Toys For Bob
Activision Blizzard, Inc.
Wii, PS3, XBox360
Action Adventure RPG
After the success of Spyro's Adventure, we were given 1 year to do it all over again! But to most of us, it was a great challenge! How many people get to chance to learn from their past and make it better?
I got together with our designers and we discussed the new core mechanic (Giants and their interactions) and the other ways that we wanted to evolve the universe of Skylands, yet still remain true to the core tenets that we previously established. We knew that we wanted to evolve certain story aspects of the game - Kaos as the bad guy, Cali and Flynn, etc. But given that we were starting from scratch, we had the opportunity to really play with the climax and flow of the entire adventure.
"This is Giants! Everything should be Bigger than Life!"
A couple of things that I really wanted to include in this game were Kaos's final form and the inclusion of story twist that tugged at our 6-9 year old audience. Kaos had a big hydra in the last game. How do we make HIM bigger than life in this one? OH! A giant robot with him at the helm! How do we make him even bigger than that? Let's have him in a giant robot fighting a giant robot while you're fighting him and his henchman! OMG! We can develop the other robot as your friend, then kill him off making kids cry, then bring him back again and they'll go crazy!**deep breath** Well, it's not verbatim to our meetings, but you get the point.
As for the rest of the game, we wanted to support the core giant mechanics through player, enemy, and levels and simply evolve everywhere that we could. Our level flow, missions, and puzzles were more focused. Our enemies we infused with more personality in their AI and balanced to occupy a better spatial "heat map". Our bosses focused more on letting the player feel larger than life. I'm really proud of what we were able to accomplish.