2. Phil Campbell- Work
● Before entering the interactive design industry Phil worked as an architect
in his fathers firm, Dalzel & Campbell
● His use of 3D software to design LegoLand led him to move towards game
design and by the mid 90s he had begun work on his own title “Infinexus”,
never fully completed, his next title Blackwater is what caused him to “fall
into” the tomb raider franchise.
● from there he went on to work on many popular and well known titles such
as:
○ Tomb Raider- Gold (1&2), The Lost Artifact
○ James Bond- Agent Under Fire, Night fire, Everything or Nothing
○ The Godfather Game
○ Quantic Dream- The Nomad Soul, Omikron, Indigo Prophecy, Heavy Rain
3. Process
-use of “totems” as a hub for creativity
-weaving in and out of a set narrative
-as creative director he had to steer
the production but not control it.
-emphasis on teamwork share
everything.
-use peoples strengths to make a
better outcome.
4. Influence
Will Eisner- created the comic series The Spirit
Jordi Bernet- drew the art for the gang comic Torpedo
Phil Campbell’s story “totems”
for the godfather game.
Left- Will Eisner “the Solution”
Below- jordi bernet “Torpedo pin
up”
5. Legacy
● His contribution to the game industry cannot be questioned.
● He was senior designer for Lara Croft Gold a franchise which has been a
hub for pop culture inspiring 2 movies and games spreading over 4
generations of consoles.
● Creative consultant for the innovative Heavy Rain, a game set around a
narrative but ever bound by it. Player choice comes to the forefront of
game play. The game was one of the first to effectively use branching
story. It has been critically acclaimed and has won several “game of the
year awards”
● Architectural concept for the UK Legoland and other theme parks across
the world
● published “Chasm of Cries” a little known volume of poetry.