Tuesday, September 26, 2017

Buakaw Banchamek & Rika TinyDoll Ishige Thai Boxers.



Buakaw Banchamek holding the Pads for Rika TinyDoll Ishige at Banchamek Gym












“ริกะ อิชิเกะ” นักสู้ Mixed martial arts (MMA) สาวลูกครึ่งไทย – ญี่ปุ่น วัย 27 ปี เป็นที่จับตามองของวงการต่อสู้ทั่วโลก เจ้าของฉายา Tinydoll หรือ Smiling Assassin เกิดและโตที่ประเทศไทย โดยเธอเริ่มหันมาสนใจศิลปะการต่อสู้มาตั้งแต่ในช่วงมัธยมต้น เริ่มจากไอคิโด้ และคาราเต้ ล่าสุดเธอคือหญิงไทยคนแรก บนสังเวียน “One Championship” 
ที่ใหญ่ที่สุด 1 ใน 3 ของโลก แต่งานนี้ ไม่ธรรมดา เมื่อหนุ่ม “เปอร์-สุวิกรม อัมระนันทน์” เอาจริง ขอลองของดี เป็นคู่ต่อสู้ ของ “ริกะ อิชิเกะ” กลางรายการเปอร์สเปกทิฟ จะรอดหรือจะร่วง?
สิ่งที่น่าแปลกใจ ทำไมผู้หญิงอย่าง “ริกะ อิชิเกะ” ถึงหันมาสนใจและกลายเป็นนักสู้ MMA ซึ่งเป็นกีฬาที่ผู้หญิงส่วนใหญ่ไม่ค่อยให้ความสนใจ


Mixed martial arts (MMA) is a full-contact combat sport that allows both striking and grappling, both standing and on the ground, using techniques from other combat sports and martial arts. The first documented use of the term mixed martial arts was in a review of UFC 1 by television critic Howard Rosenberg in 1993. The term gained popularity when newfullcontact.com, then one of the largest websites covering the sport, hosted and republished the article. The question of who actually coined the term is subject to debate.



During the early 20th century, various mixed-style contests took place throughout Japan, Taiwan and in the countries of the Four Asian Tigers. In 1980 CV Productions, Inc. created the first regulated MMA league in the United States, named Tough Guy Contest, later renamed Battle of the Superfighters. The company sanctioned ten tournaments in Pennsylvania. However, in 1983 the Pennsylvania State Senate passed a bill prohibiting the sport.



In 1993 the Gracie family brought vale tudo, developed in Brazil from the 1920s, to the United States by founding the Ultimate Fighting Championship (UFC) MMA promotion company.



Originally promoted as a competition to find the most effective martial arts for real unarmed combat, competitors from different fighting styles were pitted against one another in contests with relatively few rules. Later, individual fighters employed multiple martial arts into their style. MMA promoters were pressured to adopt additional rules to increase competitors' safety, to comply with sport regulations and to broaden mainstream acceptance of the sport. Following these changes, the sport has seen increased popularity with a pay-per-view business that rivals boxing and professional wrestling.












History




The Pancrastinae: A Greek statue of the pancratium, an event showcased at the Roman Colosseum and used by Alexander the Great in battle. Even as late as the Early Middle Ages, statues were put up in Rome and other cities to honour remarkable pankratiasts of Rome.




A scene of Ancient Greek pankratiasts fighting. Originally found on a Panathenaic amphora, Lamberg Collection.

Over 6,000 years ago the earliest form of a mixed martial art was invented in ancient China by Han Chinese military generals and soldiers called Shuai jiao. It is an ancient style of Wrestling and Kung-Fu that incorporated grappling techniques that are the earliest ancient precursors of modern jujitsu and judo combined with kicking, punching, throwing, joint locks, finger locks, leg sweeps, leg locks and close range trapping techniques used by elite ancient Han Chinese military forces to kill enemy soldiers on the battlefield.



In Ancient Greece there was a sport called pankration, which featured a combination of grappling and striking skills similar to those found in modern MMA. Pankration was formed by a combination of the already established wrestling and boxing traditions and, in Olympic terms, first featured in the 33rd Olympiad, 648 B.C. All strikes and holds were allowed with the exception of biting and gouging, which were banned. Fighters, also known as pankratiasts, fought until a fighter submitted; there were no rounds.] According to E. Norman Gardiner, 'No branch of athletics was more popular than the pankration.' From its origins in Ancient Greece, pankration was later passed on to the Romans.




