古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓

发表时间:2024/08/12 00:00:00  来源:古墓丽影网站  作者:“ZZer”翻译  浏览次数:1156  
字体大小: 【小】 【中】 【大】

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
阿什的古墓封面图
Tomb of Ash Header

  粉丝聚光灯:阿什的古墓
  Fan Spotlight: Tomb of Ash

  2024年4月19日
  Apr 19, 2024


  阿什·卡普里耶洛夫是“阿什的古墓”网站的创始人,在2016年为庆祝古墓丽影20周年组织了一次庆祝活动,首次将旧工作室开发者聚集在一起,被《复古游戏者》杂志誉为“劳拉的头号粉丝”。阿什的古墓网站一直在对游戏的旧工作室开发者进行深入的采访,并作为保存古墓丽影所有内容的平台。凭借一系列雄心勃勃的古墓丽影项目,我们将探索阿什的杰出创作和对这个系列的贡献。
  Ash Kapriyelov, dubbed 'Lara's biggest fan' by Retro Gamer magazine for his exceptional effort in organizing a celebratory panel for Tomb Raider's 20th anniversary in 2016 which brought together the original developers for the first time, is the founder of the Tomb of Ash website. Tomb of Ash has been conducting insightful interviews with the game's original developers and serves as a preservation platform for all things Tomb Raider. With a string of ambitious Tomb Raider projects under his belt, we are going to explore Ash's remarkable creations and contributions to the franchise. 


  问:你的古墓丽影之旅是如何开始的?
  Q: How did your Tomb Raider journey start? 

  我看到我的朋友们在PS上玩《古墓丽影II》,但那时我并不感兴趣,我更着迷《生化危机2》。2000年,当我买了Windows电脑后,购买了《古墓丽影:历代记》,它吸引了我。我开始学习英语以及软件包来创作艺术作品。我的第一个项目是3D渲染。最终,我从我出生的中亚国家搬到了英国。
  I saw my friends playing Tomb Raider II on their PlayStation, but at that time I was not interested; I was more captivated by Resident Evil 2. In 2000, when I got my Windows PC, I bought Tomb Raider: Chronicles, and it hooked me. I started learning English as well as software packages to create artworks. My first projects were 3D renders. Eventually, I moved to the UK from one of the Central Asian countries where I was born. 


  问:阿什的古墓是如何诞生的?创建该网站的最初动机是什么?
  Q: How did Tomb of Ash come to life? What was the initial motivator for creating the website? 

  搬到英国后,我开始帮助Laracroft.ru网站上的朋友拍摄德比(经典古墓丽影的发源地)的照片等。最终,我采访了安迪·桑达姆,Laracroft.ru的团队将其翻译成俄语并发布。我意识到如果没有人阅读英文版本会很可惜,所以我在个人Tumblr上发布了它。这引起了很多关注,我决定将其重新命名为阿什的古墓。
  When I moved to the UK, I started helping my friends at Laracroft.ru with pictures of Derby, the home of classic Tomb Raider, and such. Eventually, I interviewed Andy Sandham, which the team from Laracroft.ru translated and published in Russian. I realised it would be a shame if no one read the English language version, so I published it on my personal Tumblr. This gathered a lot of attention, and I decided to rebrand it to Tomb of Ash.  

  我开始建立网络并与来自核心设计工作室的其他人取得联系,请求采访、概念艺术等。让我印象深刻的是,他们几乎不知道自己的工作仍然受到重视和赞赏。我就是这样一个人,我的一生都因他们制作的游戏而受到影响和塑造,而他们多年来一直过着自己生活,却从未想过有人会记得他们。我开始在Tumblr上添加我发现的所有内容,但后来因为网站超出了Tumblr的功能,我转移到了WordPress。
  I began networking and getting in touch with other people from Core Design, asking for interviews, concept art, things like that. What stood out to me was how little they knew about how much their work is still valued and appreciated. Here I am, a guy whose whole life was impacted and shaped because of the game they made, and they lived their lives for years without thinking that anyone even remembers them. I started adding everything I found onto my Tumblr, but later moved to WordPress as my website outgrew Tumblr's functionalities. 


