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    Default Creator Spotlight 17 - Teebonesy


    Teebonesy
    Lights, Camera, Action!
    Interview conducted by xkappax

    Before the lynch mob is knocking at my LittleBigDoor and saying "What’s the deal, spotlighting one of your own?", I want to explain something. I wrote this interview as my very first interview. It was sort of a try-out for the spotlight team to make sure that I was actually able to do this whole writing thing. Truth told, this interview was supposed to run before Morgana’s. It was also written before Teebonesy joined our little group. My point is: Just because he’s part of the Spotlight Crew doesn’t mean that this creator doesn’t deserve one of these articles. Play any one of his levels and I think you’ll agree with me. So, that being said, I set out to find the elusive Teebonesy and see if I could work out just what made him tick.

    I met Teebonesy in a dark alleyway in Vancouver. This was my fifth attempt at an interview with him. He requested I come alone and that I bring exactly five potato chips and a grappling hook. I’m not sure why, but heck, I had to get the interview this time or ConfusedCartman would lock me in the closet (again) and I didn’t want that. If you saw LBPC’s “closet”, you’d know exactly what I was talking about! Scary stuff!

    So, I obliged.

    I recognized him immediately. Who wouldn’t? He’s not the sort that you easily forget. Trench coat, a top hat, and the most brilliant moustache you’d ever see in your entire life: you know the type. The strangest part about him, though, was the fact that he wasn’t wearing any pants. I asked his reasoning behind this strange wardrobe choice and he simply said: “Without pants, rtm223 can’t read my mind!” I didn’t know what that meant, but I left it at that. I thought it best not to pry in such personal matters.

    Anyway.

    After the pair of us made certain we weren’t being followed, we promptly forgot all about the interview and got into a no holds barred argument about exactly whose cat was better. This was followed by a fist fight, an intense game of Monopoly, and possibly some mild hypnotic suggestion on my part. After all of this, it was declared that my cats were better, and we were able to get down to some business.


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    Dogs just love BoxGhost



    All right, this one isn’t really a question, but if you would be so kind, please list the levels you’ve published to date and any statistics you’d like to share with us, i.e. plays, hearts, how many rocket animals per level, etc. Whatever you feel like sharing.


    • Anti-LBC1: A Very Sony Christmas - December 2008. This is my anti-commercial Christmas rage level.

    • The Movies: January 2009. By far the most popular and played of my levels. To date the only one of my levels that has gotten over 20,000 plays.

    • Fear and the Phantom Town: October 2009. That's right, nearly 10 months without a publish, and then the water beta hit and suddenly I was sucked back in. I did all four of my following levels around the same time, back to back.

    • City on the Sea: November 2009. My "Titanic" level, which includes an ominous submerged city dream sequence and a recreation of Edward Hopper's Nighthawks. Oh, and the Titanic too, I guess.

    • Legend of the Deep One: November 2009. My H.P. Lovecraft homage, created as a showcase for a creature contest in the water beta. I'd like to turn it into a full level with an ending, but haven't gotten around to it. And now for today's "Did YOU know?" hot trivia tip: Out of all my levels, I enjoy playing this one the most.

    • Electric Banana Peeler Factory: November 2009. Created for a water vehicle contest in the water beta. I pushed the definition of "water vehicle" around a little bit.


    Now, tell me... of these levels, which is your favorite? And why?
    If I absolutely have to pick one favorite child, it's got to be The Movies. It's surprising to re-play it and see how rough it is compared to newer stuff (you can just drop right out of the trolley at any time! Whaa?). I hope that my favorite self-created level has yet to be made, but we'll see about that, won't we? Yes, we will.

    Why The Movies? The subject and the setting have a lot to do with it. Nostalgia has a lot to do with it. It's absolutely filled with pieces of myself, so it's a far more "personal" level than others I've done. Perhaps the fact that, of everything I've done, it's the ONLY success story might have something to do with it as well. While it's not at all my most polished or ambitious level, it tends to be the one I'm "known for". Who's Teebonesy? Oh he's the guy that did that "Movies" level with the animated screens. Also, whenever I gather all my levels together to go on an outing - say, the science center or a movie - most of them act up, throw food, beat up other levels and each other, cry and whine and pee their little level diapies. The Movies is the only one that usually behaves himself, so I love him just a little bit more than others.


