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How the impossible geometry of 'Tomb Raider III''s UFO level was made

Core Design used negative space techniques for the game’s iconic level.

How the impossible geometry of 'Tomb Raider III''s UFO level was made

The development team at Core Design faced an extraordinary challenge when creating the iconic ‘UFO Level’ in Tomb Raider III, released in 1997. The level's central structure featured impossibly tight corridors and rooms, defying conventional architectural design principles. Engineers employed a technique called “negative space” to achieve this effect, essentially building out from the center towards the edges. This method involved meticulously crafting walls and floors that appeared smaller as they receded into the distance. Despite initial skepticism, the 'UFO Level' became a beloved moment within the game due to its unique visual illusion and clever engineering solution.


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