jump_button
Banned
Well it out now lol
Article by Matthew Compher, aka comphermc for LBPC
As many of you are aware, Media Molecule recently played host to a number of talented LittleBigPlanet creators from around the world. This event was held in order to allow the group to experience the new features LittleBigPlanet 2 brings to the table, while drumming up content to be used in press events and the like. The event, held in Mm's new Guildford studio the weekend of June 4th, was aptly dubbed the Community Game Jam 2010. I've done my best to fill this article to the veritable brim with summaries and impressions of the whole ordeal, all taken from attendees, and all put together in an attempt to accurately describe what went down. It is written from my perspective, but we have included the viewpoints of many others in the article (by way of quotes and recollections) as well. Enjoy!
Who where there?
Wexfordian, StevenI, jump_button, jackofcourse, Poms, Julesyjules, Steve_big_guns, Anpostteller, rtm223, Jaeyden, FULLGORR, comphermc, and GruntosUK
Article by Matthew Compher, aka comphermc for LBPC
As many of you are aware, Media Molecule recently played host to a number of talented LittleBigPlanet creators from around the world. This event was held in order to allow the group to experience the new features LittleBigPlanet 2 brings to the table, while drumming up content to be used in press events and the like. The event, held in Mm's new Guildford studio the weekend of June 4th, was aptly dubbed the Community Game Jam 2010. I've done my best to fill this article to the veritable brim with summaries and impressions of the whole ordeal, all taken from attendees, and all put together in an attempt to accurately describe what went down. It is written from my perspective, but we have included the viewpoints of many others in the article (by way of quotes and recollections) as well. Enjoy!
Who where there?
Wexfordian, StevenI, jump_button, jackofcourse, Poms, Julesyjules, Steve_big_guns, Anpostteller, rtm223, Jaeyden, FULLGORR, comphermc, and GruntosUK
The first weekend in June, creators from around the world began to descend upon Media Molecule Studios. What chaos awesomeness would ensue! That Thursday afternoon, Fullgorr, Wexfordian, and I were the first to arrive at our hotel just outside of Guildford; we were later to be joined by Jaeyden, GruntosUK, Poms, and steve_big_guns.
Meeting up with people you have had online friendships with for the last 2 years is bizarre. On one hand you feel like you know loads about the person as you judge them purely on their words. On the other, you realise you don't even know their real name let alone what they look like! Still, we all gravitated to the bar and slowly but surely we formed a group. The last people to arrive had it easy as all they had to do is look for a group of guys having a heated debate about logic setups.
...recalls Wexfordian
As I arrived back at the hotel after a morning of shopping, my hands full of various British goodies (Hey, I knew I wasnt going to be going outside for the better part of the weekend), I spotted someone sitting at the bar; he had a shaved head and a pint in his hand... at that moment, I knew that this weekend wasnt just some elaborate murder plot-- it was the real deal. That man was Wexfordian, and he was talking with Comphermc! I awkwardly walked by and introduced myself-- it wasnt your typical introduction, as the first thing I said was LittleBigPlanet???? in a schoolgirl-like tone. After the strange introductions (who woulda thought Wex and Comph had REAL names!?) we talked about the weekend ahead of us... who knew three dudes could talk so much about a video game? Well, we made it happen!
...recalls FULLGORR
Usually when you meet someone new it's always small talk and uncomfortable chit chat, but this was like a school reunion. We just dove right into it like old friends. The only thing that felt out of place was introducing myself by my screen name. Haha, I'm just not used to it! Lots of talk of LBP, speculation of LBP2, a touch of prying at Mark [Valledor] for more info, and a great little buffet was the setting for our dinner.
...recalls Jaeyden
The evening was spent discussing the things that most excited us about LittleBigPlanet 2 with Mark Valledor, Marketing Manager at Sony Computer Entertainment America. The night continued in Guildford at one of the local pubs, where we carried on making guesses and predictions about the events of the following day.
