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    Default Community Game Jam 2010


    Article by Matthew Compher, aka comphermc

    ------------------

    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. For a video of the event, click through to the end. Enjoy!



    Pictured: Wexfordian, StevenI, jump_button, jackofcourse, Poms, Julesyjules, Steve_big_guns, Anpostteller, rtm223,
    Jaeyden, FULLGORR, Syroc, comphermc, and GruntosUK. A veritable hot-bed of amazing LBP creation talent.




    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.

    Quote 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

    Quote As I arrived back at the hotel after a morning of shopping, my hands full of various British goodies (Hey, I knew I wasn’t 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 wasn’t 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 wasn’t 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

    Quote 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.

    Quote 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.

    Quote 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.

    Quote 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

    Quote 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

    Quote 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 name’s 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.

    Quote 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

    Quote 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

    Quote 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.

    Quote 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

    Quote 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!

    Quote 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 explain 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!

    Quote 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

    Quote 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.

    Quote 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

    Quote Luckily, MM staff were on hand, mingling and all eager to show off what they’ve created and what was possible with the new tools. I think they were more excited than us; they’ve 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!

    Quote 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.

    Quote 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

    Quote 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.

    Quote 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

    Quote Spaff had joked before hand about sleep being optional, but I don’t think he actually believed that any of us would take him seriously. I don’t think we believed we’d stay up all night, although I must admit I’d come prepared (energy drinks, ibuprofen and eye drops at the ready). But I found that as others dropped off, I just didn’t feel the need to stop; sleep simply wasn't that appealing.
    ...recalls rtm223

    Quote 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...

    Quote 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

    Quote 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.

    Quote 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

    Quote 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

    Quote 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 Wonka’s chocolate factory. As I built, remote controlled helicopters buzzed above my head, scooters and bicycles whizzed by, drunk Molecules discussed the science behind SNL’s “**** in my pants” skit while they drank “Devil’s ****”... it was absolutely magical.
    ...recalls FULLGORR

    Sometime on Saturday, the camera crews started pulling [reluctant] creators away from their TVs for brief interviews with Alex Evans. We were all pretty nervous about these, mostly because we looked terrible and sleep-deprived (totally worth it).


    FULLGORR kicks back, being one of the first finished with his level. Not everyone managed to be so awake!

    Quote I have to say, getting interviewed was a strange and new experience for me, all the lights and cameras pointing at me, people expecting an interview. Fortunatly Alex was interviewing, and asked some great questions and I soon relaxed, and animatedly starting regaling all the things I'd done over the weekend and in my time on LBP.
    ...recalls GruntosUK

    Around 4pm, the creating started to wind down. Our level was finished at about 3:45! Meanwhile, creators were exploring the story levels, sneaking in brief naps, and scouring the place for any food scraps remaining from the night before.

    Quote A lot of testing and tweaking later I was happy with my Sumo Fight Ring mini-game, so I started to play with the tools some more. I made a Yorda sackbot, and Alex came by wanting to grab the Yorda sackbot by the hand; I found out he is an Ico and Studio Ghibli fan as well!
    ...recalls Jump_button

    Quote The entire create-athon ended with a round table of everyone's creations. Alex and Mark played and laughed and everyone was thoroughly impressed with the levels generated in such a short period of time. We were gifted with some seriously cool swag and then treated to a night of food, fun and conversations with Alex, Dave, Spaff and Tom!!

    I'd like to say we went back to the hotel and crashed, but we didn't. We stayed up all night chatting and plotting until the wee hours of the morn. Spaff is a trooper, and I can't wait to get another chance to party with him. Next time, I'll bring the beef. LOL. The sun came up, the planes took off, and I finally got some sleep.
    ...recalls Jaeyden

    The last night at the pub was a chance for everyone to kick back and unwind. We were joined by Aya042, who actually lives in the area (some may have referred to it as gate-crashing!), and our time was spent eating, drinking, being loud, and getting to better know one another. Some of the Molecules who were hard at work in the office beneath us during the event joined us to chat about the game, the industry, and life in general. Everyone had a fantastic time, and it was a fitting end to a wonderful weekend.