The mid-19th century saw the prominence of the new sport savate in the combat sports circle. At that time, French fighters wanted to test out the sport against the traditional combat styles of its time. In 1852, a contest was held in France between French savateurs and English bare-knuckle boxers in which French fighter Rambaud alias la Resistance fought English fighter Dickinson and won using his kicks. However, the English team still won the four other match-ups during the contest. Since then other similar contest also occurred by the late 19th to mid-20th century between French Savateurs and other combat styles. Examples include a 1905 fight between a French savateur George Dubois and a judo practitioner Re-nierand which resulted in the latter winning by submission, as well as the highly publicized 1957 fight between French savateur and professional boxer Jacques Cayron and a young Japanese karateka named Mochizuki Hiroo which ended when Cayron knocked Hiroo out with a hook.




No-holds-barred fighting reportedly took place in the late 1880s when wrestlers representing style of Catch wrestling and many others met in tournaments and music-hall challenge matches throughout Europe. In the USA, the first major encounter between a boxer and a wrestler in modern times took place in 1887 when John L. Sullivan, then heavyweight world boxing champion, entered the ring with his trainer, wrestling champion William Muldoon, and was slammed to the mat in two minutes. The next publicized encounter occurred in the late 1890s when future heavyweight boxing champion Bob Fitzsimmons took on European wrestling champion Ernest Roeber. In September 1901, Frank "Paddy" Slavin, who had been a contender for Sullivan's boxing title, knocked out future world wrestling champion Frank Gotch in Dawson City, Canada. The judo-practitioner Ren-nierand who gained fame after defeating George Dubois, would fight again in another similar contest against Ukrainian Catch wrestler Ivan Poddubny and lost.




Another early example of mixed martial arts was Bartitsu, which Edward William Barton-Wright founded in London in 1899. Combining catch wrestling, judo, boxing, savate, jujutsu and canne de combat (French stick fighting), Bartitsu was the first martial art known to have combined Asian and European fighting styles, and which saw MMA-style contests throughout England, pitting European Catch wrestlers and Japanese Judoka champions against representatives of various European wrestling styles.




The history of modern MMA competition can be traced to mixed style contests throughout Europe, Japan, and the Pacific Rim during the early 1900s; In Japan these contests were known as merikan, from the Japanese slang for "American [fighting]". Merikan contests were fought under a variety of rules, including points decision, best of three throws or knockdowns, and victory via knockout or submission.




As the popularity of professional wrestling, which were contested under various Catch wrestling rules at the time, waned after World War I when the sport split into two genres: "shoot", in which the fighters actually competed, and "show", which evolved into modern professional wrestling.




In 1936, heavyweight boxing contender Kingfish Levinsky and veteran Catch wrestler Ray Steele competed in a mixed match, which Steele won in 35 seconds.




In 1963, a catch wrestler and judoka "Judo" Gene Lebell fought professional boxer Milo Savage in a no-holds-barred match. Lebell won by Harai Goshi to rear naked choke, leaving Savage unconscious. This was the first televised bout of mixed-style fighting in North America. The hometown crowd was so enraged that they began to boo and throw chairs at Lebell.




During the late 1960s to early 1970s, the concept of combining the elements of multiple martial arts was popularized in the west by Bruce Lee via his system of Jeet Kune Do. Lee believed that "the best fighter is not a Boxer, Karate or Judo man. The best fighter is someone who can adapt to any style, to be formless, to adopt an individual's own style and not following the system of styles." In 2004, UFC President Dana White would call Lee the "father of mixed martial arts" stating: "If you look at the way Bruce Lee trained, the way he fought, and many of the things he wrote, he said the perfect style was no style. You take a little something from everything. You take the good things from every different discipline, use what works, and you throw the rest away". A contemporary of Bruce Lee, Wing Chun practitioner Wong Shun Leung, gained prominence fighting in over 60-100 illegal beimo fights against other Chinese martial artist of various styles. In his career, Wong also fought and won against Western fighters and other combat styles such as his match against a Russian boxer named Giko,[ his televised fight against a fencer, and his well-documented fight against Taiwanese Kung-Fu master Wu Ming Jeet. Like Bruce Lee, Wong also combined boxing and kickboxing into his kung fu.