  问:你的第一个大型项目是动画短片《芭芭雅嘎》。芭芭雅嘎也是《古墓丽影:崛起》的DLC之一。是什么激发了你创作自己的芭芭雅嘎神话版本?
  Q: Your first larger-scale project was the short animation film 'Baba Yaga.' Baba Yaga is also featured as one of the DLCs for Rise of the Tomb Raider. What inspired you to create your own version of the Baba Yaga myth? 

  作为俄语使用者,我对芭芭雅嘎非常了解。我的祖母经常给我讲芭芭雅嘎的故事。回想起来,俄罗斯童话故事相当残酷。无论如何,我想制作一个解释器,为那些不熟悉它的人描绘芭芭雅嘎神话的最典型版本。我与谢莉·布朗德交谈,她同意配音,而伊娜·维祖哈尼娜则提出创作一些插图。后来,我提名它参加皇家电视学会奖,并进入半决赛,虽然最终没有获奖,但能在比赛中取得这样的成绩已经很棒了。
  As a Russian speaker, Baba Yaga was something that I was acutely aware of. My grandma used to tell me stories about Baba Yaga. Russian fairy tales are quite grim, come to think of it. Anyway, I wanted to make an explainer that would portray the most archetypical version of the Baba Yaga myth for those who aren't familiar with it. I spoke with Shelley (Blond), and she agreed to narrate it, while Inna (Vjuzhanina) offered to create a few drawings. Later, I nominated it for the Royal Television Society award, and it made it to the semifinals but ultimately didn’t win. Still, it was great to make it that far in the competition.  


  问:为了庆祝古墓丽影20周年,你在2016年英国曼彻斯特的PLAY Expo上组织了一个庆祝座谈会,聚集了核心设计工作室的开发者。你能告诉我们是什么激发了这样的想法吗?
  Q: To celebrate Tomb Raider’s 20th anniversary, you gathered the Core Design developers for a celebratory panel at PLAY Expo in Manchester, UK in 2016. Can you tell us what sparked the idea to do such a panel?  

  真的是出于无聊。在制作完芭芭雅嘎动画后,我以为这大概会是我博客上最大项目了。但是,在圣诞节期间,我想,既然他们真的很喜欢复古游戏,为什么不在PLAY Expo上组织一个古墓丽影20周年活动呢?所以,我给他们发了一封电子邮件,提议组织这个活动。
  Boredom, really. After working on the Baba Yaga animation, I was thinking it would probably be the biggest project on my blog. But then, during a Christmas break, I thought, why not organise a Tomb Raider 20th event at PLAY Expo, since they really love retro games there? So, I sent them an email with a proposal to organise it. 

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
PLAY Expo曼彻斯特 - 核心设计工作室小组
PLAY Expo Manchester - Core Design Panel


  问:在这么多年后,将前核心设计工作室的开发者聚集在一起参加小组活动有多大挑战性?
  Q: How challenging was it to bring together the former Core Design developers after so many years for the panel? 

  我认为最具挑战性的是让他们相信人们仍然记得并热爱他们的作品。他们之前从未见过粉丝;一直是高层或营销人员负责与社区和媒体方面的事情。除此之外,一切都很顺利。是的,有很多与后勤等相关的工作,但我在学习之余的空闲时间里完成了它。我会在我的公寓里挂一个吊床,每天工作几个小时。我认为我做得很好,因为我没有预算,完全是靠热情来做的。
  I think the most challenging part was convincing them that people still remember and love their work. They had never met the fans before this; it was always the higher-ups or marketing who dealt with the community and media side of things. Other than that, it was rather smooth sailing. Yeah, there was a lot of work involved with logistics and such, but I managed to do it in my spare time after studies. I'd get into a hammock in my flat and work for a few hours a day. I think I did a good job considering I had no budget and it ran on pure enthusiasm.  