    ...we had a blast! Simple as.

    We'd like to thank Media Molecule and all of the staff for being such wonderful hosts. Also a special thanks goes out to Mark Valledor from Sony and Sarah Easton for organizing this event at the last minute. You guys are awesome!


    Heeeyyyy!

    I would like to use this opportunity for some of the guys to recall their impressions of the Creator Jam:

    Quote Breakdown of the weekend:
    12 cans of Diet Coke.
    6 cans of Red Bull.
    5 coffees.
    1 tired, but very happy, Wexfordian.
    ...recalls Wexfordian

    Quote It'll be a bit mind boggling for creators at first. Slowly they'll start to realize that many of the old tools are now near obsolete.

    With LBP1 the creative process seemed to go like this: "What are the restrictions I have to work with inside the editor? O.K. Now what is my vision for my level? Can I achieve the vision and do it believably based on the restrictions?"

    With LBP2 it's like this: "What is the vision for my level? Sounds good. O.K.... Do it!!"

    The reins are off. The flood gates are open. The possibilities are endless.
    ...recalls Jaeyden

    Quote I can't say I wasn't a little nervous traveling to Guildford on that Thursday morning. Here I was, about to meet some of the most esteemed and most respected creators gathered from all over the world to congregate at one of the greatest game studios, in order to test one of the most eagerly anticipated games of all time, who wouldn't be? Thankfully, my trepidation was completely unnecessary, my fellow creators were a great bunch, and MM were extremely friendly and welcoming.

    The weekend for me:-

    Meeting with like-minded creators to witness first hand the full array of fantastical additions in LBP2 will be unforgettable. Probably the highlight of the weekend was the Molecules sitting next to me on Saturday morning and playing what I'd created, laughing out loud with big smiles on their faces. I admire their work immensely, and for them to sit and enjoy what I'd created was a feeling I'll not forgot in a hurry. Plus, we had a fridge full of beer! I had to slip that in somewhere...
    ...recalls GruntosUK

    Quote Mucking around with the tools in the sequel is basically like playing with a wishlist of pipe dreams the LBP community have been dreaming up for the last two years. Sooo many tweaks, upgrades and refinements that create mode has been practically reinvented - after seeing what the guys were able to make in just a day and playing the new MM story levels, it's actually as a player, rather than a creator, that really gets me excited for LBP2. I literally cannot wait to see what crazy stuff people are going to make...
    ...recalls Julesyjules

    Quote So much fun. Community FTW!

    Undoubtedly the best part for me was getting to meet so many awesome people. Although if I was seeing LBP2 for the first time like everyone else, I think my highlight would have been different! Haha.
    ...recalls jackofcourse

    Quote Thursday
    It was a revelation to check in at the Holiday inn, and walk to the dining room to get to know a bunch of LBP creators. Shame on the language barrier that didn't allow me to express the exciting of the moment, but that was a really big day.

    Friday
    Meeting Alex, Mark, Dave, Kareem, Johnee, Victor, Kristoff, Mark... and all the MM staff was like meeting people we already knew... but they didn't know us actually!

    Saturday
    The jam was over, so let's go to the pub!... wait! Alex, Dave, Spaff & Tom are coming? Wow!
    ...recalls poms

    Quote One thing that I am now kicking myself about is when the lead artist for visual style came by and I couldn’t say more then two words to her. I really wish I could go back! I think I was in zombie mode, trying to think of an idea for the challenge.

    As the day was coming to an end, we all gathered around the TV to show and play what we made for the challenge. When they announced the winners, I didn’t think for a sec it would be me! I was just shocked.