    How long have you been playing LBP?
    I spent countless hours creating on the original Beta, so my time with LBP dates back to the summer of 2008. Without a doubt I've clocked more hours into LBP than any other game I've ever played.

    What was the first full level you ever built? And what was it like?
    My first full PUBLISHED level was a little something I haphazardly decided to tackle for a Christmas contest, a chapter in my creator career I like to call "Hearts of Darkness - The Corruption of a Creator's Soul." But we'll get to that lovely experience later.

    The first full level I really built predated the game's release and happened in the Beta. It was a grandiose piece of levelry. It was a nonlinear and wide-open sandbox. The idea was simply to explore. From your humble beginnings in a small town, you could make your way up mountains, blasting out of cannons, up and down highways, into trees, hot air balloons, rockets, stars, planets, and moons. I never finished it to my satisfaction before the beta ended, so it has been lost to the ages. It lacked polish and was full of chaos, but I think there were some great ideas in there I'd love to revisit down the road.


    What creators and levels (if any) have inspired you to create?
    What really blows me away in levels is mood. If someone can craft a mood through the level's setting, scenery, and atmosphere, and really make me feel it, that's a handsome accomplishment in my book. Just a smattering of these creators: The first level that really impressed me from a mood standpoint was metal_josh's Silent Hill level; jump_button's dreamscapes; mrsupercomputer is unparalleled in overall epicry and incredible settings; Icemaiden's wonderful levels (her Frog Chorus is one of my all-time favorites); javi_haguse's very moody Descent; faith_rip's Ice Age; the incomparable poms; and so, so many more, I should stop myself before I spend the rest of the day looking through every single spotlight to date to remember a lot of my favorites.

    Aside from drawing inspiration from other creators and levels, is there anything in the world outside of LittleBigPlanet that inspires you? This could be a hobby, profession, or even a particular movie or type of music. Pretty much it can be anything in your personal life that has contributed to your experiences as well as inspired you as a creator.
    Once you become a creator in this game, everything you see, hear, touch, and do tends to poke and prod your Creator brain. Some of the stuff that's specifically been part of my own creator career: Music (Erik Satie, Boards of Canada, Fleet Foxes), books (Charles Dickens, H.P. Lovecraft, Jules Verne), movies (Georges Milies, Charlie Chaplin, Terry Gilliam and Monty Python), paintings (Edward Hopper), and my own experiences and dreams. In my other life (also known as BigScaryPlanet) I'm a penniless indie filmmaker. Ever since I was a wee boy this has been my calling, and so I've spent my entire life tuned in to the movies my brain makes for me while I'm sleeping, and attempting to develop my own brand of visual storytelling.

    What are some of your other favorite video games (excluding LBP) - new and old?
    Fumito Ueda I think is at the top of the developer heap right now. Ico and Shadow of the Colossus are incredible experiences, and I can't wait for The Last Guardian. I'm as big a fan of Final Fantasy VI as you'll find anywhere. Two of the most indelible video game experiences of my life were turning on A Link to the Past and Ocarina of Time for the first time when they came out. I'm also just about ready to put a lid on first person shooters for a long, long time.

    If you could list your favorite thing about LittleBigPlanet, what would it be?
    My favorite thing is twofold - First is the ability to prize your brain open like a dusty old crate and let loose the wild beasties within in an unheard-of capacity. The second is the ability to actually experience in a strange way the untamed insides of so many other peoples' brains.

    Part of that experience is how the "LBP level" is its own medium and we've been able to explore it, to innovate with it, to invent with it. It's a microcosm of every major new art form. We are the first filmmakers, the first recorders of music, the first photographers, all in the shoebox diorama version of the universe that is LittleBigPlanet.


    And your least favorite thing?
    The wretchedly consuming process of doing all of the above. It's very easy to pour yourself into it once you've creaked open the rusty latches of your skull, and before you know it hurricanes are a-blowin' and windows are shattering and doors are sent to flying from their hinges. To top it all off, the larger online community is a very difficult mob to manage - how do you get your level discovered by its core audience? There's no reasonable solution in place for this problem unfortunately, but it's something that's going to be fascinating to see unfold in the sequel.

    What’s the worst thing that’s happened while creating?
    I think my rock bottom was when I lost all of my work on The Movies thanks to a freeze. Haven't we all experienced that at least once? I think it's something of a rite of passage in your creator career. If you're going to go in and create levels, know first that at some point you will lose all of your hard work, and it will hurt terribly, and it will push you to the brink of quitting. If you stick with it, congratulations, you're a LittleBigPlanet creator.

