Jones series' titular lead, and the John Woo film Hard Boiled. Lara's notably exaggerated physical proportions were a deliberate choice by Gard, as he wanted a caricatured personification of women who could be an action icon for the younger generation. Lara's movements were hand-animated and coordinated rather than created using motion capture. The reason for this was that the team wanted uniformity in her movement, which was not possible with motion capture technology of the time. From the game's earliest stages, the team wanted the title to involve tombs and pyramids. In the early story draft, Lara would be confronted by a rival group called the "Chaos Raiders". During the Greece levels, Lara and Pierre were to have been less hostile rivals, helping each other with puzzles in the first level. Larson evolved from an Afrikaans character called Lars Kruger, who shared a similar role in the original plot. The script itself was written by Vicky Arnold, who joined in 1995 and would work on later Tomb Raider titles. Gard and Douglas created the basic story draft alongside the initial game design, then Arnold turned it into a script after joining the project. It was Arnold's job to write the dialogue, and create a cohesive narrative around the locations selected by the team members. While Lara's character design and Gard's initial concept were present, much of the additional detail was worked out by Arnold. The team kept the project deliberately simple and comparatively modest in scope. The platforming design drew extensively from Prince of Persia, with the Doppelgänger enemy during the Atlantis section being an homage to the Shadow Prince from that game. The high number of animal enemies was meant to ground players in the world before the more fantastical elements appeared, in addition to being easier to animate and program than human enemies. The staff were also uncomfortable with Lara killing that many humans. The initial concept gave combat prominence, but as production began the focus shifted to platforming and puzzle-solving. A plan that made it into the final product was using enemy placement to shift the atmosphere from pure action-adventure to a horror-like tone. The team consciously set the story in real archaeological locations representing several cultures. Boyd and Gibson immersed themselves in literature and history about each culture for the first three areas, respectively inspired by the Inca Empire, Classical Greece and Ancient Egypt. The Greece