesting to show locations where it would look like Seth had taken over the world.


 Saylum makes a brilliant Von Croy, how was it decided that she would be cast as Lara’s former mentor and new nemesis?


Wasn’t she PERFECT? She is my favorite part of the trailer from her look to her acting as the sinister Seth. Saylum and I had been friends for quite some time now and I thought that it would be a great opportunity for us to work on something as ambitious as Wrath of Seth. Since I am a genderbend version of Lara Croft I thought it would be interesting to have a genderbend version of a possessed Von Croy to see what that dynamic would be like. I think it turned out great!

"Wrath of Seth" is loosely based on Tomb Raider IV: The Last Revelation, what was it about the game that you made you want to pay homage to that title specifically?


The idea really came to me when I was thinking of all the times Lara saved the world, and I just had a thought one day; “What if she didn’t?”. I wanted to see a Tomb Raider world through a post-apocalyptic lens. I chose Last Revelation to base this idea on because this is when Lara sets the apocalypse into motion with an enemy that has such a strong and sinister presence. I felt like it would be fun to explore and play with that story specifically because I felt it would be interesting that the world came into ruin, and it was ultimately Croft’s fault.


While exploration, characters, and death-defying situations were at the heart of the trailer, there were a few hands-on fight scenes. A number of fellow fan film creators who have included similar scenes found that they can be a little daunting. The ones in your trailer were extremely sleek, but how did you feel when deciding to include those scenes, choreograph it, and then finally filming it?


Hand to hand combat scenes are very hard to film. There are many aspects within them that you must remember whilst also trying to make it look and feel real. You want to make it look sleek and real, but you also want to make sure that no one gets hurt. You have to have an idea of where the camera is without making it look like you know you are being filmed. My cameraman and cinematographer, Xander Bissell, was excellent at capturing these scenes and aided the realism through his camerawork. It was ultimately challenging, and it took many takes to get the perfect shot, but it was all worth it in the end.

In the trailer’s credits, you give a shoutout to Dr. Marina Escolanlo-Poveda who was an Egyptological Adviser for the trailer. How did you two meet and how did they become involved in the project? 


So glad you noticed Dr Marina. Doctor Marina is a Tomb Raider fan who is also an archaeologist and a professor. I have yet to meet her in person, but I have been following her for some time now and thought it would be great to have her on board to make sure we were as accurate with Egyptian lore and mythology as possible. She helped immensely when it came to conducting hieroglyphs for Wrath of Seth. At the end of the trailer, there are hieroglyphs that turn into the words “Wrath of Seth” She was the one that sent me the hieroglyphs that translate to Wrath of Seth. It was very fun to work with her. I also learned a lot myself.


What projects can we look forward from you next?


I have a few Tomb Raider projects that I would like to see come into fruition. Cosplaying Lara is something I really love to do, and I do not see myself stopping anytime soon. Nothing I can speak on at the moment, but stay tuned.


A huge thank you Raymond for talking to us! And a huge congratulations to him and the Wrath of Seth team for an amazing video. You can check out the trailer on Raymond's YouTube channel and follow his adventures on Twtter, @rayXcroft.

Wednesday, 13 May 2020

For many fans who grew up with the classic titles, there are those moments that are embedded in our memories, such as stepping into the Atlantean stronghold or evading the Damned in Aldwych Station. Personally, for me, the first level of "Tomb Raider III" will always be ingrained in my memory after repeatedly retreading those levels as a kid. Those moments are larger than life in our memories. Which is why discovering Crofty's incredible photoshoots, inspired by those classic games, was such a treat. It brought the games to life in such a unique way and really captured the feel of the levels she was inspired to recreate.

Crofty is not alone, with her is an impressive team to help get that look just right; Pablo (Creative Director and Producer) and Marino (Photographer and VFX Artist). 

The photoshoots are mindblowing, creating a look which feels like she has just stepped out of the games. From Crofty's natural instinct for the character to Pablo's ideas, and Marino's creativeness, they work hard to bring photos that capture that certain atmosphere we all know.

While her growing collection of Tomb Raider merchandise celebrates the full twenty-five-year history of the franchise, she has a particular love for those early adventures, having grown up with the series from a young age. Earlier this year, that passion led her to create her own space on the internet to share her photoshoots with fellow fans. 

Location: Anaga, Tenerife

We recently had the pleasure of talking to Crofty about her adventures in front of the camera, and how Tomb Raider has influenced her life. 

Can you tell us a little about yourself?

I am from Spain, I'm 30 years old, now I am in Tenerife (Canary Islands) but when I'm not doing my cosplay, I work as a deckhand. I really love that job because is kind of adventurous, extremely active and you can travel. Normally I work on Summer, and the other half of the year I focus on other projects, mostly Lara Croft world.


How and when did you become a Tomb Raider fan?

I was ten, and I saw an ad on TV. I saw that strong, sexy and badass girl, exploring tombs; she got my total attention! I definitely wanted to play that game...I think it was the release of Tomb Raider III. I told my mom if we can go to the video club to get that game. I was walking around the shelves when I saw the cover of Tomb Raider I and I said to my mom "it's that girl!"...and here you have me now. Jajajaj! 20 years later, still totally obsessed with Lara Croft. I think my life wouldn't be the same if Lara wouldn't exist; she shaped me as I am today.


What made you want to step into Lara's boots and start cosplaying? 

Every time I had the chance to get dress as her I did, but it wasn't something important, just to have fun. Deep in my mind, I wanted to have a personal website dedicated only to Lara Croft but I didn't have much time, nor locations, or a photographer. Now my situation has changed, lucky me. I have found a great and professional team and I decided to do what I always wanted, my tribute to Lara Croft. I knew it would take time and a bit of money to do it, but I was looking for something special, something different. Not only posing as Lara Croft but to tell her story through my pics.

Location: Barranco de Badajoz, Tenerife

What has been your favourite Lara Croft outfit to wear and why? 

