Toys For Bob
Activision Blizzard, Inc.
Wii, PS3, PS4, 360, XBox One, Mobile
Action Adventure RPG, Platforming
We spent 3 games bringing toys from Earth to life in Skylands. This time players are capturing enemies from from the game into your crystal toys on the portal!
Easier said than done, however. We knew the feel of the capture mechanic was at the forefront of our core experience and we dedicated an incredible amount of resources prototyping and tuning all the way up to the end, and what we ended up with felt good and tested well.
The rest of our project was spent making the game feel and look better than the last. Our scope was incredibly large and had more enemies, bosses, and playable characters than we had ever done before, but we also wanted to just make a better game. Evolutions on enemies and drop ships proved to be really fun. The new engine and look of the levels and characters was well amazing. And in the end, with a lot of hard work on all fronts, the team came through.
I won't say that everything ran smoothly. It's an innovation after all and scope, time, and quality being what they are, certain sacrifices had to be made with features and trimming down scope. But in the end, one of our focus testers said it best when they asked, "Do we get to take it home?" What more could you ask for?