    When it happened to me, all the work I had done, all day, wasn't saved. I had to start all over. It could have been worse - I lost a full day straight, about 10 hours of work. I had to recreate the movies themselves from scratch, along with everything I had done in the level. When I discovered this to be the case, I dropped the controller and disappeared into my bed for a nice, numb, soulless wall-stare that lasted a good half hour. But other people have experienced far worse, losing levels that were built with 100 hours of work. I shall shed a slightly aloof tear for them, for my pain must have been only 1/10th of theirs.

    Although I'd be dishonest if I didn't mention the other "rock bottom", the darker side of creating in LBP. It can be so consuming, so addicting, and so mercilessly violent against the hours that you may just find yourself neglecting more important things in life. So in that sense the worst thing that's happened while creating has been, over and over, simply the fact that I was creating. This meant neglecting people and pets and work and events, even when more important things were happening that I should have been there for.


    On a sort of similar subject, have there ever been any great ideas you had that failed or for any other reason you never implemented?
    Many, many, many. I have ambitious level ideas that I'd love to still do, but I haven't been able to have a particularly easy experience creating, so time will tell if I get around to them. These are based around films I've conceived and written, but may themselves never actually be made. If so, they'll definitely happen in LittleBigPlanet 2, there's no way I'm going to go bananas hurting myself with create mode when the sequel and all its newfangled tomfooleries is right around the bend.

    One of these levels I only did a minuscule amount of test building in create mode. I'll give a bit of a tour of this in the Closeup video. I never got very far with it, but it would have been the logical progression for me. It would be a level that attempts to tell a touching story that still fits the light-hearted mood of LittleBigPlanet. The idea is that the level tells your entire life story as a sackperson, from birth to death. The entrance checkpoint is the birth canal (*caCHUNK* "It's a boy!"), you go through childhood and your mother takes care of you. It was my intention to try and create a compelling relationship between the player and the mother character during the childhood segments, and later with a love interest. One segment I had planned was a walk through time and seasons - you run from left to right as day turns to night and summer to fall and then winter, through a town and nearby forest that change and decay before your eyes, like running through a time lapse that covers many years. As an adult sackperson you leave home behind to pursue your dream - the cosmos, which would have been part 2 of the level, and which I won't go into detail about because I'm hoping to attempt creating these levels (possibly as movies) in LittleBigPlanet 2.


    If you worked for Media Molecule, what would your first order of business be? This could be anything from adding materials or tools to eradicating H4H.
    I think the community has spoken on custom backgrounds. If so many creators are willing to brave the holy terror that is the layer glitch, surely we will chomp at the bit to be able to use reasonable tools to create our own backgrounds and foregrounds. Likewise, I think a simple music creator would do wonders, something like a tone matrix would be very accessible to everyone. These would be very simple but astoundingly effective means to enhance mood in levels. The music thing is being addressed in LBP2 (though E3 has come and gone and we still have yet to see it in action!) but so far it looks like custom backgrounds in LBP2 will have to wait for another intrepid glitch-hunter to discover.

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    Revolutionary animation effect seen in The Movies



    Our first encounter was back in 2008 when the both of us were completely frustrated with the cool levels system, lack of plays, hearts, etc. Things aren’t that much different now, yet you and I keep coming back for more. Why do you think that is?
    Well, for myself I've just given up on trying to get my levels played or become known in the greater LBP community. I'm something of a little-played cult favorite on LBPCentral, and I'm more than happy with that. It would be great to have a wider audience, but the horror... The horror! It hurts to get out there for so many reasons. Just the act of doing it is an uphill battle. But it also opens you up to a lot of players who are going to hate your levels. You take the very good with the very bad. I don't think there's anyone who's seen only good things come out of their creator career. It's a steaming bowl of slightly toxic pea soup, both nourishing and poisonous.

    Our first encounter was also right around the time of the Great Sony Christmas Contest Debacle of 2008. I know this might be hard, but I think the world would like to hear about that and exactly what happened.
    Oh, the wild early days in the level publishing jungle. The thing that really pulled me into my first major creation experience was the first official LittleBigPlanet creator contest. It was called LittleBigContest 1, or something to that effect, shortened LBC1. The idea was to create a level celebrating the Playstation 3's birthday. The deadline was only a few days before Christmas. I followed the contest for a while, checking out as many as I could online and seeing some videos of the good ones I couldn't find. One thing I noticed was that all of these entries, and especially the best ones, were essentially customer-created commercials for Sony and the PS3. So I thought I'd do the ultimate anti-consumer contest entry.