I love the Nevada, Sola wetsuit and London outfits. I am working in the last one right now. Why I love them? Hmm...Nevada is sexy and the military touch is just perfect. I enjoyed so much playing the Maria Doria levels and seeing Lara with that outfit, the same with London. I can't really tell you a reason, maybe it's because of my memories? I just love them! Jajaja.


All of your outfits and props are incredibly detailed! Do you create them yourself or do you collaborate with someone else? 

I make the props, items and gunbelts but with the clothes, I look on the internet for something very similar and then I adjust it and change it to be as accurate as it can. I don't sew, only little things by hand, because when it's a big job, I have a friend who is a dressmaker so I give my clothes to her.

[When] making the props I use differents materials...such as modelling paste, wood, metal, plastic, cardboard....for some items I use cheap materials...coz most of the time they are a little thing in my pics. If they have an important role, I use better materials. It depends a little... but for the artifacts I use the material I think that would look more realistic. For example, the Scion is made in metal, the Philosopher's Stone is a real gemstone, the Talion is made in wood etc..

Location: Playa De La Montaña Pelada, Tenerife

For your cosplays, you also have a team working behind the scenes; Pablo (Creative Director and Producer) and Marino (Photographer and VFX Artist), how did they get involved with the project and what is it like working as a team?
 
I aways say Crofty wouldn't exist without them! I put the face, but those two do a lot more that people can see. I've spent hours with Pablo creating new ideas, how to make the pics tell something, from what angle. etc. And I have been talking with Marino about what he can do in Photoshop and whatnot, if we have to use a studio set or exterior location. Not to mention how many hours he spends in front of the computer to get the final result. I am very lucky of how patient they are...my photo sessions are very compact! We have been even 5 hours straight at the studio or spending the whole day outside; some locations in the morning and them the rest in the afternoon. We three work well because we all are perfectionist so we understand each other.

Has there ever been a shoot which was especially challenging, and if so why? 

For now, I would say Rome, from Tomb Raider 5 (Chronicles). We were taking those pics in the middle of La Laguna (a town in Tenerife). I was frozen in that dress and the cars were driving past almost every two minutes! Those pics need more time because of the light, so the shot is slower. We had to wait for the street to be empty to take the shots. Then with the Scooter, that was difficult too, because we had to incline it in the middle of street (that pic is not published yet). In fact, when we were with that shot, the police came to us and we had to stop, lucky for us the shot was already taken! 

Location: La Laguna, Tenerife

The backgrounds for your photoshoots have been spot on and instantly recognizable as levels of the Classic games. For the photoshoots you had on-location, how were those locations selected and how did it feel shooting outdoors compared to a studio setting? 

Around one year ago I was planning the exterior shots. I looked on the internet for locations all around Spain. One of the best things that Tenerife has is different environments. On one island you can find beaches, mountains, jungle. It's awesome!. I have more locations on other islands and in the Iberian Peninsula too, but they have to wait for the next season.

The exterior shots are always more challenging because sometimes we have to do some trekking before we arrive to the right place, we have to plan the whole day. However, the studio shots are more direct but more demanding.


Do you have any upcoming cosplaying or Tomb Raider related adventures lined up? 

Yes, of course, I have plenty of ideas, a huge list. What you see on my website is just the beginning! Jajajaja. But I need to go bit by bit. My next project is Tomb Raider IV.



A huge thank you to Crofty for sitting down with us and talking about her work! You can follow her adventures on Facebook, Instagram and Twitter. And make sure to check out her website at Crofty.com, it's packed full of amazing content and new photos. 


Thursday, 6 September 2018

A little while ago, I spoke to the wonderful and talented Hannah Templer (Fisher), an artist from Seattle, USA, whose gorgeous work has appeared on numerous comic covers including the most recent Tomb Raider comic arcs, Survivor's Crusade and Inferno

It was an absolute pleasure to talk about her work across email; from the first time I saw the artwork, I instantly fell in love with it and stayed a fan since. The work has also captured the interest of the community, and stood out in the series with its bold shades and unique style.

The pieces embraced the feel of adventure and melded the classic with the reboot titles perfectly, with the character artwork feeling authentically Lara and capturing that nostalgic atmosphere that transports fans back to the earlier titles. Hannah's style blends all that with the imaginative and jaw-dropping use of colour which highlights the cover on the comic rack and brings something distinctively and uniquely "Hannah" to the pieces.

[Click HERE to see the full cover]. Tomb Raider Issue #13 / Issue #3 of Survivor's Crusade.

In addition to her work with the Tomb Raider series, some of Hannah's previous work include designs for Cosmoknights, Jem and the Holograms, Overgrown, Saturina Lookbook, Queer Grease Zine and Penny Candy, plus comic covers for Shadowman #6 (Valiant Comics), Jem & The Holograms: DIMENSIONS #4 (IDW), Arya #3 (Antarctic Press). She has a utterly stunning portfoilo!

Hannah very kindly took time out of her day recently to talk about the process of creating her Tomb Raider covers and her inspirations as an artist. Check out our conversation with her below!


Where did you get your passion for art and what made you want to pursue a career as an artist?

I started seriously pursuing drawing when I was 11 years old – it was actually Digimon that got me started (I loved all the monster designs and used to copy them out of a book). And when the movie Atlantis: The Lost Empire came out I was really inspired by the visuals and character designs – it was then I knew I wanted to be an artist!

What has inspired you and your styles over the years?

A lot of early 2000s movies like Treasure Planet, The Mummy, The Matrix sequels, etc. made a huge impact on me – I feel like my design sensibilities and tastes grew out of an updated take on that decade’s aesthetic. I also love the work of Gerald Brom – I used to pore over his fantasy oil paintings for hours as a kid and still reference his work regularly now when I’m looking for inspiration. I try to take the stories and characters that got me really excited as a kid and the stuff I find really self-indulgent and fun now and reshape them in my own style – often and preferably with women at the helm.

Tomb Raider Issue #20 / Issue #4 of Inferno.

How did you become an artist for the Tomb Raider comic covers?