We capped the night in the lounge of the hotel. I took the liberty of bribing the desk clerk to let us use one of the big screens in the bar, and we set up Wex's PS3 and finished the night in style.
...recalls Jaeyden
FULLGORR, bless his heart, fell asleep in his chair.
The next morning began bright and early. A nice breakfast buffet, lots of coffee and the continual joke of asking Comphy "What time is it now?" every thirty seconds as we got closer to leaving. Excitement built as we arrived at Wey House. Walking up the stairs and into the studio was surreal. We enter into the heart of MM and there behind these desks are the faces we've all seen in interviews over the years... Mark, Kareem, Victor... Alex. Little time is spent lingering in the work area as were whisked upstairs to a room full of people.
...recalls Jaeyden
Soon after breakfast, we were gathered on the top floor of MM's new building where the event was set to begin. We wound through the main level, where everyone was hard at work on LittleBigPlanet 2. From the pink carpet, to the lively decorations, to the smiling Molecules, hard at work on LittleBigPlanet 2, it was a very surreal experience indeed! The creators who had not arrived the night before now met up with us, introducing ourselves as steadily as our nerves would allow. The biggest question on everyone's mind at this point was... what the heck do I call that guy...? Do I use his PSN ID? His name!? Ah! Eventually we got acquainted, and moved on to salivating at the row of TVs and Playstations set up for us, knowing that LBP2 was just a few yards away. Patiently we waited, exchanging small-talk, (not so) secretly hoping that we'd begin sooner rather than later.
First impressions of the place left me blown away. These were some seriously cool people here and left me wondering what I was doing here!
...recalls Wexfordian
Seeing everyone and trying to then work out who was who, and trying to put the PSN to faces... I'm really bad at remembering names!
...recalls Jump_button
As it turned out, everyone was really cool and once we got over the initial matching of PSN / real name / face worked out (saying, Hi, my names rtm223 out loud is pretty cringeworthy) we kind of bonded in mutual excitement and remembered that we actually knew each other really well already.
...recalls rtm223
We began in the early afternoon with a thorough presentation by Alex Evans and Mark Healey of all of the new tools within LBP2. You could tell how proud they were of what they had accomplished; the enthusiasm they had for their game was infectious and only served to excite us more. We were growing tired of picking our jaws up off of the floor, but at the same time we couldn't help but giggle at the thought of how much fun the next 24 hours would be. With our heads buzzing with all we just learned, we scarfed down some food before finally being unleashed upon the game.
After an awkward few minutes of talking to random strangers I'd met on the internet (who, to my great disappointment, look nothing like I expected), and strange people with cameras taking pictures of us, we finally got our first look at LBP2. About 10 minutes into the presentation I was already amazed and couldn't really take in any more new details.
...recalls Syroc
We all scampered over to the TV as if children on Christmas morning. Mark ran through a seemingly limitless number of new features and tools; as each new feature was shown, my brain was stuck trying to comprehend what we had been shown 5 minutes earlier.
...recalls FULLGORR
When asked if we were ready to have a take at it, the resounding shouts of "Ohh Hell Yeah!!" and "You betcha" was like asking a group of school kids if they wanted the keys to the candy store.
...recalls Jaeyden
We were all so mesmerized... even Alex!
FULLGORR couldn't even keep his mouth closed!
The first hour or so was simple chaos! We literally didn't know where to begin. The vast selection of new tools, features, and options left us all flying off in different directions. Some of us messed with the circuit boards; others of of us made little contraptions using the Sackbots, switches, and gravity controls; while others still explored the incredible selection of new materials, objects, stickers, and decorations in LBP2. Meanwhile, the Mm staff buzzed around behind us, sometimes offering tips and advice, while explaining the inner workings of some of the more mysterious tools. It was simply astounding to be surrounded by people who shared the same passion for exploration, tinkering, and creation as ourselves.