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
PLAY Expo核心设计工作室小组观众
PLAY Expo Core Design Panel Audience

  活动非常热闹,因为我们有来自世界各地的粉丝飞来参加——加拿大、乌克兰、意大利……现在知道古墓丽影1和2的原关卡设计师尼尔·博伊德,从泰国远道而来与粉丝见面并看望他的朋友,感觉格外特别和温暖。几年前,他不幸去世,但令人感动的是,即使在20年后,他仍能看到自己的作品受到人们的喜爱。
  The event was rather crazy as we had fans flying in from all over the world - Canada, Ukraine, Italy… It now feels extra special and heartwarming to know that Neal Boyd, the original level designer for Tomb Raider 1 and 2, travelled all the way from Thailand to meet fans and see his friends. He sadly passed away a couple of years ago, but it's touching to know that he was able to see his work still being loved even after 20 years. 


  问:小组讨论中有哪些让你记忆犹新,让你觉得非常精彩?
  Q: Were there any panel reactions that stick in your memory as best moments? 

  我希望通过活动打动人们,所以我请粉丝们发送他们的故事,讲述古墓丽影如何改变了他们的生活,因为我肯定不是唯一一个受到影响的人。我们收到了很多信息,其中一些非常个人化,我们将其添加到幻灯片中,并在小组活动前与古墓丽影主题一起播放。我们的目标是捕捉观众的情感反应。讽刺的是,我却在《古墓丽影 4》的主题曲中崩溃大哭。我不知道这是因为意识到一切都已成定局,还是因为他们即将首次见到粉丝,而我与这件事有关,还是两者兼有……但确实,我意外地崩溃了。我们分发了一本回忆录,粉丝们可以留下关于古墓丽影的信息,里面还有一些很有趣的内容。
  I hoped to move people with the event, so I asked fans to send their stories about how Tomb Raider changed their lives because surely, I wasn’t the only one affected. We received numerous messages, some very personal, which we added onto slides and projected along with Tomb Raider themes before the panel. We aimed to capture emotional reactions from the audience. Ironically, I was the one who ended up breaking down in tears in the middle of Tomb Raider IV’s theme. I have no idea whether it was the realisation that it’s all done and dusted, that they’re about to see the fans for the first time and I had something to do with it, or both of those things… But yes, I broke down unexpectedly. We had a book of memories passed around where fans could leave a message about Tomb Raider, and it had some interesting entries. 

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
娜塔莉·库克(第一位官方劳拉·克劳馥模特)和阿什
Nathalie Cook, the very first official Lara Croft model and Ash

  问:PLAY Expo 核心设计工作室小组讨论会是一项浩大的工程,正如你所提到的,它需要大量的资源和后勤支持。但这还不是你主要项目的终点。你能带我们了解一下《古墓丽影黑暗天使交响乐》项目吗?解释它是如何产生的,并讨论该项目带来的挑战。
  Q: The PLAY Expo Core Design panel was a grand undertaking that required, as you mentioned, a lot of resources and logistics. However, that wasn’t the end of your major projects. Can you guide us through The Dark Angel Symphony project, explaining how it came to be and discussing the challenges the project brought? 

  2016年晚些时候,我联系了彼得·康奈利,并提出为他组织古墓丽影音乐的重制。这最终变成了令人难以置信的《古墓丽影暗黑天使交响乐》音乐专辑项目。这项工作非常繁重,而正当我认为我的工作完成时,新冠疫情的封锁发生了。我们面临一个选择:要么推迟专辑的发货,直到我们能够聚在一起组织后勤链,要么想别的办法。结果,所有的专辑、黑胶唱片等都寄到了我的家里,而我每周都要寄出大约100个包裹,经常忙到凌晨3点(同时我还在全职工作),打包、贴标签、安排快递员取件等等。这是一个令人筋疲力尽的项目,但最终,我为自己能成为其中一员而感到自豪,并且非常高兴能参与其中。我认为我可以再次做类似规模的事情;我只是需要找到一个新的“东西”。
  Later in 2016, I contacted Peter Connelly and offered to organise a remastered version of his Tomb Raider music. This turned into the incredible Tomb Raider: The Dark Angel Symphony music album project. It was a lot of work, and just when I thought my job was done, the Covid-19 lockdown happened. We had a choice to delay the shipment of the album until we could get together to organise the logistics chain or think of something else. This resulted in all the albums, vinyl, etc., arriving at my house, and I was shipping about 100 parcels a week, often staying up until 3 am (while also working full-time), packing, organising labels, and arranging for the courier to collect, etc. It was an exhausting project to manage, but ultimately, I am proud to have been a part of it and I am very happy I was involved. I think I could do something similar in terms of scale again; I just need to find a new 'thing.'


