{
  "id": 13983774,
  "title": "How the impossible geometry of 'Tomb Raider III''s UFO level was made",
  "url": "https://urgent.news/2026/10/12/how-the-impossible-geometry-of-tomb-raider-iiis-ufo-level-was-made",
  "topic": "tech",
  "section": "Tech",
  "published": "2026-10-12T14:00:00.000Z",
  "source": {
    "name": "Space.com",
    "slug": "space-com",
    "url": "https://www.space.com/entertainment/space-games/how-the-impossible-geometry-of-tomb-raider-iiis-ufo-level-was-made"
  },
  "original_language": "en",
  "account": "In 1998, the Tomb Raider III game introduced a mysterious alien craft known as a UFO, hidden in Area 51. The level featured multiple floors for players to explore and search for a vital artifact, while enemies swarmed the area. Core Design, the game's developer, aimed to make the UFO level captivating and unique. Area 51 was a team effort, with Neal Boyd working on the rocket launch and Andy Sandham finishing the level. Richard Morton, the level designer, took charge of the UFO portion. Inspired by TV shows like The X-Files and documentaries on aliens, they decided to incorporate aliens into the level. Morton experimented with creating an impossible geometry for the UFO, eventually building an impossible room surrounded by eight rooms. This design was possible due to the innovative portal system developed by AI programmer Tom Scutt. Despite some challenges, Morton successfully integrated the UFO into the level, creating an unforgettable experience for Tomb Raider players.",
  "summary": "Bigger on the inside? Where have we heard that before?",
  "key_points": [],
  "editors_take": null,
  "illustration": null,
  "coverage": {
    "outlets": 1,
    "also_reported_by": []
  },
  "ai_generated": true,
  "disclaimer": "Summaries, key points and the editor’s take are written by software from other outlets’ reporting and may contain errors — always check the linked original."
}