It was our first true job in the industry. Tomb Raider Underworld was the moment we felt excited about work for the first time. On day one, we made some geo in Maya, exported it to the XBox360, and there she was, Lara Croft, running, jumping, and shooting, inside a level we made.
During our early school years someone bragged about the first game and what an adventure it was. But we couldn't afford a PC to play it, so we lamented and moved on. The first time we had a chance after the frenzy of graduation and the process of moving to California, it was at Crystal, holding the controller, playing our own level. It was a dream come true.
Ironically we were competing against another game that was unveiling that year made by some of the folks that used to work at our company. It was joked as "Dude Raider".
Uncharted, our greatest competition was released weeks before our launch date and went on to break sales records and rapture our audience. It was a humbling experience, we were caught with a huge gap to make up for. It was crazy timing.
Our journey of discovery in this started with Tomb Raider. For Details, see Our Process