I believe an editor at Dark Horse came across my work a couple years ago when they were looking at new cover artists for the series. I feature strong women prominently in all my work and that’s ultimately what caught their eye!


How familiar were you with the character of Lara Croft before your work with Dark Horse?

Fairly familiar! I played the 1996 PC game when I was a kid and loved the first Tomb Raider movie (it falls right into that campy early 2000s genre I am still so fond of) – and I’ve been keeping up with the recent games and comics as well. I’ve always loved what she represents as a strong female protagonist, even more so as the handling of her character has transformed and matured over time.


Can you describe your creative process? How long does it take for you to create a cover?

Generally I receive the script or outline for the comic with one or two quick ideas for what might be on the cover from the editor. Then I sit down and come up with 3-4 rough sketches to get my ideas across. The team then picks one of those, gives me notes/feedback if they have any, and I run with it. A cover usually takes me a few days spread over three weeks or so.

Courtesy of Hannah. Initial sketches and final design for Issue #14 / Issue #2 of Survivor's Crusade.

How much control did you have over the cover designs?

I got a fair amount of stylistic freedom – obviously Lara had to be on model and the concept had to match the script, but after the rough initial sketches were approved I got a lot of trust for producing the artwork! My ideal way to work.


Which Tomb Raider cover was your favourite to design and why?

My favorite was #2 in the Inferno series – it’s one of the more iconic covers and came together really smoothly. I think it really showcases the character Lara has become and highlights her strength and resilience, while also playing to my own artistic strengths of bold colors and rhythmic linework. I really enjoyed working on it!


What projects can we look forward to seeing from you next?

A lot of what I’m working on is unannounced – an original graphic novel as well as lots of really cool covers! More news to come in the next few months. The best way to keep up with what I do is on Twitter (@hannahtempler).

Tomb Raider Issue #18 / Issue #2 of Inferno.

A huge thank you to Hannah for taking the time to talk to us! 
You can follow her adventures on Twitter!

Monday, 14 December 2015

In celebration of Lara Croft GO's launch, four cosplayers from the UK were recruited to promote the game in a new and interesting way. Each of the ladies were given three iPad Minis, a travel card and a route on the London Underground. Instructions on how to win a tablet from one of the Laras was hidden in copies of the Metro, a free newspaper offered to commuters at various stations. Inside the paper, it was revealed that you could win a tablet if you tell the password "Lara Croft GO" to a Lara on their travels across the city.

Being from London, I had an immediate interest in the promotional event. I also had some questions about their experiences and their thoughts on the day. For this article, I had the pleasure of talking to Rachel (Athora), Helen and Laura. A huge thank you to them for taking time out of their busy life to talk about this.
Photo from the Official Tomb Raider Blog.

One thing which stands out immediately from their interviews was how the project came about. There wasn't one email that was sent around, and each Lara was contacted at different times; a clear sign that this event spent a long time in a developmental stage, probably because this wasn't a stand-alone TR cosplay event.



The Cosplayers


For Helen, her invitation came during a cosplayer gathering over the Summer. "I attended the Tomb Raider meet up at Gamescom and Meagan [Senior Community Manager at Crystal Dynamics] came up to me to offer the role. I was taken by surprise but of course I said yes." Helen's motivation for taking part in the event came from following the series at an early age. " I grew up with the Tomb Raider models, wishing I could be like one of those" Each year, until 2009, Eidos employed a spokesperson to promote the brand as an official Lara Croft model. The lady chosen would portray Lara at various press events and conventions, taking part in photoshoots and interviews. After the release of Tomb Raider Underworld in 2008, the decade-long tradition ended with gymnast, Alison Carroll. In recent years, the tradition returned as something new, with a larger focus on cosplayers and the community promoting the series.

Rachel, also known online as Athora, has been involved in the cosplaying community for several years now. While she's accurately crafted outfits inspired by Belle (from Beauty and the Beast) and Wonder Woman, she's perhaps most know for her portrayal of Lara Croft. In her interview, she recalls getting the initial invite, "I was approached by [Meagan] to become involved with helping to promote the game and the Tomb Raider Cosplay community, as their official UK representative at Eurogamer Expo, which was held in Birmingham in September. As their Official Lara Croft cosplayer I was also offered to help promote Lara Croft GO for an agency."


Lisa's Photo by Justice Pictures UK / Helen's Photo by Darren Rowley Photography / Rachel's Photo by Darren Rowley Photography / Laura's Photo by Darren Rowley Photography

Laura's involvement in the Lara Croft GO event started with a surprise email asking if she would interested in taking part; "Lynn Daniel from 'Brown Betty' contacted me, Lisa and Helen via e-mail, after Rachel forwarded our details, asking if we'd be interested in the PR stunt for Square Enix." Laura's journey in cosplay began gradually; at first she put together a Lara Croft outfit for a school graduation fancy dress party at the age of fifteen. "A few years later, for a bit of fun, I wore that costume at a local beach and put the pictures on Facebook, where Sara [Croft] of Lara Croft Cosplay found me. I made the Doppelgänger outfit from Tomb Raider Underworld that Halloween and then Sara really helped me get into cosplay properly; my first full cosplay was Lara Croft from the 2013 rebooted Tomb Raider."


Preparation


For some of the Laras, this was the first time that they would be officially promoting a Tomb Raider/Lara Croft title at an event. Most of the costume preparation would have to wait until the big day, but there were a few things that could be done in the lead up to it.

As the event was going to be photographed, each Lara had to look similar which meant that Square Enix would supply the vest and shorts, ensuring that the colour matched. Helen recalls:"Myself, Laura, Rachel and Lisa just needed to provide a backpack, boots, holster and gloves. I made myself a backpack a couple of days before I travelled down to London with the help of Laura."

