Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet Vita [LBPV] Story Levels
#1
Can you guess who designed each story level?
Archive: 36 posts
Seeing how many of LBPVs level designers are former creators picked from the LBP community, has anyone played a story level and thought, "yeah, this was surely designed by X"? I'm pretty sure The Mainframe Heist must be a comphermc level (and if it's not then I'll eat my hat), but I'm curious to know whether anyone else has made a connection in their mind between a particular level and a Tarsier designer who's style you recognise. | 2012-09-22 02:42:00 Author: Ungreth Posts: 2130 |
I actually thought the Mainframe Heist was made by Holguin, or maybe a collaboration between the two. The Jackpot City levels definitely fit their styles, so I guess it makes sense. I'm also pretty sure Mnniska made Three Wheel Tracks because it's just so similar to his pony racing level. | 2012-09-22 03:09:00 Author: bonner123 Posts: 1487 |
I'm pretty sure The Mainframe Heist must be a comphermc level (and if it's not then I'll eat my hat) [...] Better start eating your hat, then. Guess again! | 2012-09-22 04:08:00 Author: comphermc Posts: 5338 |
Better start eating your hat, then. Guess again! ****! So was bonner right when he guessed Holguin? Your styles are quite similar. | 2012-09-22 04:16:00 Author: Ungreth Posts: 2130 |
http://lbp.me/v/bsr9ds If you check out this level you'll notice lots of similarities in the level design. | 2012-09-22 05:04:00 Author: bonner123 Posts: 1487 |
Bonner was not correct either. Holguin joined late in the development cycle, when most of the level were nearly finished. | 2012-09-22 06:37:00 Author: comphermc Posts: 5338 |
Bonner was not correct either. Holguin joined late in the development cycle, when most of the level were nearly finished. Lol, we're not doing too well here are we? Ok...um...the only other creators that I know of who tend to interweave paths in this way rather than adopt the common left-to-right, linear approach are GruntosUK, rtm223 and Lockstich, but then I don't play much and there's probably a few guys at Tarsier who's work I'm not familiar with. | 2012-09-22 10:05:00 Author: Ungreth Posts: 2130 |
Methinks you're going about this the wrong way : D Simon has previously explained that each level is a team effort, and is never really completely created by one person. Though myself and Holguin did join later as Comphermc said, we were still able to influence the levels because of this : ) Your'e probably better doing it by who-made-what-gameplay section, although that would probably be quite tedious xD haha | 2012-09-22 11:11:00 Author: Hallm3 Posts: 252 |
Mark is correct. Most levels traded hands often, some some even being work on by two people at once. Some even had half a dozen "owners" through the course of development. Level design definitely benefits from this sort of collaborative, tag-team style, and it really helped to funnel our ideas toward what was best for the game. There were times where we'd sign off on a cycle for a certain level, thinking that it was as good as it was ever going to get. Then a few weeks later, someone else would pick it up for its next iteration, often deleting and rebuilding half of it; we would commonly load a level up for the first time in weeks and be blown away with the changes. It's a great way to trim away the fat and build on the strengths, since it's common to grow a sort of attachment to things you've made, even if they are not the best for the level. That said, there were some levels that have had one person claim more ownership than everyone else. The two levels mentioned in this thread have obvious higher level owners in my mind, even if there was significant support from several other designers. Remember also that we had a whole art team that would do their own passes on levels once design had signed off on each iteration. Thus, the styles you may recognize may really be an amalgamation of different styles. Also, don't forget that we had a ton of support from the Sumo Digital design team. These folks were awesome, and did more than they may get credit for. Some did more than others, but each played his or her part. For reference: http://i.imgur.com/GkkEx.jpg So yeah. We (and I) have lots of stories about development, but I'll have to check with Simon (Hey, buddy!) to see what is and is not appropriate to share. I'm sure he'll tell me already that I'm too loose with what I say. Edit: For completeness, these were the full-time Tarsier designers: http://i.imgur.com/jRCeU.jpg | 2012-09-22 15:08:00 Author: comphermc Posts: 5338 |
I'd be interested in hearing from the community guys who have ended up working professionally about how different it is to build levels purely for your own reasons compared to building to a brief, and if you were now to just make a level in your spare time, would you go about it with a different mindset? Congrats to all you forumer's who got to work on the Vita version, you go kids! | 2012-09-22 21:09:00 Author: julesyjules Posts: 1156 |
http://i.imgur.com/GkkEx.jpg Notice a few (David dino for example) don't have their PSNs next to their names...Is there any particular reason for this? | 2012-09-22 21:21:00 Author: Valeview Posts: 1581 |
David Dino is gevurah22. I'm not sure why they didn't mention it though. | 2012-09-22 21:31:00 Author: bonner123 Posts: 1487 |
David Dino is gevurah22... I know, that was why I was wondering why his PSN wasn't included | 2012-09-22 21:38:00 Author: Valeview Posts: 1581 |
I'm sure a lot of you know that our very own community leaders from past LBP games on the PS3 have been asked to Tarsier studios to help design these story levels. Now the question I have is, who made what? Did any one person get their own project level to work on? Was lockstitch working on one stage while someone else did the other? I understand that obviously the whole team probably worked together on levels to create a solid game, but I feel differences in each level. Some levels have bubbles grouped in diamonds everywhere, while other levels have randomly spaced bubbles hanging from the cieling. Design choices, complexity of logic, and other things also stand out (even within the same stages) So how did the level design process ACTUALLY happen? I'm very curious. | 2012-09-26 16:25:00 Author: Nick930930 Posts: 878 |
