The Anatomy of a Stealth Encounter by Travis Hoffstetter on 07/19/18 11:17:00 am The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Seven years ago, at Crystal Dynamics, I was given the opportunity to lead the stealth gameplay effort in the Tomb Raider 2013 reboot. Stealth was an area I had light level design experience in from The Bourne Conspiracy but Tomb Raider was a much more complex game. With help from a great Game Director, I was able to learn on the fly and deliver a working stealth mechanic and level design philosophy that was successfully applied across the game.