    Rather than create another birthday party for Playstation, I wanted to tell a period story. To go aaall the way back in time to the holiday shopping season of ought-6, and the misadventure I had in acquiring a day-1 playstation 3 without a pre-order in the middle of the city. This was the day that around America, mobs were nearly rioting malls, trampling each other to get their goods. My experience, I'm sorry to say, was not extraordinary in that regard.

    I walked away with a PS3 that morning after a long rainy night on the street and a morning complete with cops and breakouts of near-violence. Let's just say that I was looking over my shoulder on the way to the car with that abnormally-sized box in my arms. All the while knowing that, in fact, there really weren't any great games for it, and being fresh out of film school and starving, I was hoping to make a quick buck flipping it on ebay, which went disastrously wrong as the bubble burst by noon and nobody was biting. I couldn't justify getting my money BACK after all I had gone through, so I was stuck with this crappy oversized, overpriced Playstation 3, no good blu ray releases, and no good games.

    So my contest entry told the tale of Santa's attempt to get the last Playstation 3 so he could give it to poor little Timmy whose mom couldn't afford one. After braving the violent mobs and witnessing the near-elficide of Santa at the hands of the mall shoppers, you deliver the system under the tree and are visited by Captain Sony, who rewards your good deed with a trip to Sonyland for a tour of the Playstation's history and to see what Sony's like behind the scenes. Well, it turns out to be a confused shambles in which nobody knows what's going on and the populace is paranoid and frightened of the monsters that lurk just on the other side of the Sonyland wall - carnivorous creatures made of money. If I could go back and create it now, I think I'd also add a custom background to Sonyland - There, in the distance, a towering, ominous monolith casting a shadow over the lands: an enormous Wii.

    The first thing I built, a house, nearly maxed out my thermometer. I knew right then and there that this was going to be a basket of cookies and cakes. Cakes made of PAIN. Cookies made of HATE. And boy, did I devour those jagged, crooked pastries with the wildest abandon. The elevator didn't work, Santa failed to do what he needed to over and over and over, the flying sleigh crashed and exploded, reindeer parts everywhere, the food court was a disaster, the arcade was a disaster, and it became very clear that I was not going to be able to remotely finish my original idea, and the half-idea I would be able to do was going to hurt very, very badly as it clawed and bit its way through my torso like a baby alien all the way to the bitter end.

    The cherry on top was the night I realized that the following noon was the publish deadline. I pulled an all-day and all-nighter, absolutely destroying myself to get this level complete. Upon publishing and hitting the forum to submit my precious, I discovered that I was mistaken. Maybe due to a time zone difference, I had missed the deadline by about 10 hours.

    My submission wasn't accepted.

    I slapped an "Anti" at the beginning of the level and wondered what all those who lost the contest would feel about their levels going forward. Would they be proud of their playable Sony celebrations? I hoped a modicum of my rage would shine through in the manic violence of "A Very Sony Christmas".


    The Movies is absolutely one of the most brilliant levels of all time. It’s completely unique and stands the test of time, even more than a year later. Where did you get the drive/inspiration to do that level?
    Thank you! In a great example of LBP's parallel to the real world, "inventions" began to happen very fast in the early days of LBP. Subgnosis had created a rough method of animating in his series "Ephemera," and opened his process to the community, asking and challenging others to expand on the idea of animating in create mode. Something similar to The Movies popped up in my head right away and I wanted to make it my full second level - a chaotic, unhinged dream of the magic of movies. So I set out to create my own "projector" machine - a working movie screen was the source of this sense of "magic" I wanted to get across, so if people didn't "oooh" when they saw it, the level might just be a failure. Meanwhile Mikey-Flies and others were working on their own. It was the perfect example of LBP's parallel to the real world - like Edison and the Lumiere brothers inventing cinema technology at the same time across the world, here were these LBP creators nearly racing to create a working in-game "movie".

    I give Mikey-Flies full credit for pulling off the coups. He shared his secrets with me and The Movies was born.