"I first made my costume extra durable so there was less chance of anything breaking if I happened to accidentally brush past somebody on the cramped tubes!" Rachel describes, "luckily my costume held up. I also ensured that my costume was safe so nothing could snag on anyone; that's one thing I often try to be weary of, even at conventions. I spoke to other Official Lara Croft Cosplayers and asked for their advice. Never be afraid to ask for advice, especially from those who have been doing it for many years! The best advice I received was 'Smile like you're a Disney Princess'"
Photo from the Official Tomb Raider Blog

Another important element of the event was punctuality. Many of the Laras lived outside of London and needed to travel into town to promote the game. The tour across London would begin just after the large morning rush hour, but before then each Lara had to get to reach the office. As Helen describes "I do sometimes get panic attacks and made sure my trip down was nice and calm as possible, just in case! Luckily all was okay! I stayed with some relatives for the weekend and that was it really apart from the night before; I was sat finishing edges on my bag while using a Korean sheet face mask!"

For Laura, she had quite a ways to travel, something which would have been impossible on the day. To take part in the event, she had to find an alternative solution, "As I was travelling from the North East and the journey was eight and a half hours, I stayed with some relatives, so I went down a couple of days early. I had to get a train in to the offices at 5.42am, so I made sure I got plenty of rest the night before and had a coffee when I got there! "



The Event


Before the day could begin, the cosplayers had a meet up point in London where they would get their Lara Croft gear on and would be walked through the schedule. Recalling the morning, Laura commented on how the team prioritized the cosplayers. "The Brown Betty team were very friendly and welcoming, they made sure we had everything we needed and that we all felt comfortable. They got each of us hot drinks and a copy of the 'Metro' newspaper with the Lara Croft GO feature while we were getting our makeup done in the morning. I've never had my makeup done professionally before so that was lovely! "
Photo from the Official Tomb Raider Blog.

Once in Lara Croft gear, the team began their journey, pausing momentarily at Farringdon Station for promotional photographs. As a group they travelled from the station to Kings Cross where they split up and went on different underground lines."We all departed from the same station and went off on separate tube lines during the event, there were four of us dressed as Lara, each with our own escort." Rachel begins, "We were then instructed to meet back at the office once we'd handed out all of our iPads. The team had our travel cards ready for the day, before we left, and they ensured we were all comfortable and happy and that we knew what we were doing so the day ran smoothly."

Each cosplayer had three iPad Minis to give away, a total of twelve overall, but with the Laras travelling in different directions, the devices were soon in the hands of the public. "As I stepped off the train [at King's Cross] I had my first winner. Rounding the corner the second, and as I got pictures with him, the third and final winner approached. So the prize-giving was over rather rapidly for me! People were still running up to me to say 'Lara Croft GO' and I had to tell them that I had no more prizes but most people just seemed happy enough to 'meet Lara Croft', it was a great feeling."
Photo from the official Tomb Raider Blog.

Helen faced a similar situation. "I think I had around 7 people approach me within 25 minutes, obviously only the first three won the iPads. Some of the people had a real nostalgia trip and were just as happy to get a picture with Lara Croft! Many of the passengers looked on and knew who I was cosplaying as even if they didn’t approach me to whisper the password ‘Lara Croft GO’."

For the cosplayers, the event ended pretty soon after setting out, and they made their way back to the studios where they reconvened with the others in the group. Reflecting on the morning, Helen describes the adventure as a "fantastic event that really worked for what the game represented. Lara Croft GO harks back to the classic aesthetics and is all about experiencing Tomb Raider on the go. So by having a Lara on the tube travelling around London, it is a visual representation. All the iPads were snapped up pretty quickly, so it is nice to know that the advertisement in the Metro had an impact and that people were actively on the look out. Also we avoided a potential tube strike which was pure luck!"

Photography by Metro / Image via Athora Cosplay.
 

The day seemed to be a success with a smooth journey, and was relatively stress free. Commenting on how the event felt, Rachel describes her experiences and her thoughts.. "I was first apprehensive as I didn't know how we would be received by the public, as you're travelling through the tube stations during peak times you could bump into a variety of people, both nice and not so nice! But once we were down in the tubes and adrenaline kicked in I was really enjoying myself. I think it rubbed off on other people too as many looked up and smiled, I was even called beautiful! I think the day went superbly. The lucky winners were ecstatic with their prizes and I'm so glad I helped to make people's day. One guy even said it was his last day at work, on top of winning an iPad! The smile on peoples faces as they walked away with their prizes was so satisfying, it made me feel great"

 


The Topic of Safety


When I contacted the group, I told them about that I would be discussing the topic of safety during the article, to make sure they were okay with it. The London Underground is safe but it doesn't always feel welcoming, and sometimes when I've travelled on it, there's been a guy testing boundaries or just general creepiness. When I first heard of the event, I was slightly concerned about safety. I didn't think that anything was going to happen, but I didn't want the Laras to be in that position of promoting the brand and feeling as though, because they were in that role, that they had to be nice to intimidating characters.
Promotional advert for the event.

The first person I talked to was Meagan Marie (Senior Community Manager at Crystal Dynamics). I messaged her to make sure that I could write about the Lara Croft GO event and conduct interviews with the cosplayers, and that there was no contract or paperwork which prevented that. I also mentioned that I had wanted to ask about safety in the interviews. Along with a green light, she also illuminated how safety was a primary focus that remained throughout the planning and the event. The cosplayers were accompanied by a guide who would make sure that the event went smoothly, and that they would be the ones with the iPad Minis, not the Laras.

Admittedly as soon as I heard that Meagan was part of the preparation, the situation changed in my mind. She has led several cosplay gatherings and appeared as a special guest in costume at numerous events. A couple of years ago she spoke about treatment of women in the gaming industry in a blog post entitled "What Would You Do If You Weren't Afraid" which also covered cosplay. Her passion for the hobby is matched by her knowledge of the scene, and her experiences gives her a insight into how cosplay events can be improved to ensure everyone has fun and feels safe.

In addition to Meagan, I also talked to the Laras about any concerns they had during the event and if they felt safe. Talking to Helen, she describes "I had a minder with me at all times, as did all the other Laras. I knew if I felt panicky or uncomfortable then we could stop for a bit; but I felt very safe throughout and it was just like travelling to a convention in all honesty. I was made aware of all the safety procedures before I agreed to the event so I knew everything would be in hand and I wasn’t going to be left alone. "
Photo by Metro via Athora's Cosplay FB page.

