Tomb Raider (1996 video game)
The front of the Derby Studios building where Core Design worked on the game was later used as the front of Croft Manor. It is Core's contention that the company was struggling somewhat with 32-bit development at that time. The first glints of the game were seen on Sega Saturn development kits. However, Gard stated that though Core and Sega had a deal for "Tomb Raider" to be a timed exclusive for the Saturn, the game was developed simultaneously for the Sega Saturn and the Sony PlayStation. Following the release of the Saturn version, a number of bugs were discovered that affected both versions of the game; because of the timed exclusivity, the development team fixed these bugs for the PlayStation version. While the series would see four more instalments on the original PlayStation, no additional "Tomb Raider" games were released for the Saturn. Additional Sega ports were released on the Dreamcast.
Shadow of the Tomb Raider
Development of "Shadow of the Tomb Raider" began in 2015. Unlike the previous entries in the "Tomb Raider" reboot series which were primarily developed by Crystal Dynamics, Eidos Montréal assumed major development duties for "Shadow of the Tomb Raider" while Crystal Dynamics provided additional development. While the studio had acted in a support role on the previous entries in the rebooted "Tomb Raider" series, this time Crystal Dynamics transferred into a support role. Due to this transition, the staff at both Eidos Montréal and Crystal Dynamics needed to adjust, with the Eidos Montréal undergoing "growing pains" while moving from a supporting to a leading development role. Similar to their work on the "Deus Ex" series and "Thief", Eidos Montréal first gained a deep understanding of the series' basic elements, then set about building the game using both previous entries and their own design philosophies.