    It was the perfect creation experience to tell the tale of that level, which is a celebration of movies and particularly early movies, and an expression of the movie 'experience', something I care deeply about. I've spent my life going to the movies, and I just wanted to try and create a little bit of the magic that you can find in going to them. I've mentioned this before, but I've always had a fantasy of being alive during the early days of film making, to be a contemporary of Milies in exploring this incredible new way to tell and be told stories. It was a time of constant innovation and invention. In a strange way, LittleBigPlanet has allowed me and countless others to have our own tiny paper cut-outs of this fantasy. It's all about being presented with a set of new tools you can use to create whatever you want - how do you use them to squeeze some kind of genuine creative juices out of yourself? How do you push them in ways they weren't meant for? How do you astonish people? What's still waiting to be discovered?

    This is going to happen all over again with LittleBigPlanet 2. That alone is a huge reason to be excited!


    A lot of people have wondered how you achieved the animation effect in your level The Movies. Would you care to delve a bit deeper into what brought your movies to life on the LittleBigSilverScreen?
    I posted a bit of a tutorial in some ancient thread about animation, but it did take some digging to find. Here's the scoop, it's actually incredibly simple. You can view a blueprint right here.

    It's simply a giant wheel with screens on the edges, the whole thing set to spin on a motor bolt. A separate piston mag key setup makes the movement intermittent, and with the right speed and mag key radius combination, you've got yourself a 2-second 20-frame animation. It's quite easy on the old thermometer as well, but does take up a lot of physical space in the level if you want large screens. You can emit them in a series for longer animations as well.

    There's a strange glitch/effect that sometimes occurs with this setup, and I'm not exactly sure what the source is, it might be fixable via some tiny tiny tweakies on the mag switch radius, but something about the massive speed of activating and deactivating those switches sometimes causing stuttering and jerking in the animation. It actually looks astonishingly like a rollout on a film projector, which makes it perfect for movie implementation, but stands out with more clever outside-the-box situations.

    Also keep in mind that it'll probably never work right in online play. If anyone plays this online with other people, the lag causes a sync delay, and all the frames will be pretty much split.


    There are some who would criticize you for not being the most prolific creator. You've had the game since day one, and you really have only made four full levels and two mini beta levels. Do you think it's about quality over quantity for you, or is there something else?
    For me it comes down to the pain of creating levels. In LBP's intro, we are treated to some startling images of human beings around the world sleeping - their boisterous, dancing dreams rising in columns to form "LittleBigPlanet." I think that's an inspired image, but in practice it seems to have gotten one thing wrong. Instead of pleasantly slumbering dreamers, I think all of these varied creators should instead be pictured having a screaming fit during a wall-punchingly difficult time on the toilet.

    I seriously haven't had a single experience in create mode that was really easy. Some have. I tend to find myself feeling more kinship with the creators who have a very difficult time making the game do what they see in their heads, who bleed directly into the thermometer to the left of the screen, the one throbbing red and filled to bursting. The translation process can be phenomenally nerve-wracking, gut-wrenching, heart-breaking, and otherwise [organ]-[violent verb]ing.


    You directed and starred in a brilliant web series called The Library Chronicles. The line “No card, no book, these are the rules of the future” is very reminiscent of Plan 9 From Outer Space, and your film style screams “Eraserhead”. Do you think that your background in film and directing has helped you with your levels? Also, what films, if any, have inspired your levels and your style?
    I tend to make levels that are more movie-like than level-like. I'm not much for creating great, memorable, innovative "gameplay" segments. I leave that to the wexfordians and the rtm223s out there. My film making experience does inform my level creation - It's all far more image and atmosphere-heavy than if I approached it from a game designer's perspective. I would say that it is probably the single most crucial piece of the "Teebonesy level" puzzle, and whatever it is my levels share, I think this "filmmaker's" point of view is chiefly the thing that most defines it.

    I don't think it's a stretch to consider my levels to be more cinematic than interactive. I tend to struggle coming up with fun, simple, elegant gameplay and making it work. What I default to and fall back on is setting the scene and the tone and trying to create striking images. My ideal level actually is very light on gameplay and rich with mood and a compelling setting. Some people get that out of my levels (not all!), and it's only because of them that I consider anything I've done much of a success - I tend to get mostly comments about that one segment in this level or that one image in that level, and a whole lot of youngsters who really want to actually climb inside my levels and stop short only of asking me how to do it. It's not because of the gameplay, it's because of the setting of the scene, which I always spend more time on than anything else.