  问:你召集了一群粉丝和之前参与过古墓丽影制作的人员,共同制作了一部名为《古墓丽影:埃尔哈瓦神话》的新动画短片。这部动画讲述了劳拉在《古墓丽影:最后的启示》结尾经历濒死体验后到北非的冒险。你能告诉我们更多关于创作《埃尔哈瓦神话》背后的灵感吗?
  Q: You brought together a group of fans and individuals who have previously worked on the Tomb Raider franchise to create a new short, animated film titled Tomb Raider: The Myth of El Hawa. This film portrays Lara's adventures in North Africa following her near-death experience depicted at the end of Tomb Raider: The Last Revelation. Could you tell us more about the inspiration behind creating The Myth of El Hawa? 

  在特伦内特的一次直播中,她正在讨论《古墓丽影:最后的启示》和《古墓丽影:黑暗天使》之间的故事,这给了我一个灵感。我联系了默蒂·斯科菲尔德(《古墓丽影:黑暗天使》的编剧)来确认那个故事,并请他为动画短片编写正式的剧本。我想以我的《芭芭雅嘎》短片的风格来制作它。我请乔内尔·埃利奥特为劳拉配音,迪恩·科普里作曲,贾斯敏·施泰纳绘制,特伦内特则提供一些额外的帮助,包括导演和配音剪辑。创作一部最终为劳拉在《古墓丽影4》之后经典时间线上发生了什么提供解释的动画感觉很棒。这部电影在德比举行的古墓丽影年度活动的大屏幕上首映,并获得了极好的反馈。我对此感到非常自豪。
  During one of Terenete’s livestreams, she was discussing the story between Tomb Raider: The Last Revelation and The Angel of Darkness, which gave me an idea. I contacted Murti Schofield (the writer for Tomb Raider: The Angel of Darkness) to confirm that story and asked him to write a proper script for a short, animated film. I wanted to do it in the style of my Baba Yaga short film. I asked Jonell Elliott to do the voiceover as Lara, Dean Kopri to compose the music, Jasmin Steiner to create the drawings, and Terenete (Tina Ljuebnkov) to provide some extra help with the direction and voice-over editing. It felt great to create an animated film that finally provides an explanation for the classic timeline of what happened to Lara after the end of Tomb Raider IV. The film premiered at the annual Tomb Raider event in Derby on the big screen, and the feedback it received was fantastic. I am very proud of it.


  问:你为保存古墓丽影游戏文件做出了杰出贡献,因此获得了索尔福德市长的“公民奖”。通过与核心设计工作室开发者的深入访谈和彻底调查,你已经为粉丝们的长期疑问找到了答案,并揭示了许多以前从未公开的真相。是什么激励你继续这些深入调查和文件保存工作的?
  Q: You've made an outstanding contribution to preserving Tomb Raider game files, earning you the Citizen Award from the Salford Mayor. Through extensive interviews with Core Design developers and thorough investigations, you've unearthed long-awaited answers to fans' questions as well as unveiled many never before known facts. What inspires you to continue these deep dive investigations and file preservation efforts?  