Helen also spoke about the possibly of changed plans or anything that would disrupt getting to the offices or the Underground on the day, as well as the role of their guides. "There was also emails before the event checking that we were all okay costume wise and what would happen if the tube strike went ahead, so that we wouldn’t travel to London and find that plans had changed. Our minders also made sure we were okay while we were travelling around and kept an eye out just in case anyone decided to be a little creepy or was harassed. Thankfully, plan A worked out perfectly and we all had a great time and lots of laughs."


Future Projects


Of course I couldn't have a cosplay feature without asking them about their upcoming projects! Speaking to the three ladies, it was nice to see some overlap with the project, and how they continue to pursue Tomb Raider inspired cosplays.

For Rachel, her next project will be about refining some of her older projects, and improving upon them; "I'm planning on reworking my Rise of the Tomb Raider costume, I'm also thinking of doing a classic Lara costume in the near future too!"

(You can follow Rachel's adventures on Facebook and Instagram.)

Rachel and Laura share a similar goal, with a new cosplay inspired by Lara's latest adventure. "I'm currently working on Lara Croft from the upcoming 'Rise of the Tomb Raider' and my next planned cosplay is Xiuying Hong from Shenmue II. "

(To keep up to date on Laura's future cosplays, follow her on Facebook, Twitter and deviantArt)

With Helen, she recently celebrated the completion of her new TR outfit, which you can see photos of from EGX (Eurogamer Expo) in Birmingham. "The next on my list is Aloy from Horizon: Zero Dawn and I am redoing my GLaDOS for competition next year. I’ll finally get around to doing a Rise cosplay next summer."

(Check out Helen's previous and upcoming adventures on Twitter and Facebook.)

A huge thank you to Rachel, Laura and Helen for taking the time to do the interviews. It was great hearing about your experiences from the event.


Sunday, 8 November 2015

[Warning! Minor Spoilers, although the piece focuses more on Crystal's approach to tomb design rather than detailed examples and locations.]

As part of the E3 Ambassador Program, I wrote an article for the official Tomb Raider blog about the reemergence of tombs in the latest installment of the franchise. After listening to fan feedback from the previous game, the team at Crystal focused on expanding these areas, making them more complex and captivating. For the piece I had the pleasure of interviewing Jeff Wajcs, Senior Designer at Crystal Dynamics. I am so happy with how the interview turned out, the answers that Jeff gave were not only informative but there was a clear passion and genuine interest behind the words.

Parts of the interview can be seen in the Return to Tombs article, but I am excited to be allowed to share with you the full interview below. A huge thank you to Meagan to arranging the interview and Jeff for the fantastic answers:


What types of tombs can players expect to encounter in the game? And how to do they differ from each other?


Jeff Wajcs: We have the main critical path tombs the optional challenge tombs. The critical tombs are bigger than ever and feature a variety of gameplay, themed around big puzzles. Additionally, there will also be exploration, combat, and traversal in these spaces, along with collectibles to find. Challenge Tombs are smaller and focus primarily on puzzles. Traps and other dangers appear in both, so Lara will have to stay on her toes no matter which sort of tomb she is raiding.


You’ve announced that you want to improve the tomb experience from the previous game, what is your design philosophy for the new game?


Jeff Wajcs: Besides just having more tombs in general, we have a new philosophy for critical path tombs. Every critical path tomb throws one “big problem” at Lara. She needs to solve a series of puzzles in order to chip away at the “big problem,” bit by bit. We also refer to this as “nested puzzles.” This philosophy lets us insert traversal and combat challenges in the moments between puzzles, and helps us balance the pacing without compromising the puzzle theme of the level. This also puts the puzzles into much larger spaces to explore, and Lara will be able to return to them later to find everything she missed on her first time through.



Has the Next Gen technology and graphics expanded the potential of tombs and puzzles in Rise of the Tomb Raider?


Jeff Wajcs: You bet! Water is one of my favorite things to use for puzzles, and you’ll see a lot of new next gen materials and FX on display. Lara will need to use the different physics of water to solve a wide variety of puzzles. There are changing water levels, water currents, water used as weight, water powering machines- there’s a lot. And Lara will be able to swim around freely in it for this game!

 

 

What is the developmental process for planning and creating tombs? Can you walk us through the workflow?


Jeff Wajcs: There’s no formula for coming up with puzzles. Some like to start with the story component. Others start with the puzzle mechanics. I like to start with the layout of the space itself. Of course, all three of those things need to be decided on and approved early. After that comes the grind- iterating to work out all of the problems. Is there enough of a “wrinkle” with a nonobvious solution? Have all the puzzle mechanics been introduced? Are there any problems with the layout? This all takes place before user testing, which flushes out all kinds of new problems. Why aren’t players finding the rope connection? How can we discourage an idea that leads to a dead end? How many times did the player die on a specific part? It takes a lot to get a puzzle balanced and satisfying to play!



Did you find anything particularly challenging when it came to designing the tombs in the game?


Jeff Wajcs: The most challenging aspect of designing a tomb is always tying in the fiction. The days of random pressure plates and gigantic wall switches are long gone. We work hard to incorporate every puzzle element into the environment and the story we are telling inside of it. The puzzle and story improve each other by quite a lot when they are connected.

 

 

In the previous game, the focus was on Lara learning how to be a survivor, for Rise of the Tomb Raider she’s more experienced. Does this have an impact on the tomb design?


Jeff Wajcs: Instead of stumbling into tombs and trying to escape, this time Lara is actively seeking the tombs out in order to learn their secrets. We put a lot more attention into how Lara finds and infiltrates the ancient spaces of our world. Of course, now that Lara actually wants to get into the tombs, the tombs themselves have to try even harder to keep her out. We’ve prepared a bunch of new traps and hazards that only Lara Croft could survive.