There were "Karate vs. Muay Thai fights" February 12, 1963. The three karate fighters from Oyama dojo (kyokushin later) went to the Lumpinee Boxing Stadium in Thailand, and fought against three Muay Thai fighters. The three kyokushin karate fighters' names are Tadashi Nakamura, Kenji Kurosaki and Akio Fujihira (also known as Noboru Osawa). The Muay Thai team were composed of only one authentic Thai fighter. Japan won by 2–1: Tadashi Nakamura and Akio Fujihira both KOed opponents by punch while Kenji Kurosaki, who fought the Thai, was KOed by elbow. This should be noted that the only Japanese loser Kenji Kurosaki was then a kyokushin instructor rather than a contender and temporarily designated as a substitute for the absent chosen fighter. On June of the same year, karateka and future kickboxer Tadashi Sawamura faced against top Thai fighter Samarn Sor Adisorn, in which Sawamura was knocked down 16 times and defeated. Sawamura would use what he learned in that fight to incorporate in the evolving kickboxing tournaments.




Muhammad Ali vs. Antonio Inoki took place in Japan in 1976. The classic match-up between professional boxer vs professional wrestler turned sour as both fighters refused to engage in the other's style, and after a 15-round stalemate, it was declared a draw. However Ali had sustained a substantial amount of damage to his legs, as Inoki slide-kicked him continuously for the duration of the bout, causing him to be hospitalized for the next three days.




In 1988 Rick Roufus challenged Changpuek Kiatsongrit to a non-title Muay Thai vs. kickboxing super fight. Rick Roufus was at the time an undefeated Kickboxer and held both the KICK Super Middleweight World title and the PKC Middleweight U.S title. Changpuek Kiatsongrit was finding it increasingly difficult to get fights in Thailand as his weight (70 kg) was not typical for Thailand, where competitive bouts at tend to be at the lower weights. Roufus knocked Changpuek down twice with punches in the first round, breaking Changpuek's jaw, but lost by technical knockout in the fourth round due to the culmination of low kicks to the legs that he was unprepared for. This match was the first popular fight which showcased the power of such low kicks to a predominantly Western audience.


                                                                                     



Sombat Banchamek (Thai: สมบัติ บัญชาเมฆ, born May 8, 1982) AKA Buakaw Banchamek (Thai: บัวขาว บัญชาเมฆ, Buakaw meaning "white lotus") is a Thai welterweight Muay Thai kickboxer, who formerly fought out of Por. Pramuk Gym, in Bangkok, Thailand, under the ring name Buakaw Por. Pramuk (Thai: บัวขาว ป.ประมุข). He is the former two-time Omnoi Stadium champion, Lumpini Stadium Toyota Marathon champion, Thailand Featherweight champion and two time K-1 World MAX champion. As of 1 August 2017, he is ranked the #5 lightweight in the world by CombatPress.com.




Buakaw Banchamek














About The Artist 


                                Watana Kreethong : วธน กรีทอง
   

In 1992, I got a bachelor’s degree from the faculty of painting, sculpting and graphic arts, Silpakorn University. Two years before that I got a scholarship for an exchange program in Japan. It was The Friendship Program for the 21st Century fromJICA (Japan International Cooperation Agency).

I used to think that every artist should make at least one masterpiece which is outstanding enough to create a new trend of art. Thinking too hard, I was reluctant to make it. I decided to flee to work in a different career using labor and abilities to determine the rates of payment since I was afraid of poverty.

Then I decided to start my life anew. Like boxing, I dizzily walked out from the corner and raised my guard like a boxer. I realized I didn’t have to stay in the boxing ring any longer and I can work without the salary. I could draw anything I want with simple techniques continuously. As the nature is always changing,I don’t have to think about it. I just record my stories through paintings and then the paintings will reveal my stories to others.   

JY: Let’s talk about your exhibitions during the past recent years.   

WK: From 2014 onwards, I had some international watercolor art exhibitions in Thailand and abroad.