    I was tired and worn out by the end, but enjoyed every second of it; getting to meet not only some of the best of the best on LBP, but Mm too! The only part I didn’t like was the cameras. I always zip right up around any cameras - and they were they trying to fool me by walking away leaving the camera running. I knew it was still on!
    ...recalls Jump_button

    Quote About two weeks before the event, I got an email from this strange dude named Spaff, he asked if I wanted to go to the UK for an “LBP Community Event”. At the time I wasn’t sure if it was just some kind of elaborate murder plot, regardless, I swiftly replied with a “HELLZ YAA”. Two weeks later, I was on my way to Guildford-- the home of LittleBigPlanet!

    One of the key details I recall was the symphony of a dozen popits opening and closing, materials being placed and the occasional silly fart sound effect.

    At the end of it all, I had heard the LBP2 trailer music more than any human should, a few too many Red Bulls had been drunk, and just enough bromancing had been had (It’s not like you can snuggle with jack everyday). It was quite possibly the best weekend ever!!
    ...recalls FULLGORR

    Quote From the excitement and anticipation of traveling to Guildford, to meeting fellow creators, Media Molecule staff and getting a chance to play LBP2, I only had about 4 hours of sleep the night before, which turned out to be pretty much all the sleep I would have until the train journey home.

    It was a great honour to be chosen by Mm to get the opportunity to meet all the amazingly talented community creators, the Mm staff and get the chance to play with the new tools. Everyone I met was friendly and Media Molecule was extremely helpful. I'd like to thank everyone involved for putting together this event that I enjoyed immensely.
    ...recalls steve_big_guns

    Quote Even now I'm at a loss at what else to tell everyone about. There's just so much new content added to this game, that I truly don't know where to begin and end.

    Put simply, if you love LittleBigPlanet, then you'll find that LittleBigPlanet 2 is a game that you cannot do without.
    ...recalls StevenI

    Thanks for reading, everyone!

    For a full list of new features and tools that were on display at the Game Jam, which will be seen in LittleBigPlanet 2 when it releases, click through to our List of Features Article.



    ..................

    For their quote-worthy bits, and other contributions to this massive article, I'd like to thank Aya042, ConfusedCartman, FULLGORR, GruntosUK, jackofcourse, Jaeyden, Julesyjules, jump_button, poms, steve_big_guns, StevenI, Syroc, rtm223, and Wexfordian. You guys rock!

    Not it for cleaning up the place!




    ------------------

    Article edited for use by LBPCentral by Michael Buffaloe, aka ConfusedCartman
    Last edited by ConfusedCartman; 06-21-2010 at 09:13 AM. Reason: Typos!
    Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
    Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
    Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials


  2. #2

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    I haven't read it yet, but this is cool! Makes me jealous...

  3. #3

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    I cannot wait to see what you guys made. Flicking through quickly, a lot of people said how easy it was to make something that currently would be nearly impossible to do. Sounds like the ultimate sequel.

    EDIT: Read through it all. Sounds like a blast!
    So, things to take away from it:
    Creation tools are much better
    Story is still being worked on
    LBP2 is awesome
    Cake (not a lie)
    Take more energy drinks next time.
    Last edited by Jedi_1993; 06-15-2010 at 10:06 PM.

    LBP2 Levels
    /-/ Mm Pick! >>>Valley Folds<<< Mm Pick! /-/
    /-/ Spyro the Dragon - Castle Heights /-/

    LBPVita Levels
    /-/ Space Blade /-/
    /-/ A Vita Christmas Countdown (Project) /-/

  4. #4
    Sackperson Private jackofcourse's Avatar
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    Default

    Awwww lovely. Good work Comphy, I know how long it took you

    It was awesome meeting everyone and the past week seeing everyone fidget because they weren't allowed to tell anyone has been good fun

    Seeing everyone's reaction to the new tools really was fantastic. Even though I've been using them for over a month, seeing so many different people play with them in different ways meant my eyes were opened even wider!