How are you handling the difficulty level? Are the tombs designed so that Lara and the player always have to push that little bit more? And do you have a way of balancing the difficulty so that experienced and new players can both enjoy the tombs?


Jeff Wajcs: Survival Instinct is the key for aiding new players. Every puzzle can be solved without Survival Instinct, and players that enjoy being challenged by puzzles can definitely go without it. Lara will provide more hints the more Survival Instinct is used, so less familiar players can rely on it more. The presence of Survival Instinct is actually what allows us to include the harder puzzles in the game that we hope our longtime fans will appreciate.

 

 

Closely related to the previous question, how are you tailoring the tomb difficulty for players with different levels of experience?


Jeff Wajcs: Tomb Raider has a lot of action gamers in its audience, gamers who may not have a lot of puzzles in their diet normally. It is a great opportunity for us to introduce them to puzzle gameplay, and it is no small challenge. We’ve done a good job breaking down our harder puzzles into their constituent pieces and introduced each individually. For instance, Lara’s rope arrow is something unique to Tomb Raider and has more than one application (including a couple new ones!). Teaching those applications one at a time and ramping them over the course of the game is really important. That way, when players are stumped on the puzzle, it is for the right reason and never too long, and they get the rush of satisfaction from figuring it out.



What kind of rewards can players expect to find in the challenge tombs? Do they unlock achievements or will they affect the gameplay and Lara’s abilities or equipment?


Jeff Wajcs: There are a ton of new skills this time around, and several of them can only be acquired by completing the Challenge Tombs. Tombs also have a ton of crafting resources, which are more important than ever. Lara will also find maps that show her the locations of other collectibles out in the wild. So no matter what kind of player you are and what kind of gameplay you like, Challenge Tombs will have the right reward for you.

 

 

The challenge tombs in the previous game felt a little disconnected from the main storyline. Will the new tombs have a bigger story significance or be tied more closely to game world’s lore?


Jeff Wajcs: One of the biggest improvements to the Challenge Tombs has been in the story department. Each Challenge Tomb has a history for the player to discover, both in the documents left there but also in the environment itself. Each tomb feeds into the broader mystery that Lara is trying to figure out. The environments are certainly much more exciting as a result.



What are Lara’s motivations to enter the tombs? Is she going there purely for archaeological interest or for personal gain or something else?


Jeff Wajcs: Finding the secrets lost in time is important to Lara so that she better understands the world, and what happened to her on Yamatai. There is also Trinity, an organization that exists to use history’s secrets for their betterment. They destroy what cannot be hidden, whereas Lara would rather use those secrets for the betterment of mankind. She will learn a lot as she learns those secrets one by one.



[Transportation, lodging, and E3 badge provided by Crystal Dynamics and Xbox as a part of the E3 2015 Ambassador Program]

Monday, 11 May 2015

Perhaps best known for her work with Tanpopo and Helmetgirls, Camilla d’Errico is an urban contemporary painter, illustrator, character creator and comic artist with a unique talent of drawing incredible artwork blending “East meets West” drawing styles. Based in Vancouver BC, Camilla brings her talent to numerous clients and has in the past collaborated with Dark Horse Comics, Image Comics, Random House, Tokyopop, Hasbro, Disney, Sanrio and with Neil Gaiman. In 2012, she was one of the artists spotlighted during the Tomb Raider 15th Anniversary celebrations. For the event, Camilla created her own artwork inspired by Tomb Raider (2013) entitled The Depths.

I had the honor of talking to Camilla recently about her work. Check out our discussion below.


G&G: How familiar were you with the character of Lara Croft before taking on this project?


Camilla: I grew up with Tomb Raider so I’ve been around to play the very first game that starred Lara Croft. I’ve seen the movies and played some of the games so I felt like I had a pretty good sense of the character going into the project.


What tools did you use for "The Depths" and how long did it take you to complete the piece?


I created the original art with pen and ink then I scanned the drawing and colored it in Photoshop. This particular digital painting took me a long time to create, I’d say I spent a week coloring her. It was the first time I’d colored an underwater scene so there are a lot of little details and color elements that I had to be mindful of to give the sense that she was struggling in a tempestuous ocean.


Something which makes your work so captivating is the use of fantastical elements. Even for the Tomb Raider drawing, there’s the large emotive eyes and the way the current sweeps up Lara’s hair. For you as an artist, what makes this fantasy element so appealing?


The thing that makes art worth doing for me is the emotion, whether its my own personal feelings or the emotions that I want to convey. I loved the challenge of creating an illustration that captured Lara’s determination and strength in such a desperate situation. I had a lot of concepts that I created and there were many of them with Lara on the washed up on the beach or standing on the island looking determined but in the end we went with this concept because it was so unique. The perspective of Lara fighting for her life wasn’t something they’d come across and it resonated with them because we never see that, not even in the game do we see her swimming out of the wreckage. I love the character of Lara. I think she’s a strong female character that would do anything to survive and she’s clever and witty, but this time it was literally her vs nature and that wasn’t something we’d seen before. I didn’t want her to look scared or weak, I wanted her to be her beautiful determined self in a hopeless situation.




 

Do you ever get nervous when revealing a new piece?


For sure! I wish I had nerves of steal but it’s not always easy to put something out into the public sphere that I’ve created which I’ve put a lot of my own feelings or personality into. Every time I create art and reveal it there is a sense of foreboding, will people like it, will they hate it, how will their reactions make me feel? It really is like standing naked in front of an audience and hoping that you’ve worked out enough and hope they can’t see if you have cellulite. I do believe in being proud of your own artwork and not letting any negative comments put you down so I’m not shy about my art but I am nervous occasionally.


When you work on a piece, what’s your process like, how do you get from the first concept to the final piece?