  我喜欢把我的博客看作是“古墓丽影”的数字版本。你发现了一件文物,揭开了它所隐藏的谜团,然后将其保存在你的宝藏室里。对我来说,我的博客就是劳拉庄园里的那个宝藏室,每个人都可以访问,并且可以借用所有的文物来仔细研究它们。发现关卡最初是如何规划的,以及随着时间的推移它们是如何变化的,这是一件令人兴奋的事情。我相信还有很多东西尚未被发现,而每一个新的发现都让我们能够拼凑出这个系列及其创作背后的故事。尽管我们已经对这个系列有了很多了解,但每一个未见过的素材都为我们提供了对整个游戏设计过程的进一步了解。看看这些游戏是如何在当时制作的,特别是考虑到这个过程多年来是如何变化的,这非常有趣。游戏保存是一个相对较新的事物,这意味着许多有价值的见解和旧游戏已经随着时间的流逝而丢失。如果我能做些什么来帮助保存原始系列,我会做的。
  I like to think of my blog as a digital version of 'Tomb Raiding.' You discover an artefact, uncover the mysteries it holds, and then preserve it in your treasure room. For me, my blog is that treasure room from Lara’s manor that everyone has access to and where they can borrow all the artefacts to examine them. There’s something exciting about discovering how the levels were initially planned and how things have changed over time. I believe there's still a lot to uncover, and each new discovery allows us to piece together the story behind the series and its creation. While we already know much about the series, every unseen asset provides further insight into the entire game design process. It's fascinating to see how these games were made back then, especially considering how the process has changed over the years. Videogame preservation is a fairly recent thing, which means many valuable insights and older games have been lost to time. If I can do something to help preserve the original series, I will. 

  我还喜欢邀请原版开发者加入我的Twitch直播,一起玩原版游戏、重制版合集或粉丝制作的MOD,并分享他们的感受。与观众进行问答,并与我喜爱的游戏创作者交谈,即使是虚拟的,也是一件特别的事情。
  I also enjoy having the original developers join me on Twitch to play either the original games, remastered collections, or fan mods and share their impressions. There’s something special about engaging in Q&A sessions with the audience and speaking with the creators of the games I love, even if it is virtually. 

  你可以在我的YouTube频道上观看开发者直播
  You can watch the Developer Streams on my YouTube channel. 


  问:您能分享一下获得市长公民奖背后的故事吗?
  Q: Could you share the story behind receiving the Mayor's Citizen award? 

  今年2月,我接到了当地议会的电话,说彼得·康奈利提名我获得市长公民奖,以表彰我在保护古墓丽影游戏和作为乌克兰难民志愿者方面所做的工作。这对我来说是一项巨大的成就,不仅因为我被儿时的偶像之一提名,而且在我成为英国公民一年后还获得了公民奖。证书和奖杯都骄傲地摆在我的客厅里。
  This February, I received a call from my local council saying that Peter Connelly had nominated me for a Mayor’s Citizen award for my work on preserving Tomb Raider games and my volunteer work with Ukrainian refugees. It was such a huge achievement for me, not only being nominated by one of my childhood heroes but also winning a citizen award a year after I became a British Citizen. Both the certificate and trophy are proudly displayed in my living room. 

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
市长公民奖——阿什的古墓
Mayor's Citizen award - Tomb of Ash

  问:您对阿什的古墓网站的未来有什么计划?
  Q: What are your future plans for Tomb of Ash? 

  还是老样子——寻找更多未发布的内容并保护原版系列。我还在写一本书,将涵盖从1996年到2006年的古墓丽影历史。我希望在古墓丽影30周年之际出版它。我可能会提供免费数字下载,除非我找到一家出版社进行印刷,因为我想保留我最喜欢的系列故事。以下是一个正在进行项目的书名和封面:
  Same old - looking for more unreleased stuff and preserving the original series. I'm also working on a book that will cover the history of Tomb Raider from 1996 to 2006. I hope to publish it for Tomb Raider’s 30th anniversary. I'll likely offer it as a free digital download, unless I find a publisher to do a printed run, because I want the story of my favourite franchise to be preserved. Here's a work-in-progress title and cover:

【古墓丽影网站】2024年4月19日官网新闻:粉丝聚光灯 - 阿什的古墓
阿什的古墓——古墓丽影圣经——模拟图
Tomb of Ash - TR Bible - mockup

  需要明确的是,这是一本非官方书籍,未来的修订版封面将说明这一点。
  Just to make it clear, this is an unofficial book, and the cover will reflect that in future revisions. 


