Eric Lindstrom

Summary

UPDATED October 2008: Well, I started my career as a tester for Epyx back in 1988 for about a year and then went onto Electronic Arts. I was at EA for about four or five years as a writer, doing manual writing and stuff like that. I got into game design shortly after – the story work for Hardnova on PC, and the writing for The Lost Files of Sherlock Holmes.

Round about then I was doing game design work most of the time, but there was no such thing as a ‘game design’ function in Electronic Arts, so to speak. I kinda suggested, “maybe it’s time we made one” and the company wasn’t really ready to make that jump yet, so I moved over to Crystal Dynamics to become a full-time game designer in the early 1990s.

Then I did Solar Eclipse for the Saturn and a few projects were kick-started that I didn’t really see to completion, but those games would become Akuji the Heartless and Whiplash. Then I did a lot of Research and Development for Electronic Arts and later came back to Crystal just after the core team of (Tomb Raider) Legend was formed. I became the story, scenario, construction designer and for that and then started Tomb Raider Underworld pretty much as we were waiting for Legend to clear submission.

Software Highlights from Credited Titles

Eric Lindstrom's first video game work that SPOnG is aware of is the 1995 title, "Titan Wars" (Saturn) . Of the titles listing Eric within the credits , "Lara Croft Tomb Raider: Legend" (PSP), "Lara Croft Tomb Raider: Legend" (GameCube), "Lara Croft Tomb Raider: Legend" (Xbox), "Lara Croft Tomb Raider: Legend" (Xbox 360), "Lara Croft Tomb Raider: Legend" (PS2) has been a best selling title.

Eric's most recent involvement was on the 2008 release "Tomb Raider: Underworld" (Wii).

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