At first I was just shaking my head, trying to come to terms with what we've got to work with now and how to apply the new tools and changes. But rest assured, the greatest creators on the planet were there to guide us through a crash course of LBP2. Johnee, Mark, Victor and Christophe. These guys are pure awesome. Genius incarnate and absolutely the nicest people you may ever meet. They spent all that time answering questions and guiding us through the build as it is right now. My hat is off to these guys. Thanks for spending all that time with us.
...recalls Jaeyden
Whilst there have been numerous requests for new content, features, and level packs for LittleBigPlanet, we can see that LittleBigPlanet 2 will add more to the game than anyone could have possibly imagined.
...recalls StevenI
Mark shows off the amazing new holographic-like material, called vacuum.
Because we had access to the entirety of the (rather incomplete) story mode from the start, we were able to use those levels as a source of inspiration - a "foundation" from which to expand our creative minds. The new tools completely changed the way we approached building. While we're not allowed to talk too much about story specifics, let me tell you: there's a reason that the Mm level designers do what they do for a living! Over the past two years, the community has been constantly pushing LBP to the limit, constantly raising the bar... so one of the biggest questions for me was whether or not Media Molecule would be able to wow us again. Here I am, after seeing the game, and let me tell you, Media Molecule has responded in kind! It should be noted that many of these levels were still being revised, or had not yet been passed to the art department, but the core was there, and it was fantastic!
Remember the idiotic grin you got from playing LittleBigPlanet for the first time? - It's back!
There's more new gizmos and gadgets than you can shake a sponge at, with camera tools that can make mini-Spielbergs out of all of us. There are even movie levels in story mode! Oh yes.
...recalls Julesyjules
In order to help explaine some of the possibilities of the more complex create tools, Johnee took us into Create mode for a few of the story levels. There were some impressive mechanics at work for the complicated bits and the others actually teased Johnee for his all-over-the-place style of logic construction in some of those bits. It was a nice peek into the sorts of things that go into making a LittleBigPlanet 2 story level, and even made the designers seem somewhat human!
My mind was literally blown by Mark and Alex's presentation on the new features, the sheer amount of things they have added into the game is not nothing short of magnificent. My head was swimming with ideas afterward, as I stood on the balcony in the beating Guildford sun, thinking about the possibilities of what we could create. Actually putting those ideas in to practice once I finally got my eager hands on the joypad was another thing; assualted by screens upon screens of new stuff to play with, I erratically moved from thing to thing, mouth agape in amazement at what was in front of me.
...recalls GruntosUK
All the new features were a lot to take in, and I was eager to try them out. After a short break for lunch we finally got what we were waiting for. With so little time, I wanted to try as many of the tools as possible. I created very erratically, going from one thing to another, all the time in amazement of the possibilities and how well everything was implemented. Looking around I could see what everyone else was doing and all the things I still had not tried.
...recalls steve_big_guns
Alex gives us a glimpse of an early version of the new online community system. It is sure to impress!
Meanwhile, professional camera crews were brought in to document the event. We had lights, booms, and cameras shuffling all over the room, and we did our best to ignore them while we tinkered away. It didn't take long to have your attention grabbed by the number and scope of positive changes and new tools in LBP2.
While everyone else was becoming square-eyed by not moving from their little stations for hours on end, I was wandering around seeing what everyone was up to, and I helped out where I could. I have been helping Media Molecule with LBP2 for the past month or so, so I already knew the new tools and features quite well... and after creating day-in, day-out for weeks, I didn't fancy pulling an all-nighter like the rest of them - Ha!
It was great watching what everyone else was doing and getting to see lots of different perspectives on the new tools. It was also awesome seeing so many people have exactly the same response as I did when I first got into create mode... "So.many.new.tools... don't.know.which.to.try.out.first! OVERLOAD!! OVERLOAD!!"
