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===Tomb Raider Engine (1994β2000)=== The first ''Tomb Raider'' used a custom-built game engine, as other equivalent engines available to Core Design at the time were not versatile enough to realise the team's vision. The engine was designed by Paul Douglas, who handled the game's [[Artificial intelligence (video games)|artificial intelligence]] (AI) and the three-dimensional (3D) graphics. The choice of a 3D game was influenced by the team's opinion that the game type was under-represented when compared to [[first-person shooter]]s such as ''[[Doom (1993 video game)|Doom]]''. Its 3D style meant multiple elements were difficult to implement, including the AI and camera control. Another noted aspect was the multi-layered levels, as compared to equivalent 3D action-adventure games of the time which were limited to a flat-floor system. Lara's movements were hand-animated and coordinated rather than created using [[motion capture]]. The reason for this was that the team wanted uniformity in her movement, which was not possible with motion capture technology of the time.<ref name="TRsecrets"/> For ''Tomb Raider II'', minor upgrades were made to the engine, with the main improvements being to the AI and smoothing out Lara's model.<ref name="EGMtr2"/> ''Tomb Raider III'' underwent major revisions, including rewrites to the graphics engine and improvements in the lighting and AI systems.<ref name="TR3engine"/> The engine was given a major overhaul for ''The Last Revelation''. The first five games make use of full-motion video cutscenes. For the first three games, they were primarily used as transitional periods depicting Lara moving from one level to another or one location to another.<ref name="GSlastrev1"/><ref name="GSlastrev2"/> For ''Chronicles'', fairly minor revisions were made.<ref name="GTretroC"/><ref name="GSchronicles"/>
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