For me it always starts with hours of thinking through the concept and sketching out my ideas. I want to get out the initial ideas that are obvious and not challenging so that I can discover a unique concept. I have to have an emotional reaction to the piece before I consider it viable. I want to relate to the painting or drawing and see something captivating in the character that I want to explore. From there I twist it and find a surreal element that bends the laws of physics and gives the character a new subconscious aspect that isn’t obvious to the viewer. I wish so much that I could say that the art flows naturally and exactly as I’ve drawn it in concept to final product…but that would be wishful thinking. So much of the time the art changes and develops into something beyond the sketch and I let it. I don’t hold onto the sketch and force the painting to be what I want it to be, I let it flow and ebb and eventually the end result is what it is. Sometimes I love it, sometimes I’ve surprised and sometimes I hate it, but that’s art, it’s not a science or mathematical equation, it has a life of its own. I do love all the art that I create though and I’m always proud of it.


Your schedule is packed full of conventions and travelling, how difficult is it to balance working on a project and travelling to shows?


It’s often very challenging. I love going to conventions and tradeshows and art events, I love meeting my fans and making new ones and if I could I’d travel to all the conventions! But I do need to balance it out or else I’ll spend more time in transit than I do creating art. I take my work with me on the road too, so I’ll bring paintings or comics with me to work on during my down time after the shows. When I’m at home I focus on my art and try to balance it with my social life and home life. I work hard and I try to keep myself active too but most of my time is spent working and creating art. I have a really hard time turning off the creativity and I’ll push myself to constantly create so that I don’t end up having to pull all nighters like I used to when I first started doing art.



 

What projects are you currently focusing on?


Well there are a few things on the go right now! I am working on a sequel to my Pop Manga booked called Pop Painting. I’m really excited about this book because it’s the first time that I talk about and show in depth how I paint my original artwork. I have spent over a year on its development and we’re just finalizing it now for a fall release. I can’t wait to release this book! It’ll be the first ever How To guide to painting pop surrealism.

My next project is Tanpopo #3 which I’ve been working on slowly because it’s one of those projects that requires my full attention and I only work on it when I’m inspired. I do all the writing, penciling, coloring and text for the graphic novel so it takes a while to produce the 160pg book. But I’m hopeful that I’ll have it ready for a spring release.

I also have my third art book release with Dark Horse that will collect and feature all of my paintings from 2012 to date. This book will be the first ever collection of my rainbow girls! I have so many people asking me about the paintings and when I’ll do an art book and now I can say that in the spring of 2016 they can buy the collection in hardcover!

I’m really excited to release my series of mini paintings called Beauties & Beasties that will debut in July during San Diego Comic Con. Last year I released my first series of mini paintings at the convention and this year I want to release the paintings prior to SDCC so that people online can have a chance to purchase the pieces and even pick them at in San Diego. It’d an ambitious little project because I have about 10 paintings on the go and I need to get them done by July but I think I can step up to the challenge.

Amidst the books I have upcoming merchandise releases with Modify Watches and Clearly Contacts a few other companies that I’m super excited to announce. So by the summer I’ll have a line of reading glasses and sunglasses, new watches and clothing! It’s going to be a crazy summer for me this year.



A huge thank you to Camilla for the interview and to Tasha for setting it up!
You can see more of Camilla's artwork and visit her store on her website: camilladerrico.com/


If you have a social media site, you can follow her adventures on Facebook, Twitter and Instagram.

Wednesday, 29 April 2015

A few weeks ago, I emailed Sara Croft with an unusual request. Sara is a pillar in the TR community and runs Lara Croft Cosplay which hosts almost 6,800 photos for over 270 cosplayers. She has years of experience as both a cosplayer and a website owner, and on a daily basis addresses concerns and queries from the community. I asked if she could take part in a cosplay discussion for gamers who want to get into cosplay.

The interview would take place over at The Sudden Stop, where I tend to spend my time when I'm not here. The Sudden Stop is a Remedy fansite and focuses on games such as Alan Wake, Max Payne and Quantum Break. With convention season creeping closer, I noticed that more and more fans were expressing an interest in cosplay and had plans to try it themselves.

As Sara is a prominent member in the community, I thought that many of you would want to check out her interview and hear about her advice and experience. So, if you're planning to get into cosplay this year, make sure to read her interview below. And a huge thanks to Sara for doing this!


Tell us a little about yourself!

Hi, I'm Sara, I live in the US, I am the admin of laracroftcosplay.com, I started it back in 2006 and have been a cosplayer since 2005. My interests include costuming, crafting, video gaming, maintaining my website, painting, drawing, reading, video editing and cooking.

It's no secret that I am a massive Tomb Raider fan, no matter what game, book or movie, I've loved every single incarnation, it's been my whole life and through this love, I've developed skills and made connections with some incredible people that I wouldn't have met otherwise.

Personal achievements include a mention on the Tomb Raider 2013 game credits, my site was made an official fansite, I've been featured on the official Tomb Raider blog, hosted a charity event that raised funds for McMillain Cancer Support and have written for the likes of the great Stella from Stella's Tomb Raider Site and now Guns and Grapple. It's my life mission to feature as many Tomb Raider cosplayers as possible on my site, maintain our loving community and provide a safe place for them to share their work.


Why do you cosplay?

I cosplay because I would imagine that there really isn't anything legal in this world that provides the same kind of happiness cosplay brings me. It has unleashed my creativity, I am able to do things I never thought possible. I love escaping my routine and being in my hero's shoes for a little while.
On top of all the personal benefits, I've been blessed with many friends that I met through the Tomb Raider Cosplay community. I'd like to think I've made family members of most of them. So most of what it comes from is wanting to be part of something bigger than myself, nurture it and watch it grow.



What was it like when you first began?

It was a lot different than what you see today, it was not as wide spread and as accepted. We were considered weirdos and freaks for for dressing up, especially because we would be sharing photos all year round and not just Halloween when you'd typically expect this sort of thing.

For me, It was never lonely though. If you were a cosplayer or what they called us back then "Look-a-likes" there was always a forum or a chat room where you could meet people. Myspace was where I met the very first ladies and gents of Tomb Raider Cosplay.