2014
- WWET World Watermedia Exposition Thailand
- Thailand watercolor to globalThailand

2015 - 2016
- VIZart International Watercolor Biennale 2015, Albania 2016
- Pensando en grande, Large Size, International Watercolor Exhibition 2016, Mexico
- 1st Fabriano IN Acquarello Convention, Italy 
- The International Watercolor Society International Watercolor Triennial – Varna 2016, Bulgaria
-  The International Watercolor Society,The 1st IWS International Watercolor Biennale In Vancouver  2016, Canada
- Hua Hin BluPort International Watercolor Art Biennale 2016,Thailand
- The International Watercolor Society, Love United. The 1st International Watercolor Biennale Hongkong
- The International Watercolor Festival cum Plein Air workshop 3-10 November 2016, Nepal
- Master of Watercolor –Elite 2015-2016 Tirana, Albania

2017
- The 2nd Tirana International Watercolor Biennale. April 2017,Tirana, Albania 
- 2nd Fabriano IN Acquarello Convention, Italy


ในปีพ.ศ. 2535 ผมได้รับวุฒิปริญญาตรีจากคณะจิตรกรรม ประติมากรรม และภาพพิมพ์ สองปีก่อนหน้านั้นผมได้รับทุนโครงการแลกเปลี่ยน ไปที่ประเทศญี่ปุ่น ชื่อของทุนการศึกษานี้คือ The Friendship Program for the21st Century จัดโดย JICA (Japan International Cooperation Agency)


ผมอาจเคยคิดว่าศิลปะคือการมีมาสเตอร์พีซสักชิ้น ชิ้นนั้นต้องมีสิ่งตื่นตาจนสร้าง กระแสศิลปะใหม่เกิดขึ้น คิดให้ยาก เลยไม่กล้าลงมือ ผมหนีไปอยู่ในงานที่มี ค่าจ้างค่าแรงประเมินความสามารถเป็นอัตราค่าแรง เพราะผมกลัวความจน

ผมใช้ชีวิตจนต้องเริ่มใหม่ ผมเดินออกมาจากมุม แบบเมาหมัด จนผมเริ่มตั้งการ์ด เป็น ผมไม่ต้องอยู่บนเวทีให้เจ็บตัวนี่ ผมไม่ต้องมีงานที่ต้องมีค่าจ้างก็ได้นี่ ผมวาด รูปที่ผมอยากวาดด้วยเทคนิคพื้นฐานง่ายๆ วาดไปเรื่อยๆ ธรรมชาติมันเปลี่ยนแปลง ของมัน ผมไม่ต้องคิดแทนมัน เราคือส่วนเดียวกัน แค่บันทึกมัน ผลงานจะเล่า เรื่องราวเอง

จานีน: อยากให้พูดถึงงานนิทรรศการศิลปะของคุณในหลายๆ ปีที่ผ่านมา

วธน: ตั้งแต่ปีพ.ศ. 2557 เป็นต้นมาผมได้เข้าร่วมงานนิทรรศการศิลปะสีน้ำ 
นานาชาติทั้งในประเทศไทยและต่างประเทศดังต่อไปนี้

พ.ศ. 2557
- WWET World Watermedia Exposition ประเทศไทย
- Thailand watercolor to global ประเทศไทย

พ.ศ. 2558
- VIZart International Watercolor Biennale 2015 ประเทศอัลบาเนีย

พ.ศ.2559
- Pensando en grande", Large Size, International Watercolor Exhibition
2016 ประเทศเม็กซิโก

- The1st Fabriano In Acquarello Convention ประเทศอิตาลี

- The International Watercolor Society International Watercolor Triennial 
Varna 2016 ประเทศบัลแกเรีย

- The International Watercolor Society,The 1st IWS International 
Watercolor Biennale In Vancouver  2016 ประเทศแคนาดา

- Hua Hin BluPort International Watercolor Art Biennale 2016 ประเทศไทย

- The International Watercolor Society,Love United.The 1st International 
Watercolor Biennale ประเทศฮ่องกง

- The International Watercolor Festival cum Plein Air workshop 3-10 
November 2016 ประเทศเนปาล

- Master of Watercolor – Elite 2015-2016 Tirana ประเทศอัลบาเนีย

พ.ศ. 2560
- The 2nd Tirana International Watercolor Biennale April 2017,Tirana
ประเทศอัลบาเนีย

- The 2nd Fabriano In Acquarello Convention ประเทศอิตาลี







Monday, September 25, 2017

Cham Dhevi , First woman King of Hariphunchai Lamphun.