    Thanks for an awesome weekend guys!
    Last edited by jackofcourse; 06-15-2010 at 09:23 PM.
    Newer LBP2 Level - The Mind Factory
    New LBP2 Level - Rogue Panda Rescue (TV ad level)

  5. #5

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    Hey guys, just so you know were going to do a full writeup of all the features etc. I think Comph is putting it together so all questions about features will be answered soon


  6. #6
    Tarsier Level Designer comphermc's Avatar
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    Default

    Quote Originally Posted by Jedi_1993 View Post
    The link at the end doesn't work.
    We are waiting to see how much of it we can put up.
    Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
    Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
    Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials

  7. #7
    fun and frivolous rtm223's Avatar
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    Yeah, comph is having a "special" moment right now... Hopefully we'll have a list of features up soon
    -- ? --

  8. #8

  9. #9

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    Yeah I need to read it but it looks incredible

  10. #10

    Default

    Quote Originally Posted by comphermc View Post
    We are waiting to see how much of it we can put up.
    That's perfectly fine.

    LBP2 Levels
    /-/ Mm Pick! >>>Valley Folds<<< Mm Pick! /-/
    /-/ Spyro the Dragon - Castle Heights /-/

    LBPVita Levels
    /-/ Space Blade /-/
    /-/ A Vita Christmas Countdown (Project) /-/

  11. #11
    LittleBigPlanet Community Manager StevenI's Avatar
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    Glad to see that this is finally posted.
    Can't wait until we've got the all-clear to begin talking more opening.

  12. #12

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    You have more info on this glorious event?

    Wanderer Trilogy
    The Wicked Manufactory ♦Spotlighted♦
    Devious Dataspace ♦Spotlighted♦
    Operation Sackernaut ♦Spotlighted♦


  13. #13
    Sackperson Private jackofcourse's Avatar
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    Quote Originally Posted by Silver39 View Post
    You have more info on this glorious event?
    MORE? Is the epic wall of text not enough?!

    Details on all the tools will be coming soon
    Last edited by jackofcourse; 06-15-2010 at 09:36 PM.
    Newer LBP2 Level - The Mind Factory
    New LBP2 Level - Rogue Panda Rescue (TV ad level)

  14. Thanks!


  15. #14

    Default

    just thought id say a quick hi! it was awesome helping all you guys create and to stay up all night ps i didnt get to sleep until 730 am sunday morning!!!!!!! you guys rock

  16. Thanks!


  17. #15

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    Quote Originally Posted by Silver39 View Post
    You have more info on this glorious event?
    Dude, theres about a 1000 word writeup on it.

    Poor old comph spent ages getting that monster post together

  18. Thanks!


  19. #16
    Tarsier Level Designer comphermc's Avatar
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    Default

    We will be releasing a full list of features written by the sexy amazing rtm223 as soon as we can. It's possible that this could not be until after tomorrow's LBP2 presentation.
    Mm Picks: Roller INC 2 | Wizard: Chapter 1 | LittleBigPrius
    Levels: New! -The Button | The Fourth Wall | The Heist: Making a Withdrawal | Rubik's Tube
    Lbp.me profile: comphermc | LittleBigplanet 2 Create Tutorials: LBPlanetorials

  20. #17

    Default

    D:

    Lucky you

    Noice

    This statement is true.

  21. #18

    Default

    well it out now lol LBP2 so good i dont know where to start


  22. Thanks!


  23. #19

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    Quote Originally Posted by johnee View Post
    just thought id say a quick hi! it was awesome helping all you guys create and to stay up all night ps i didnt get to sleep until 730 am sunday morning!!!!!!! you guys rock
    Thanks John for your help! When Alex said we got no tutition whatsoever he was fibbing a little. We had the wikipedia of LBP known as Johnee

  24. Thanks!


  25. #20

    Default

    Great job putting this together comph . It makes me wish I was still there lol .

  26. Thanks!


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