(I'd like to thank Lady Linny of codename-croft.com for being the first web mistress to put my pictures up online, Julia for building a successful forum with me and Jenn Croft for the constant support back then and now.)



Through your website, you've met hundreds of cosplayers, what's been the most common fear you've heard about when it comes to the hobby? Do you have any advice for overcoming that challenge?

The most common fear among them is negative feedback. They aren't afraid of constructive criticism but are worried about being mocked and harassed. I always tell them the same thing. Yes, you may find that you get insulted but there are a few things you can do to protect yourself and avoid it all together.

For one, share your photos within the community of cosplayers for that particular franchise whether it's anime, movies, video games or comics. There are communities for almost everything. Everyone there would be very accepting and supportive of you.

I tell my friends and cosplayers that contact me, not to get into arguments with internet "trolls" because there is no point. Even if you have the most perfect costume and picture, someone will always find something wrong with your photos. So what do you do? do you spend all your time trying to appease strangers who care nothing for you and are just projecting their own insecurities on you. Or, do you invest in your community members , the ones who supported and were by your side from the beginning. I personally always take option number two and so should you.


Do you have any tips for fans who want to get into the hobby but are worried about how much it would cost?

Don't break the bank looking for the perfect props or clothes. It can get really expensive. you really don't need to have the best costume when you're just starting out. Give yourself time to develop crafting skills that will save you money in the long run by learning from every available source there is, online or otherwise so do your research. Always be on the lookout for cheap alternatives, for example, if your character has large elements in their outfit that is leather. Don't go out and buy real leather, there is a good substitute called "pleather" which is totally different but looks almost identical and comes in many colors. Being froogle and searching for alternatives go hand in hand for your success in sticking to your budget.



What could cosplayers do if they don't have access to the perfect location or are maybe nervous about doing a photoshoot in public.

There are a few options for this challenge, I myself have set up a home studio then used composites to transform my photos, I recently bought a white background and a few lights together it all cost me around 60 dollars, I took the photos then used photo editing software to add a relevant background, if you don't have the skills to use Photoshop, try asking for help from your community members.

Alternatively, use your home as a set, I had a photoshoot down in my basement, for Jessica Sherawat. It had an exposed boiler, and it looked perfect as an abandoned building or even as a submarine.


After a photoshoot, what's the next step for a new cosplayer to take to get their photos online?

When you have your photos, the best thing to do is seek out fan forums and communities that feature cosplay. Showing your photos to people who understand what they are looking at is best.

Always credit your photographer and if you are worried about your photos being used without your permission, put a watermark on them that can't be cropped, so people always know the real owner.

Most of all, have fun and try not to take it too seriously. Good luck!


You can follow Sara's adventures on her website, Twitter, Facebook, YouTube, and Tumblr.

Friday, 13 March 2015

I recently had the pleasure of interviewing Rae Wright, the talented voice actor behind Isis in the recently launched, "Lara Croft and the Temple of Osiris". The character's role in the game was important as Isis drives the story forward; introducing the players to new situations and storyline aspects. Throughout the game, Rae's voice became a major part of creative an immersive gaming experience. Read our interview with her below!

To follow Rae's adventures, make sure to "Like" her Facebook page, HERE.

Photograph from Rae Wright's Professional Facebook Page.

How did you get the job and does applying for voice over work in the video games industry differ from other acting roles?


I was initially hired as a local actor to record Lara’s lines to help finalize the script. An audio placeholder, if you will, so they could hear how everything would flow. I was lucky enough to have a friend who was working on sound for the game and he threw my name into the mix. I submitted a demo reel and booked the job. They liked what I was doing and offered me the job for Isis’ voice.


As a gamer, how did you feel when you heard that you got the part?


I was beyond ecstatic! It’s always been a goal of mine to work on a video game so I got to check that off my list. But I hope to do more.


How much of an idea of the character did you have before the recording, either as preparation material sent by Crystal Dynamics or your own personal ideas on the sort of character?


Since I had already been reading the script for Lara, I was familiar with Isis. Also, Egyptian Mythology is something I have read a lot about over the years and it really helped me get Isis off the page.


Temple of Osiris was your first voice acting role in a video game, how was it and was the experience different to what you thought it might be?


It was a wonderful experience. I believe it really helped me having a theater background because you really have to convey everything through your voice. Camera work allows you to use your whole body and expressions but with voiceover you have to bring all that to the delivery through audio only. And you have to record all manner of strange scenarios… Getting punched/shot, being attacked by a wild animal, slipping and falling off a ledge… you get the idea haha.

Official screenshot from Lara Croft and the Temple of Osiris.

How was it working with Crystal Dynamics?


I absolutely loved working with Crystal Dynamics. Being a gamer all my life, it honestly was surreal just being in the building.


How long did it take to complete the recording for the entire Temple of Osiris script?


We were able to have a table read with everyone and I believe we had about two or three recording sessions that were a few hours each.


Have you had the chance to check out the game yet? If so what did you think of it and was it strange hearing your voice in the game?


Yes, I have gotten a chance to play the game. I love it! I enjoyed GoL so I figured I would enjoy LC2 as well and it didn’t disappoint. It really is bizarre to hear myself. I haven’t gotten used to that yet.


The latest game had a distinctive art style which also took advantage of the next gen graphics, what are your thoughts on Isis’ design?


The graphics are just beautiful. The landscapes are so vast and detailed and the characters have so much depth. I am amazed at what designers can create as everything advances. It is fascinating!

Promotional Image for Lara Croft and the Temple of Osiris.

The end hinted towards possible sequels for Temple of Osiris, if you had the opportunity to voice Isis again, would you like to continue the role?


If given the opportunity, I would jump at the chance to voice Isis again. Most definitely.


What games do you enjoy playing and are there any that you are looking forward to?


My go-to games have always been RPGs and Action. My favorite series’ are Zelda and Final Fantasy but I’m really looking forward to Arkham Knight and Kingdom Hearts III. Oh, and Rise of the Tomb Raider, of course!!


A big thank you to Rae for the interview!