                                                      Wat Doi Mon 


                   Sri Bua Ban : Muang  Lamphun 








Cham Dhevi








History Map of THAILAND 










The Lan Na or Lanna Kingdom Northern Thai pronunciation: "Kingdom of a Million Rice Fields"; 

Thai: also known as Lannathai, was an Indianized state centered in present-day Northern Thailand from the 13th to 18th centuries. The Pali chronicles refer to the kingdom as Yonarattha or Yonkarattha (Kingdom of the Yuon) or Bingarattha (Kingdom of the Mae Ping). In the Chinese History of the Yuan it is called Pa-pai-si-fu, mentioned first in 1292.

The cultural development of the people of the Northern Thai people had begun long before as successive kingdoms preceded Lan Na. As a continuation of the kingdom of Ngoenyang, Lan Na emerged strong enough in the 15th century to rival the Ayutthaya Kingdom, with whom wars were fought. However, the Lanna Kingdom was weakened and became a tributary state of the Taungoo Dynasty in 1558. Lan Na was ruled by successive vassal kings, though some enjoyed autonomy. The Burmese rule gradually withdrew but then resumed as the new Konbaung Dynasty expanded its influence. Taksin of the Thonburi Kingdom finally conquered Lan Na in 1775 and broke it down into a number of tributary kingdoms.







พระนางจามเทวี.









According to legend, Lamphun or Haribhunjaya was founded in 1200 B.E. by Lersi Wasuthep who gathered Mon people (Mengkabut) to construct the city betweenPing River and Gwong River. When the construction was finished, they invited “Phra Nang Cham Devi” to rule the city. In Lamphun, there is “Cham Devi Temple”, the significant temple where Phra Chedi (Pagoda) Suvan Jungkot (local people call Kukut) locates. This pagoda contains the bone ash of Queen Cham Devi. For the persons who are interested in amulets, they should go to “Maha Wan Temple” which was founded by Queen Cham Devi. According to the legend, when Queen Cham Devi went to Haribhunjaya, she also brought 2 Buddha Statues;  Phra Setangka Manee (Phra Kaew Kao) and  Phra Buddha Sikki (Phra Sila Dum) and she enshrined Phra Sila Dum at Mahawan Wan Temple.

Then, when there was a war between Haribhunjaya and Khun Laowawilangka, the Lersi used Phra Sila Dum as a prototype to make amulets to distribute to people. It aimed to enhance people’s bravery and morale. The amulets left from distributing, were kept in Maha Wan Pagoda. Later, the pagoda was broken and amulets were discovered. People who brought these amulets to worship, faced with many miracles. Thus, these amulets were named as “Phra Rhod”. Phra Rod is classified as one of Benjaphakee and it is one of the most expensive amulet.















                                                 Kriengkrai Muangmool,



               A professor and famous Lanna artist.






























































Friday, September 22, 2017

Tomb Raider















Tomb Raider, also known as Lara Croft: Tomb Raider between 2001 and 2007, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, then by Square Enix after their acquisition of Eidos in 2009, the franchise focuses on a fictional English archaeologist Lara Croft, who travels around the world searching for lost artifacts and infiltrating dangerous tombs and ruins. The gameplay generally focuses around action-adventure exploration of environments, solving puzzles, navigating hostile environments filled with traps, and fighting numerous enemies. Additional media has grown up around the theme in the form of film adaptations, comics and novels.










Development on the original Tomb Raider game began in 1993. Its success prompted Core Design to develop a new game annually for the next four years, which put a strain on staff. The sixth game, The Angel of Darkness, faced difficulties during development and was considered a failure at release. This prompted Eidos to switch development duties to Crystal Dynamics, which has been the series' primary developer since then. Other developers have contributed either to spin-off titles within the series or ports of mainline titles.


                                                    






Tomb Raider games have sold over 58 million copies worldwide, becoming one of the best-selling video game franchises. The series has generally met with critical acclaim, with the series being noted as one of the pioneers of the action-adventure genre. Lara Croft herself has become one of the most recognisable video game protagonists in existence, winning numerous accolades and earning places on the Walk of Game and Guinness World Records. Alongside being praised for pioneering female characters in video games, she has also been the subject of controversy due to her sex appeal being used for marketing.