    The funny thing is that I don't take a whole lot of inspiration from movies. Undoubtedly there are a few filmmakers and styles that tend to translate well into LBP. Michel Gondry has a hand-made yarn-and-cardboard look to a lot of his work that is just made for LBP. Likewise, the B-movies of the 1950s and the pulpy serials of the 1930s, where you can see the strings holding up the flying saucers, and the robots are big and bulky and covered in tin foil. Terry Gilliam has made extraordinary visuals that would translate seamlessly, as with Baron Munchausen and Time Bandits and the sort of handmade theatrical stage presentation of the visuals. This all screams LittleBigPlanet, and it's all fun to boot. But aside from the obvious references in The Movies, I haven't explicitly drawn much from specific movies.

    As for The Library Chronicles, this movie series is an ongoing source of pride, joy, frustration, and pain. So in many ways it mirrors my time in Create Mode! Someday, hopefully soon, our big, epic introduction to the series, "Bureaucratic Prologue" will be complete, and I will make sure as many people on these forums will see it as I can possibly manage! It takes a truly twisted person to really "get" this show, and so I have little doubt it will find an adoring audience at LBPCentral.


    In the beginnings of LBP, you worked a bit with a brilliant and totally underrated creator named Mikey-Flies, right? This was way before online create, so I’m sure everyone would be interested in hearing about that experience.
    Mikey-Flies and I spent a good deal of time online together, one of the only people I've actually played much with online in LBP. He was an absolute whiz-bang maniac with switchery and machinery, definitely a kindred spirit to our own comphermc and rtm223. He built some great full-fledged levels, but what he really loved to do was build toys, whether it was a hilariously galloping horse, a supersonic flying machine, or super cool outside-the-box switches. He was absolutely the classic toymaker in his workshop chiseling the wood and assembling wonderful clockwork playthings. We couldn't create together, but he would always invite me over to play with his latest inventions-in-progress. I doubt The Movies would have existed without him. He's no longer active on the PS3, but he was undoubtedly a big talent behind the wheel of a pop-it.

    In the water beta, you seem to have developed a sort of sordid love affair with bakscratch's layer glitch, and have even said that you'd never again create a level without the glitch. Heck, you even wrote a pretty comprehensive 3d glitch guide! You and this glitch are clearly more than "just friends"... So what do you think makes this glitch such an important part of your level creation process?
    Early on I always had such an incredibly hard time defining the setting and place of my levels. Both The Movies and Sony Christmas were deliberately set for pre-built backgrounds, but I knew I'd be ultimately limited by what I could create. Look at The Movies as a prime example - On the early trolley ride, I have some backgrounds of distant cityscapes, bridges, cars driving... But none of it looks right, because you can see a towering, enormous building with huge windows directly behind them. Instead they come across as some minuscule model toy set hovering awkwardly in mid-air - not at all the "epic cityscape vista" I had envisioned, and subsequently set out to create properly in City on the Sea (as well as the sets for the Closeup video, vintage Teeb style!). And this was one of my MORE successful attempts at creating backgrounds! Many a time, I tried to design a set for a level concept and scrapped it because I couldn't define that feeling of time-and-place to my satisfaction. I honestly don't think I could have properly done something like Fear and the Phantom Town without it and shudder to think of how it would have come out. You could argue that Phantom Town is almost wholly setting. Most of the player's enjoyment comes from merely experiencing the "place."

    What the exploitation of that glitch amounts to is nothing more than this: the potential to create a wholly-customized background and/or foreground. You can now, finally, comprehensively define your setting without boundaries. You can create stirring images and sets that would be impossible otherwise.

    The only downside is that you have to grapple with a fiendishly obnoxious glitch that allows you to bypass the game's invisible walls. I feel like the word from the community is clear - we're ready for full-on background editing, and I'm sure an official tool to allow it would be happily welcomed by all.


    What are your future plans for LittleBigPlanet? Any thoughts on the upcoming sequel?
    E3 has come and gone and we've seen amazing things in LittleBigPlanet 2. A contingent from these forums - nay, a small army - descended upon Mm Towers and created hilarious and amazing levels that were showed off at E3. What other game developer has this kind of relationship with its userbase? Where else can you find this kind of community? Not in Call of Duty lobbies, that's where.

