Lara Craft, one of the most famous characters ever, is Tamb Rider. Since 1996, the craft has attracted the players and recruited fans’ armies. With the time 2013, the series has been kind with Tom Rider Selling more than 11 million copies, it is making it the most sold title in the franchise.
An important element of any great game is the story line. We learn who the characters are, what is important to them, and what is encouraging them to succeed in the game (and for that reason).
The design of the story is one of the many elements who work in alliance to make a game that goes beyond fun and becomes famous. The characters come into life and become statistics that we can appreciate and wish.
We talked with Ryanna Plent, Leed Writer Tom Rider (2013) and The height of the tomb raid (2015) To learn about her creative process, faced challenges she faced, and what she looks for the future of gaming.

I today and t: What is your creative process when designing a story line for a game?
Rana Plex: I work as an independent author, so that means I am called at a special place of development process. Usually one year or more in production. Earlier, if I am lucky and the team is taking the construction of my story seriously.
From this point I need to set up what elements are already produced, such as gameplay mechanics, levels and art work. Then my job is to get out of the bones and draw a story together that supports and enhances the game world.
Ideally the game must also be designed to support and enhance the story, but this is not always the case. Then I will work with designers to work with designers to create different scripts (and there are usually several scripts of different aspects of the story), repeating them to make sure they fit with the design, work with sound actors and MOCAP artists and work with the marketing.
I today and t: Were the main writer for you Tom Rider And The height of the tomb raid. How did one feel like working on one of the most sustainable video game series of the past twenty years? How did you respond to this pressure?
RP: I had already worked in multiple female main characters – Narko and Kai The heavenly sword And in confidence The edge of the mirrorSo it seemed as if I had the right kind of career speed for me and I felt ready for it.
Initially, it felt like anything else, until the game was announced and pressure began to rise. I had an excellent team around me that really helped. I felt more intense pressure with the other game, as we had the highest weight after we supply with the reboot.
I today and t: How were you able to create a fresh, modern story around such a well -known character?
RP: Developers, Crystal Dynamics, were going to the empty slate reboot, and we could choose and choose the elements we wanted to keep, want to increase or work with everyone. We were not looking at a particular element.
We decided to focus this story on a small, green lara, which is on its first major adventure outside college. She is facing the things she never experienced before, from which she raises the question of what she knows the world and herself.
Finally, he realizes that if he hopes to survive, he will face a challenge. Focusing on a small lara allowed us to show the ‘Tamb Rider’ to the surface, and that also meant that we could find topics such as human vs. heroes and sacrifice vs. damage.
I today and t: How does a typical day of work look like for you?
RP: There is no ordinary day, which is why I love my job. I am often working on numerous written projects at the same time, from sports, from humor to comedy, movie and TV, so most of my days are spent on my laptop to pray to my music for coming words.
I have a lot of interviews and talks all over the world, so that it can take a long time. I have a bit of a night’s owl and usually do my best between 4pm to 11am, or later if the music has answered me and I am on a roll.
I today and t: What affected your journey in the world of gaming?
RP: I’ve been gaming from the age of six, so it has always been part of my life. I trained as a journalist in London, and some of my professional work was writing game reviews.
I finally went to work late, great, smarter Pc zone Magazine, with the choice of Charlie broker. When I left to return to the world of freelancing, I was presented as a story editor in a game studio as I knew. From there I started using the contacts I created as a journalist to work more narrative, gradually expanding my experience and credit.
I today and t: What challenges do you face as a woman in the male -influenced industry and how did you solve these obstacles?
RP: It is really difficult to distinguish between these challenges that I have not always taken very seriously in the past, the challenges I have faced as a woman and the challenges that a writer in an industry have always been taken very seriously. By working freely instead of home, I probably got a certain amount of workplace that has been targeted by some of my colleagues.
I never asked whether I belonged to the sports industry or not. It just felt right and I knew and experience to back it. I don’t think I’ve been particularly facing many challenges because I am a woman, but I certainly as a writer. I have encountered it too much, so I focus on it, because I can only cope with a lot of battles. As an author, I feel more personal in some ways because it was my choice. It was not because of women.
I today and t: How can the gaming industry become a comprehensive place for women?
RP: Now more and more women are now working now and in the industry as well as women -based networks and support groups. It seems that there is a pressure to accept diversity and their benefits on the screen and behind it. But, like other entertainment industries, it’s too slow.
I today and t: Which is your favorite game of all time?
RP: Bio -shock.
I today and t: Who is your favorite video game character?
RP: From Garrett Thief From the game or Alex Half -life 2.
I today and t: How do you look for gaming in the next decade?
RP: I think we will jump and improve the VR, Mr and AR, both tech and games themselves. Hopefully we will see more studios that Teltel will embrace episodic gaming in the Games and Dinode methods, and make players different ways to bring story. It would also be good to see a new fruit flower in the development of the middle land. One that accepts independence and creativity of Indi development, with AAA’s productive values.
I today and t: Do you see yourself representing the games that are getting ready today?
RP: Certainly my gaming taste, yes. Although the 42 -year -old women acting in sports are not too much, which is a shame. Hopefully, when we begin to accept diversity, we will extend it to the age, background and experience as well as other areas.
I today and t: How can young women get more in gaming space?
RP: Play a lot of games! If you are interested in a job, then take a course or degree in the game design or look at any area of the game you are interested in. Go to game conferences and festivals and meet people.
I today and t: What will you advise other women who are interested in a career in gaming?
RP: When it comes to my sports sector, then it is the advice that I give to anyone – write, network, sports. Keep respecting your written abilities, read books, take courses. An author writes. Play many different games and see all the methods of use, especially in ways that are unique for sports.
Finally prepare the network and your contacts, go to shows like development, GDC or reboot, especially the show floor people where you can meet developers and see what they are making and how you can fit it.