Paul Douglas
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cnhyv.bsky.social
Paul Douglas
@cnhyv.bsky.social
Developer. Made videogames in the 90s/00s and got a Bafta.
Then worked on 'serious' agent based games & simulations.
Rawr!

She's back apparently.
Personally I'd prefer exploring new lost worlds than another remake/remaster/reimagining of something we crafted under intense duress in the 90's. Fingers crossed, eh.

Dinosaurs will always be cool though...
December 11, 2025 at 12:07 PM
A lot of us from that era honed our crafts on the Amiga computer, before multimedia/game degrees became de rigueur. Eg. Toby Gard's animation portfolio created on the Amiga was featured in one of the computer art magazines a year or two before he joined Core Design too.

#Amiga
July 26, 2025 at 12:06 PM
The Amiga computer is 40 years old.
It was more affordable than PCs and Macs, allowing those of us who had limited means to be creative. I loved that machine, spent so many hours programming on it, building 3d objects for my demos and games, making sounds with a 8bit sampler and so forth.

#Amiga
July 26, 2025 at 11:56 AM
From when Sega had arcades.
Pretty sure I got this card from the one in Irvine, CA. 1990s. More standard arcade than the theme park like attraction that SegaWorld at the Troc was.
#Sega
June 18, 2025 at 12:17 PM
Lara's arm had a tiny 1x1 (!) texture map so it clearly illustrates the banding but so does her backpack and torso. It's also very apparent in Tomb Raider's first level entrance with the snow that has the wolves footprints. Many other games demonstrate it too.
May 21, 2025 at 8:16 PM
Did you know the original PlayStation had a revision to its GPU and VRAM early in its life?
The Initial version had noticeable colour banding on shaded texture maps and slower effects like transparency. Consoles released after tailend of 1995 fixed this.
May 21, 2025 at 8:16 PM
The player can toggle the underlying grid (spaced in yards because, well, it's golf) with 'G' key on PC which aids visualising the contours of the course and depth perception.

This formed a starting basis for the game mechanics design and prototype of Tomb Raider, which I worked on next.
May 11, 2025 at 7:13 PM
A Sega 32X version was planned for but Core only had the one devkit which was used to port BC Racers. By then 32X had flopped so was abandoned. Later ported to Saturn and PlayStation (as 'Tournament Leader' in Japan). With addition of female avatars, that were missing on PC due to space and time.
May 11, 2025 at 7:13 PM
'The Scottish Open: Virtual Golf' by Core Design was released ~30 years ago.

Jon Hilliard and Jason Gee made the game in about 6 months. I helped out with the 3D terrain, LOD, camera etc. Had to run on a low spec 486sx PC.
It was the only entry in the short lived "Core Sports" range.
👇
May 11, 2025 at 7:13 PM
Apt today too. Alas.
January 20, 2025 at 3:42 PM
30 years ago, Guy Miller, Toby and myself were brainstorming Tomb Raider as an amalgam of the adventure novels of Haggard and Conan-Doyle with the ancient astronaut pseudo-archaeology of Sitchin and Von Däniken to interweave the ancient civilisations and mythologies. With a dash of Indy to sell it.
December 16, 2024 at 7:12 PM
Posting here now.
Albeit infrequently.
Love and peace.
December 1, 2024 at 1:32 PM