...recalls jackofcourse
Luckily, MM staff were on hand, mingling and all eager to show off what theyve created and what was possible with the new tools. I think they were more excited than us; theyve been keeping this stuff secret for months! As I was still too giddy to actually think for myself, I started by reproducing some of the features of their levels, working out how to achieve that goal from scratch using the with the new tools. I ended up with a direct control chair controlling a cursor/target bound to the edges of the screen, with an aim-able turret that fired seeking energy weapons. I found myself amazed at how simple it was to put together!
...recalls rtm223
And just like that, our free-for-all with the game came to a close. We creators reluctantly gathered into a little corner of the room where a whiteboard had been situated. We were then informed that we would be participating in a little challenge for the duration of our time in the studio. I think some of us may have been initially apprehensive, but it would turn out to be a blast. We were presented with...
To, in teams, create either:-
A cutscene
A mini game
A boss fight
We quickly divided into teams (or decided to act solo) and began brainstorming ideas. Wexfordian, rtm223, and I started whispering like little schoolgirls in the back, and others scrambled to come up with level ideas in their own secret ways. We all settled on early concepts and scribbled out a plan on the whiteboard (for some reason many of them involved crabs...?) and we were off! The deadline? 4pm the next day!
I can't speak so much for the other groups, but this is where the night got serious. We had less than 24 hours to make a level... and we were going to get it done, dangit! We decided to go with a top-down helicopter shooter, and it seemed a tall order for the time constraints (but we're pros, right?). Wexfordian began working on the level for the mini-game, rtm223 set out to make some weapons and logic stuffs for it, and I was tasked with making a little helicopter with functioning HUD and direct control seat.
...recalls comphermc
Syroc focuses, knowing that we are on the clock!
We all started going through the early steps of creating a level. Those of you experienced creators in LBP1 will be right at home with the old create tools, but you'll quickly come to love the tiny tweaks and additions that accompany them. I will admit that it was a bit daunting to look at that blank screen for the first time and realize that we needed a fully functional level in fewer than 24 hours, but it was crunch time, so we went to work. After a few hours, we noticed Mm staff from the office below start to accumulate on the deck outside, and we could hear the rumblings of a mini-party forming.
Alex's attempt to pry us away from the screen by wafting in the smell of delicious barbecue failed miserably. With a quick snatch of a chicken wing and the polite spoonful of salad most people disappeared in again to be with what will surely be their new love for the next few years. I resisted long enough to listen to Kareem regale us with stories of Egypt, including one or two he might not want repeated here! After the barbecue was over, it was straight into a marathon of LBP2. I was in love. A certain line from The Godfather kept running through my head.... "Just when I thought I was out..."
...recalls Wexfordian
Amazing creations began to boil up from all over the room. What a rush it was watching everyone come together and build stuff that makes some of the best LBP1 levels pale in comparison. Somewhere in between we were given a tour of the studio, an awesome BBQ, and tons of buzzings from Johnee's model helicopters.
...recalls Jaeyden
Before we knew it, it was 1am... 3am... we quickly lost track. Creators and staff alike began to slowly trickle back to the hotel to catch some brief sleep. A few Creators managed to fight the desire to sleep and instead push on with their creations.
Hours pass... it was past midnight when the Molecules started to torture us by watching Top Gun nearby; that's when I really started to feel tired. So about 5am, some of us popped to the hotels and I checked in, unpacked, and had a little nap before going back.
...recalls Jump_button
Spaff had joked before hand about sleep being optional, but I dont think he actually believed that any of us would take him seriously. I dont think we believed wed stay up all night, although I must admit Id come prepared (energy drinks, ibuprofen and eye drops at the ready). But I found that as others dropped off, I just didnt feel the need to stop; sleep simply wasn't that appealing.
...recalls rtm223
I knew weeks before that I wasn't going to sleep.
...recalls comphermc
At the cost of some quality hotel sleep, Creators who stuck around managed to get a lot more done than their sleeping counterparts...