                                            Toby Gard 

                                Toby Gard (1972 - Chelmsford, Essex), the computer game character designer and consultant who designed the original Tomb Raider video game in 1995


The concept for Tomb Raider originated in 1993 at Core Design, a British game development studio. One of the men most involved in its creation was Toby Gard, who was mostly responsible for creating the character of Lara Croft. Gard originally envisioned her as a man: company co-founder Jeremy Heath-Smith was worried the character would be seen as derivative of Indiana Jones, so Gard changed the character's gender. Her design underwent multiple revisions and redrafts during early development. The game proved an unexpected commercial success, reversing Eidos' then-bleak financial situation. After the success of Tomb Raider, work began almost at once on a sequel. After the first game's success, Gard was no longer given full creative control, and it was stated by development staff that he was both saddened and disappointed by the use of Lara Croft's sex appeal in marketing. Gard left Core Design in 1997 to found his own gaming company Confounding Factor, and was replaced by Stuart Atkinson. Tomb Raider II proved even more of a commercial success than the original.

Over the next three years, Core Design was committed to delivering a Tomb Raider game annually, putting considerable strain on staff.For this reason, and the feeling that they had exhausted the series' potential, the developers tried to kill the character off. This did not work, and while a fifth game was created, the team stated that they were not fully invested in its development. During development on the fifth game, the team split into two divisions, with one division working on the next-generation sequel The Angel of Darkness.During this period, multiple handheld titles were also developed by both Core Design and third-party developers. The production of The Angel of Darkness was beset by problems from an early stage, with the team wanting to create a grander game to compete with contemporary action-adventure games. Under pressure from Eidos, key sections of the game needed to be cut, and it was released before the team felt it was ready. The game received negative reactions from both fans and critics, and was cited by Paramount as the reason for the second Tomb Raider film underperforming.

At Crystal Dynamics (2004-present)
After the critical backlash of The Angel of Darkness, Eidos decided to take production of the Tomb Raider series out of Core Design's hands and give it to another subsidiary studio. Production of the next game was given to Crystal Dynamics, a studio that had made its name with the Legacy of Kain series. Eidos CEO Ian Livingstone stated that while the critical failure of The Angel of Darkness was a major reason for taking the series away from Core Design, the decision was also motivated by their inordinate struggles with developing for the PlayStation 2, and by how many members of the Core team had complained that they were "burnt out" on Tomb Raider. He added that "For a UK company, moving the development of its prized asset from Derby to California was a big decision to make but, as it turned out, absolutely the right one to make."One of the main priorities for both Eidos and Crystal Dynamics was to regain the fanbase's trust in the brand, along with helping the series reclaim the status and selling power it had before The Angel of Darkness' release. Their main goal was to put Lara back inside tombs, with their physics-based engine enabling more intricate puzzles. After Legend was finished, the team decided to celebrate the tenth anniversary of the series by remaking the original game, rebuilding the environments and redesigning the story to fit in with the events and gameplay of Legend. Alongside the development of Anniversary, an entry for seventh-generation hardware was in development, although it used established gaming architecture from Legend and this caused problems for the development team. In 2009, the year after the release of Underworld, Eidos was bought by Square Enix and later renamed Square Enix Europe, giving Square Enix ownership of the Tomb Raider franchise.

Alongside Underworld, the team decided to create a new subseries that featured the character of Lara Croft while not using the Tomb Raider moniker and using the aesthetics of the Legend continuity. During this period, a second development team was working on a second reboot of the series and character, which would put emphasis on a darker and gritter interpretation of the character. Another priority was presenting Lara as a more human character, showing her in vulnerable positions, and showing how she begins her journey to becoming a "tomb raider" through both narrative and gameplay. A sequel, eventually revealed as Rise of the Tomb Raider, was confirmed as being in development a few months after the reboot's release. In response to criticisms about a lack of classic tombs, more optional and story-based tombs were incorporated into the game. It also continued the team's new portrayal of Lara, showing more sides to her character and her growing obsession with discovering the truth. In addition to this, the Lara Croft subseries was continued in multiple titles: the console game Temple of Osiris, and mobile title Relic Run. In addition, the mobile puzzle game Lara Croft Go was created to both give a different gameplay experience and evoke classic Tomb Raider games.





