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History of Mm - According to Alex [2006]

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Hi
I found this whilst digging around the old Media Molecule website, there wasnt much of great interest. However, this was a nice article to find.

It is from there origional 'about' page, written by Alex Evans and can be dated back to mid 2006.

(* indicates editors notes)


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About

Media Molecule was founded by a small troupe of Lionhead veterans who, bolstered by their work together on cult indie game Rag Doll Kung-Fu, decided they could see a great way to make innovative, creative games for the 'next generation' of game consoles - all the while staying small and true to that 'family' vibe you only get when working in a small, talented team.

With a little help from their friends, they put together the team that now calls themselves Media Molecule. Drawing on 70+ years of collective industry experience, and the pain and pleasure of releasing a whole shed-load of great titles (including Black & White, Fable, Burnout, Dungeon Keeper, and of course, Rag Doll Kung-Fu), we are working hard to bring you The Next Big Thing (tm) on PS3. In the mean time, we recommend eating lots of ice cream as a great way to get through those long days and nights.

History

The History According To Alex (who is not known for his factual accuracy but is great at waving his hands around)

The time: January 2006.

A new year and ah, time for the 'next generation' of games, consoles and PCs. A motley crew of game developers. A desire to take over the world! But how?

Dave stepped forward with the now infamous 'YellowHead' prototype. We can't tell you anything about it. Except that it involved a character with a yellow head, and it was ****ed addictive. Armed with such unspeakable awesomeness, a little lamination from Alex, a dash of ragdoll from Mark, drizzled over a sumptuous bed of artwork from Kareem and a biscuity base of Common Sense provided by Chris, we posed as ice-cream vendors outside SCEE HQ in London. Soon we spotted someone important-looking who answered to the name of 'Pete'.


Chris, playing the role of 'Face' from the A-Team, plied him with alcoholic Cornettos, mugged him, changed into his clothes, and got us into the building. Once we'd set up our command center in the Sony boardroom, we were ready to show our wares to anyone who'd listen. To our surprise, they did, for hours on end! They got it! Even the weird bits! In fact, *especially* the weird bits! Media Molecule was born.

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The time: February-August 2006

Heads were scratched. Was this real? Montage music came on: time seemed to race forward as a thousand jobs cross faded into each other. Offices were sought. Some devkits were delivered. Meetings were had, plans were drawn up. People called Mags laughed at our finances. Francises, Siobhans, Jonnys and Antons were kidnapped and installed. Rexes were pulped for their design juice and served in whippy cones. B.A. just wouldn't get on a plane,



but he did make us a very nifty cart for painting our new office in double-quick time (in pink, yellow and blue). Before we knew it, we had a wall with milestones and tasks and most importantly - we were making a Game. Or at least a prototype of one. And an engine or two. And tools. And art. And tea. And coffee. And good vibes. And the occasional bad vibe, quickly resolved through screwdriver fights, alcohol and jam sessions into Great New Inspirations.

Needless to say, we like playing games. So clearly it had to be playable. As soon as possible. Like now. Oh and let's make it multiplayer. And let's do it on this new fangled platform thing called PS3. And let's not forget the explanatory videos. And the other insane game features I'd be killed for describing at this early stage of the history. And let's get this Prototype baby done in 6 months, paint-splattered office to shiny golden proto-disc. Right?

And It All Went According To Plan. No really. It did. Well, nearly. So far.


The Team: *Back when there were only 11

Mark - Game Industry rag doll artist designer creator person.
Alex - Maker of engines and other fine fruits.
Dave - No but you're wrong. Dave is right. So is his physics and game code.
Chris - Shiny hair, fast cars, shipping great games. Good times.
Kareem - 7000 years more experienced than you, never mess with The Sphinx.
Francis - One red pencil, one blue pencil. Highly animated with either of them.
Anton - Code daddy. In spare time makes babies.
Siobhan - Uber-producer who shall shippeth our game on time to great acclaim.
Jonny - Resident Arnie impersonator. Also writes code.
Rex - Design king. Rexploited by serfs.
Mags - Kickboxer, drinks Earl Grey, milk, no sugar. Also makes our books add up.




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* found it interesting, you might too*
2012-01-05 21:23:00

Author:
samalot
Posts: 591


I enjoyed that...2012-01-08 14:55:00

Author:
sascha_winter
Posts: 163


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