  问:您想向古墓丽影社区传达什么信息吗?
  Q: Is there a message you would like to convey to the Tomb Raider community? 

  从个人层面来说,保护古墓丽影游戏并将背后的创作者推到台前对我来说非常重要。经典的古墓丽影游戏非常复杂;它们让我沉浸其中,逃离了我童年时的恐怖生活。我的父母是酒鬼,我的同学因为我的种族背景而不喜欢我,而我的国家想把我关进监狱,因为在那里同性恋是非法的。当我启动古墓丽影时,我突然置身于埃及、希腊、中国,或者只是探索豪华的庄园。劳拉给了我力量,给了我活下去的意志,并把我介绍给了许多至今仍是我的朋友的人。正是因为她,我才不断前进。劳拉·克劳馥对我来说是一个有共鸣的角色吗?不,绝对不是,她恰恰相反。但就像读超人漫画书并受到角色启发的孩子一样,我也受到了劳拉的启发。
  Preserving Tomb Raider games and bringing the creators behind them to the forefront is very important to me on a personal level. Classic Tomb Raider games were incredibly intricate; they allowed me to immerse myself and escape the horrors of my life as a child. My parents were alcoholics, my schoolmates didn’t like me because of my ethnic background, and my country wanted me imprisoned because being gay is illegal there. When I fired up Tomb Raider, suddenly I was in Egypt, Greece, China, or simply exploring the posh manor. Lara gave me strength, the will to live, and introduced me to many people who are still my friends. It’s because of her that I pushed and still push forward. Was Lara Croft a relatable character for me? No, absolutely not, she was the opposite. But just like a kid who reads Superman comic books and feels inspired by the character, I felt inspired by Lara.  

  在劳拉的最初传记中,她的家人抛弃了她,因为她拒绝接受他们为她规划的未来,比如嫁给阿宾登伯爵并成为贵族夫人。她拒绝了这些事情,尽管被父母抛弃,但她还是在走自己的路时找到了幸福。
  In Lara’s original biography, her family disowned her because she rejected following the future they had planned for her, such as marrying the Earl of Abingdon and becoming an aristocratic lady. She said no to those things and, despite being disowned by her parents, found happiness in following her own path.

  总的来说,我的家庭对我具有破坏性,而不仅仅是因为我隐藏的性取向。这就是为什么我渴望像劳拉一样。这就是为什么我从15岁起就开始工作,用我所有的积蓄搬到英国。这并不容易。我不是来自欧盟、美国或任何有优惠协议的英联邦国家。我每年都要疯狂花钱在学费、生活费和签证费上,直到13年后,我终于成为了英国人。
  My family was destructive to me in general, not just because of my closeted sexuality. This is why I aspired to be like Lara. This is why, after working since the age of 15, I used all my savings to move to the UK. It wasn’t easy. I wasn’t from the EU, US, or any Commonwealth state with preferential agreements. I spent money on crazy tuition fees, maintenance, and visa fees every year until, 13 years later, I finally became British. 

  回想起来,我觉得很疯狂,一个来自中亚小国的人,竟然通过沉浸在游戏世界中、搬到游戏制作的地方、与原开发者取得联系并在业余时间做各种酷项目来征服了我所有的恶魔。我常常难以相信这一切都是我自己做到的。所以,我的信息可能与那些身处黑暗中的人有关——你可以做到!如果我能做到,你也能。
  Looking back, it feels insane that I, a person from a small Central Asian country, managed to conquer all my demons by immersing myself in video games, moving to the place where the games were made, getting in touch with the original developers, and doing various cool projects in my spare time. It's often hard for me to believe I achieved all this on my own. So, my message is probably relevant to those who find themselves in a dark place – you can do this! If I could, so can you. 


  您可以在以下平台上关注阿什的作品:
  You can follow Ash’s work on the following platforms: 

  · Tomb of Ash 

  · YouTube 

  · Twitch 

  · X (Twitter) 

  · Facebook

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