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===Crystal Engine (2003β2008)=== For ''Legend'', the staff at Crystal Dynamics created a proprietary engine from the ground up, named the Crystal Engine.<ref name="GDMpostmortem"/><ref name="ShackEngine"/> The engine and the game's content were developed in parallel, leading to scheduling and workload difficulties.<ref name="GDMpostmortem"/> ''Anniversary'' used the same engine as ''Legend''.<ref name="AnniversaryEngine"/> ''Underworld'' used a new engine built specifically for the game, although its basic codebase was shared with ''Legend''. The group of developers who were working on this new engine were not tied specifically to the ''Underworld'' project, but rather shared by other projects, and this led to issues of prioritisation and communication. There were also problems with complicated [[Coupling (computer programming)|dependencies]] and over-ambition.<ref name="GamaUnderPost"/><ref name="UnderEngine"/> In ''Underworld'', Lara's movements were animated using full motion capture, with Olympic gymnast Heidi Moneymaker providing the character's animations.<ref name="GuardMotion"/>
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