water, a rarity in games at the time that has continued through the series. According to original software engineer and later studio manager Gavin Rummery, the original set-up of interlinking rooms was inspired by Egyptian multi-roomed tombs, particularly the tomb of Tutankhamun. The feel of the gameplay was intended to evoke that of the 1989 video game Prince of Persia. In the original games, Lara utilised a "bulldozer" steering set-up, with two buttons pushing her forward and back and two buttons steering her left and right, and in combat Lara automatically locked onto enemies when they came within range. The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games. Angel of Darkness added stealth elements. For Legend, the control scheme and character movement was redesigned to provide a smooth and fluid experience. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics. Anniversary, while going through the same locales of the original game, was rebuilt using the gameplay and environmental puzzles of Legend. For Underworld, the gameplay was redesigned around a phrase the staff had put to themselves: "What Could Lara Do?". Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat. The gameplay underwent another major change for the 2013 reboot. Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay, yet tombs were mostly optional and platforming was less present in comparison to combat. The combat was redesigned to be similar to the Uncharted series: the previous reticle-based lock-on mechanics were replaced by a free-roaming aim. Rise of the Tomb Raider built on the 2013 reboot's foundation, adding dynamic weather systems, reintroducing swimming, and increasing the prevalence of non-optional tombs with more platforming elements. History Original series at Core Design (1994–2006) The concept for Tomb Raider originated in 1994 at Core Design, a British game development studio. One of the people involved in its creation