3D platforming

Rise of the Tomb Raider: a jump between stone platforms is framed from the side, showing the ruins’ depth and the drop below Lara.A target platform in a 3D sceneThe character’s airborne position
Rise of the Tomb RaiderHeight, depth and the next foothold
  1. A target platform in a 3D scene
  2. The character’s airborne position
© Crystal Dynamics / Eidos-Montréal · Source ↗

The player judges distances and heights in three-dimensional space. Camera framing, landmarks and jump controls help target the next foothold.

Design tips

  • Check landing visibility from the gameplay camera.
  • Use shadows and scene context to support depth perception.

Examples