                                      Nathan McCree is an English music composer and sound effects editor for multimedia projects including computer games, television, live events, and radio



                                                           Music







The original Tomb Raider theme was composed by Nathan McCree. He created the original theme music after having discussions with Gard about the character of Lara Croft. Having decided to use Classical English music as an inspiration, he decided to create something simple for the theme song. Its simplicity made rearrangements and orchestrations easy. For his work on the first three Tomb Raider games, he was given fairly minimal briefs, and for Tomb Raider III he was working on the game as a freelancer as he had left the company. For The Last Revelation, Peter Connelly replaced Nathan McCree as the main composer, using McCree's music as a basis for his work. He composed the opening theme for The Last Revelation, saying that the opening melody came to him out of the blue, and added Egyptian motifs to fit in with the game's setting. Chronicles was originally going to have a sizeable original opening theme, but due to time constraints the majority of it ended up being discarded, much to Connelly's later regret. Only the opening segment survived. The music for Angel of Darkness, composed by Connelly and Martin Iveson, was the one element of production that did not encounter problems, as recording was finished before the major content cuts happened. Scored using a full orchestra as opposed to the synthesised instruments of previous titles, it was performed by the London Symphony Orchestra.

For Legend, Troels Brun Folmann composed the music and managed the sound effects. Alongside composing a large amount of music for the game, he created micro-scores for small segments within gameplay. Folmann returned to score Anniversary, doing re-orchestrations of the original score, along with expanding them. For Underworld, Folmann handled the main theme while Colin O'Malley handled the rest of the soundtrack, which featured far less looping music than Legend. The 2013 reboot was scored by Jason Graves, who had become known through his work on the Dead Space franchise. Along with his orchestral style, he created a special instrument to create discordant sounds within the music, and musical elements from around the globe to represent the inhabitants of the game's island location. For Rise of the Tomb Raider, the composer was Bobby Tahouri, who had previously worked as assistant composer on video games and theatrical films.Guardian of Light used no original music, instead using extracts from the music of Legend, Anniversary and Underworld. The music for Temple of Osiris was written by Will Roget II, who had originally worked on licensed video games including Star Wars: The Old Republic. Temple of Osiris was the first title in the Lara Croft subseries to have an original score, using Egyptian and Middle Eastern musical elements while creating a new main theme that could be used in future Lara Croft games.

Technology
The first Tomb Raider used a custom-built game engine, as other equivalent engines available to Core Design at the time were not versatile enough to realise the team's vision. The engine was designed by Paul Douglas, who also handled the game's artificial intelligence (AI) and the three-dimensional (3D) graphics. The choice of a 3D game was influenced by the team's opinion that the game type was under-represented when compared to first-person shooters such as Doom. Its 3D style meant multiple elements were difficult to implement, including the AI and camera control. Another noted aspect was the multi-layered levels, as compared to equivalent 3D action-adventure games of the time which were limited to a flat-floor system. 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. For Tomb Raider II, only minor upgrades were made to the engine, with the main improvements being to the AI and smoothing out Lara's model. Tomb Raider III underwent major revisions, including rewrites to the graphics engine and improvements in the lighting and AI systems. The engine was given a major overhaul for The Last Revelation. The first five games make use of full-motion video cutscenes. For the first three games, they were primarily used as transitional periods depicting Lara moving from one level to another or one location to another. For Chronicles, fairly minor revisions were made.







                                                        


For Angel of Darkness, a new engine was built from scratch, but due to being unfamiliar and unused to the technology of the PS2, the team encountered multiple problems such as needing to remove areas and characters due to polygon restrictions. Due to the deadlines imposed, the team were forced to cut corners, meaning that the game reached store shelves in a poor condition. For Legend, the staff at Crystal Dynamics created a proprietary engine from the ground up, named the Crystal Engine. The engine and the game's content were developed in parallel, leading to scheduling and workload difficulties. Anniversary used the same engine as Legend. Underworld used an all-new engine built specifically for the game, although its basic codebase was shared with Legend. In Underworld, Lara's movements were animated using full motion capture, with Olympic gymnast Heidi Moneymaker providing the character's animations. For the 2013 reboot, a new engine called "Foundation" was created for the game. Motion capture was again used for the 2013 reboot. An updated version of the Foundation engine was used again for Rise of the Tomb Raider. For both games in the new reboot, Lara's hair movements were made more realistic using a technology called TressFX (TR:2013) or PureHair (ROTTR).





Lakey Inspired