By Mark Serrels on January 19, 2011 at 3:00 PM
"LittleBigPlanet 2 hits stores in Australia tomorrow, with a brand new set of creator tools that may just transform video gaming as we know it. We caught up with Siobhan Reddy, the Aussie Studio Director of Media Molecule about the rise of LittleBigPlanet 2 and the rise of the creator.
In the opening level of the LittleBigPlanet 2, the ‘tutorial’ level, you move from left to right. The soothing tones of Stephen Fry resonate, and pictures drop gently into view – from the most unexpected places – glued to the environment like Polaroids on a family fridge. These are the people that made this game – LittleBigPlanet – and there aren’t that many of them.
Over 400 people worked on Assassin’s Creed: Brotherhood. That’s four hundred. Over 200 worked on Grand Theft Auto IV, and roughly 300 worked on Metal Gear Solid 4. Today, at Media Molecule, exists a grand total of 37 staff members. That includes HR. That includes accounting. That includes the five designers they hired from the community and that includes Siobhan Reddy, the Australian Studio Director of Media Molecule, who we had the pleasure of interviewing yesterday.
Our first question? How the hell did a team so small, so niche, manage to create one of the strongest new IPs this generation?
LITTLE IDEAS, BIG EXECUTION
“It’s really, really full on actually,” begins Siobhan. “Our production team – I’m amazed by how many threads these people have to juggle day to day. Not only do they have the game to contend with, there’s the DLC threads, the backwards compatibility stuff, there’s community stuff. There’s all this stuff and you have to constantly be responsive and listen to the experiences people are having externally, but keep your eyes on the end goal....”
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