I decided to create a mini-game, with controls based around games such as Smash TV or Geometry Wars; left analogue stick to move, the right to fire guns in whatever direction you pointed. I didn't have a setting, or anything else other than the basic gameplay element and the fact it was to be a top-down shooter. From here, with a lot of help from MM's level designers I began to create the basic controls using the direct control seat, and let me tell you, the new tools, as powerful and as seemingly limitless as they are, are a complete breeze to use and extremely intuitive. After the basic controls were sorted, I had a basic craft that looked like a UFO, and then the setting came to me. A herd of cows, tired of being abducted by the aliens set up a Spitfire squadron called B.A.D.A.S.S (Bovine Anti-Air Defense And Support Squadron) in an attempt to try and stop the aliens once for all. The cows flying spitfires came at you from all angles in a kamikaze style in order to take you down. And that was it, I was off in a 27 hour create frenzy (interrupted only by 3 hours or so sleep and travel to and from the studios). With a few hours to spare I had a fully working, playable mini-game. With a little time left I decided to use the motorway I added as scenery as a little gameplay feature, adding a few cows on the ground, and setting them to flee the player it was possible to herd them into the traffic for a few extra bonus points. I was done, and spent the rest of my time checking out the brilliant story levels, sort of regretting I hadn't used the grapple hook in anyway, because that thing is simply fantastic.
...recalls GruntosUK
At first I couldn't really decide what to build with the new tools. Each idea was immediately replaced by another. Eventually I started rebuilding Peggle, which is something I tried to build in LBP1 before, but quickly realised that, thanks to the new tools, this wouldn't take half as long as it did in LBP1, and was actually a bit too easy. So, I wasn't too disappointed to find that all my progress was lost after a crash (it was a very early build of the game, you see) and started on something new. I settled for a very basic 2D retro-space shooter in the end. That, too, was much easier to make than it would be now, but it was the only idea I could focus on long enough to actually complete.
...recalls Syroc
Day broke and we still went strong. This here was our home for 27 hours!
Poor Tom was sleeeeeepy...
Brought on by sleep deprivation, time becomes a blur at this point. The Creators that had returned to their hotels for rest the previous night began wandering back to their PS3's early on Saturday. Many had started wrapping up their levels and had moved on to playing with other ideas or the story levels.
The concept for our top-down heli level was simple, as were the basic mechanics of making the idea work, but we were not just going for simplicity. We wanted to push what was possible with the new tools. Thusly, rtm223 was working on making bullets that tracked towards their target as well as some awesome explosion effects, I was working on a functional HUD attached directly to the helicopter, and Wexfordian was working on making detailed scenery for the top down view. With the new tools, it was amazing how well each of these goals was accomplished. It took many, many hours, but we started to see a level forming before our eyes.
...recalls comphermc
It was difficult to decide what to create. I was playing around with the mechanics to a few side-viewed flying ship ideas while anpostteller set up a brief destruction scene. Seeing how amazing the fire looked made us want to use it somehow as a visual feature. We decided to create an alien invasion level, where you took the role the an alien ship causing mayhem and destruction to a city. The direct control and movers made creating a flying ship that worked perfectly a breeze. Unknown to myself or others until at the very end, the online create was not stable. After some freezing issues we decided to use to same PS3. By then it was the early hours of Saturday morning. Some stayed and some went back to the hotel to sleep. I didn't want to miss anything, so I stayed up creating while anpostteller fell asleep on the couch beside me. I only wish we all could have had longer to play with tools, as there is so much new stuff there to learn and experiment with. I can only imagine the things the community will create in LBP2.
...recalls steve_big_guns
I had no idea what to build. There were quite literally hundreds of new features at my disposal! I ended up making a top down mech that shot rockets, which turned into Rambo, which turned into a level about Rambo killing dudes with real knifing action. It was terribly amazing!!
The process of making it was absolutely ridiculous. I would easily liken Media Molecule to Willy Wonkas chocolate factory. As I built, remote controlled helicopters buzzed above my head, scooters and bicycles whizzed by, drunk Molecules discussed the science behind SNLs **** in my pants skit while they drank Devils ****... it was absolutely magical.
...recalls FULLGORR