The year was 1994. The setting: a draughty Victorian building on Ashbourne Road in Derby, where the heating failed in winter and the summer heat turned the top floor into a kiln. Inside, a handful of developers at Core Design were about to ignore the received wisdom of an entire industry. They were building a 3D action-adventure game starring a woman — a Latina archaeologist, initially, with a pragmatic pageboy haircut and a distinct lack of interest in the male gaze. Thirty years on, the scars of that crunch are still tender. The fortune, however, is undeniable.
The Golf Game That Never Was
Paul Douglas joined Core in the summer of ’94, assigned to The Scottish Open. It was safe. It was sensible. Then Toby Gard walked over with a sketchbook and a mock-up box cover: a woman, dual pistols, the title Tomb Raider already locked in. Douglas looked at the golf code. He looked at Gard’s vision. He jumped ship.
“If I had stuck to the golf game, I would have had a much easier life,” Douglas says now, with the particular hindsight that only a blockbuster launch can provide. Jeremy Heath-Smith, Core’s co-founder, greenlit a prototype. The die was cast.
The team locked in four pillars: platforming, puzzles, combat, story. Combat lost the argument every time — there simply wasn’t the bandwidth to polish it. They whittled a world tour of archaeological wonders — Petra, Angkor Wat — down to four distinct acts: Peru, Greece, Egypt, and the mythical Atlantis. The scope was terrifying. The ambition was reckless.
Measuring Lara in Paces
There was no motion capture studio. No performance capture volume. There was a car park, a piece of chalk, and a hopscotch grid.

Douglas and Gard paced it out themselves. Lara stood three paces tall. Every block in the game’s grid measured four paces. From those rough measurements, the entire physics engine was born. The ledge grabs, the running jumps, the precise, tactile geometry of a thousand player deaths — all derived from two men pacing tarmac in the Midlands rain.
Lara herself mutated rapidly. The Latina prototype was deemed too realistic, her movement too stiff. A stylised silhouette would read better on a 320×240 screen. Her physique shifted. Then Vicky Arnold, the scriptwriter, handed the team a masterstroke: she wasn’t a mercenary anymore. She was an aristocrat. A countess. She raided tombs not for profit, but for the sheer, bloody thrill of it. That single decision anchored a franchise.
The Only Woman in the Room
Heather Stevens sat in that Victorian attic, the sole female developer on the floor. She wasn’t fazed. “The team was like a family,” she recalls. “I felt respected, almost seen as a sister by some.” It was a defining chapter of her life, she says, even before the royalty cheques arrived.
She remembers Gard as “lovely, very eccentric, a bit of a genius.” He had built a top-down demo, an Indiana Jones riff in 2D. Management hated the protagonist. “No one will want to play a female character,” they said. They greenlit it anyway.
Stevens designed the levels. The process was democratic chaos: team meetings, rough schematics, a shared love of history and myth. “Our imaginations ran wild,” she says. “To the point where we threw a T rex into Peru.” Why Peru? Why not. The memory constraints were brutal — the PlayStation’s RAM was a straitjacket — but they bolted rooms together like a stage set, tricking the player into feeling the infinite weight of a cavernous world.
The sound design did the heavy lifting. A bat’s screech. A bear’s growl. No human enemies for miles. “You felt at the mercy of the wild,” Stevens says. That vulnerability became the game’s heartbeat.
The Marketing Machine and the Sports Cars
Eidos Interactive saw the asset, not the code. They took Lara and ran. The marketing campaigns — the poses, the wardrobe choices — made Douglas wince. “They showed a lack of imagination by oversexualising her,” Stevens agrees. “I like to think the quality of the game spoke for itself, regardless of the way Lara was sexualised.”

The crunch was industrial. Douglas took three days of holiday in two years. Gard made himself physically ill with stress. They were in the office until 2am, 3am, weekends included, for the best part of a year. They were bottling lightning in a jam jar, and the jar was cracking.
Then the sales figures landed.
“People who were skint before were suddenly pulling up in sports cars,” Stevens says. She bought a house. Douglas bought his freedom. The game didn’t just sell; it rewrote the rulebook. A female lead could shift units. A 3D platformer could have weight and gravity. Tomb Raider sat Mario and Sonic down at the big table and demanded a seat.
Why it Matters
Three decades later, the industry still wrestles with the duality Tomb Raider exposed: the brilliance of the design versus the crunch that forged it; the iconography of Lara Croft versus the marketing machine that stripped her down to polygons and pin-up poses. The Derby team proved that the “conventional wisdom” — that women don’t sell games — was a lie told by men who lacked imagination. They also proved the human cost of proving it. Every modern protagonist who strides across a 3D world with weight and purpose walks on a grid paced out in a Derby car park in 1995. The lightning is still in the bottle. The scars, Paul Douglas reminds us, are still on the hands that sealed it.