Extra question: Who placed the hidden rubber duck in one of the Land of Odd levels? | 2012-09-26 16:27:00 Author: moonwire Posts: 1627 |
Ah, it's that time again. Ahem... It's not that easy. A lot of people work on each level. And it's not just community creators, but also many very talented and experienced level designers, artists, and audio designers. Building a level is a team effort. Each section of every level goes through many iterations and in this process many designers and artists will work on a specific section at different times. PS: The duck is an illusion. | 2012-09-26 16:36:00 Author: Syroc Posts: 3193 |
Well yeah I understand that, but I also sense a lot of differences between the levels that seem to make these levels seem more seperate than previous LBP story levels. I feel like I was given a vast collection of insanely awesome community levels. The variety is just the best I've ever seen from this series. Looks like Tarsier did one hell of a job | 2012-09-26 16:46:00 Author: Nick930930 Posts: 878 |
ps: The duck is an illusion. liar liar pants on fire :kz: | 2012-09-26 18:29:00 Author: moonwire Posts: 1627 |
We already had this exact discussion just a few threads below. I suggest a merge. | 2012-09-27 09:14:00 Author: Ungreth Posts: 2130 |
We already had this exact discussion just a few threads below. I suggest a merge. Good idea merged. I know, that was why I was wondering why his PSN wasn't included We had the option to include them or not to. He must have his own reasons. | 2012-09-27 09:41:00 Author: Morgana25 Posts: 5983 |
We had the option to include them or not to. He must have his own reasons. You can't go around with a superb name like David Dino linked together with the PSN without causing serious envy throughout the whole community | 2012-09-27 13:23:00 Author: moonwire Posts: 1627 |
We had the option to include them or not to. He must have his own reasons. Ah, that makes sense. Thanks morgana | 2012-09-27 16:49:00 Author: Valeview Posts: 1581 |
aaah thanks for the merge. Didn't see this thread before. Quite interesting read indeed lol. The levels are all incredible though. The rollar coaster levels are really unique and fun. The best levels in my opinion are the last ones. I love that theme they used. My least favorite stage is probably the land of odd as I don't remember much from it. | 2012-09-27 17:25:00 Author: Nick930930 Posts: 878 |
The duck is an illusion. The duck is a lie. | 2012-12-20 11:20:00 Author: Protoraptor Posts: 960 |
The duck is a lie. You bumped the thread just to say that? >_> | 2012-12-20 14:13:00 Author: L1N3R1D3R Posts: 13447 |
Well, since this thread has been resucitated I have to say that I'm pretty sure Lockstitch contributed a lot to all the awesome contraptions from the level before the final boss, the one which is a lab with lots of hollows and stuff. | 2012-12-20 15:00:00 Author: yugnar Posts: 1478 |
Well, since this thread has been resucitated I have to say that I'm pretty sure Lockstitch contributed a lot to all the awesome contraptions from the level before the final boss, the one which is a lab with lots of hollows and stuff. Yeah, I noticed a few stand-out "Lockstitch contraptions" in the levels, as well. Other than those, I can't see how you can tell the difference on some of them. | 2012-12-20 17:14:00 Author: Night Angel Posts: 1214 |
I'm pretty sure Latin_Player_10 was the main designer for most of the levels. | 2013-01-02 10:08:00 Author: aar2697 Posts: 143 |
I'm pretty sure Latin_Player_10 was the main designer for most of the levels. I take it you don't like the Story Mode, then? | 2013-01-06 10:17:00 Author: Protoraptor Posts: 960 |
I'm almost sure that Lockstich made/contributed to the first world's Palace of the Peculiar contraptions. Especially the second drawer-thingy-bouncy contraption. Great Job on the story levels guys! I just wish there'd be more | 2013-01-07 17:32:00 Author: Frenzie Posts: 308 |
I'm almost sure that Lockstich made/contributed to the first world's Palace of the Peculiar contraptions. Lockstitch actually made the whole game! The other names are only in the credits so the company could get a tax deduction Jokes aside, our brilliant Lead Designer, Dennis Talajic, actually came up with the idea for the bouncy drawers | 2013-01-09 09:15:00 Author: Slaeden-Bob Posts: 605 |
I see, so I've been wrong. He didn't even make the side out-of-the drawer thingy? WAAGH my brain is turned into mush! | 2013-01-09 10:41:00 Author: Frenzie Posts: 308 |
I take it you don't like the Story Mode, then? I love the story mode. I was just making an ironic joke. | 2013-01-22 06:45:00 Author: aar2697 Posts: 143 |
I love the story mode. I was just making an ironic joke. Ah. I feel bad now. | 2013-01-30 21:09:00 Author: Protoraptor Posts: 960 |
Yes someone noticed that besides me! I would like to know who hid the duck there because when I was trying to ace that level (I forget which it was either cogwheel creek or a wander into wonder) I fell into the pit of pink sludge and saw the duck and laughed my head off. I firmly believe that the duck sighting gave me the ability to ace the rest of story mode without much hinderance so I would greatly thank the creator who put it there. | 2013-02-17 16:28:00 Author: Unknown User |
Yes someone noticed that besides me! I would like to know who hid the duck there because when I was trying to ace that level (I forget which it was either cogwheel creek or a wander into wonder) I fell into the pit of pink sludge and saw the duck and laughed my head off. I firmly believe that the duck sighting gave me the ability to ace the rest of story mode without much hinderance so I would greatly thank the creator who put it there. Well Comphermc, have a rubber duck placed in all of his levels... I'm guessing it' him | 2013-02-18 09:15:00 Author: Jauw Posts: 484 |
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