    At the moment I'm most excited to try out the cutscene editor and try my hand at a little LBP2 filmmaking. I'm looking forward to the beta, to seeing it in action, to getting my hands on it, but most of all I'm looking forward to seeing what the really great creators do with it from a gameplay perspective.

    I honestly think LBP's greatest facet is its ability to allow all kinds of people to express personal visions on a level unprecedented in videogames. With LBP1's ceiling of possibility raised to the expansive skies of LBP2, we're going to be climbing directly into the brains of dangerously insane artists everywhere.

    I cannot WAIT.


    And now, a lighthearted question: If there were a film version of LittleBigPlanet, and Media Molecule chose Uwe Boll to direct it instead of you, what would you do?
    1. Check the date to see if it's April 1.
    2. Call up old Uwe and say hey.
    3. Ice cream luncheon?


    Finally, Is there anything you, as a creator, would like to add to this? Or any other experiences you’d like to share? If not, I’d like to ask one more question of you: If you could give any bit of advice to new creators out there who are thinking about entering the wonderful world of creating, what would it be?
    • LittleBigPlanet's a glimpse at the future of video games. The next logical step is almost here with the sequel. If you want a sidescrolling platformer or a top-down adventure or a point-and-click mystery or a hack-and-slash romance puzzler, it will all be within reach. There is a deep, deep satisfaction to pouring your wildest imaginings into this new form and setting it free for people to experience. It's not always easy - hell, for me it's NEVER easy - but very few games can boast such an achievement. Take advantage of it! Experiment with the tools, read the tutorials, play great levels, and strive to realize whatever inspiration comes to you.

    I think I'm still the high-score holder on The Movies. My reign has gone on long enough. There are points hidden fiendishly in the front rows of the 3 theaters, if you can get back there. And there may be a certain someone at the very end of the level who has a special regard for popcorn...


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



    I walk this empty street, on the Boulevard of Broken Dreams



    It's almost time for the Creator Spotlight to be published and Teebonesy and Boo have forgotten what creator they're supposed to spotlight! Can they whip something up and throw a video together? And will people notice?! Find out in this exciting episode of Creator Closeup!




    Thirteen days later, Teebonesy was finally done talking. At least I think he was. He appeared to have fallen asleep mid sentence. He was saying something about the background glitch and cityscapes, I dunno. All I know is that I decided to take my leave before this interview had a chance to get any longer. I turned to walk away, confident that I finally knew what made Teebonesy tick.

    Suddenly, he jumped up and cried out “You know NOTHING!” and quickly pulled out a small metal device. A blue light flashed in my eyes and that was the last thing I remembered. I woke up in a place called Carnaby Square with an origami flamingo in my hand and extremely hungry for nachos for some reason. Luckily I seem to have escaped with the interview, for your reading pleasure, but how I got to Carnaby Square, well, I’ll never know.


    Well, that's all, folks! We hope you have enjoyed this installment of the Creator Spotlight. For past spotlights, please visit this link. See you in two weeks!
    Last edited by ConfusedCartman; 06-19-2010 at 04:45 AM.


  2. #2
    Grand Den Mod-er of LBPC Morgana25's Avatar
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    lol - it's about time you got your time in the spotlight Teeb! Cngratulations! Can't wait to pour over this one

    Great job spotlight team as always!

    EDIT - Favorite Creator Closeup video EVAR! Teeb you are so cool to listen to and that's some awesome acting Boo!
    Last edited by Morgana25; 06-19-2010 at 05:28 AM.


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    Nope! It's Chuck Testa Gilgamesh's Avatar
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    That was a great read, funny and interesting.

    It never ceases to amaze me how varied creators are in LBP.

    Keep up the good work!
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    one of my ALL TIME FAVORITE CREATORS. glad to see he FINALLY gets his spotlight done...still admire the halloween level and the legend of the DEEP ONE (finish it **** you lol)

    but yeah glad to see he's still around...hopefully when LBP2 comes out he can go to his TRUE CALLING of movies and make some really great films in LBP2...i can only hope and pray lol

    anyways keep up the good work TEEBONESY...you have fans all over and you'll gain more throughout the movie and LBP world...i just know it

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  7. #5
    Sackperson Lieutenant
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    Congrats crew!
    Awesome read!
    And a big hug to Teeb for the first laughs of the day.
    You're unique man!

    And I second Teeb ideas of the background creation (friendly layer glitch) and a simple music creator (even a MIDI one)


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    Good stuff Teebonesy...very interesting to hear a little of the thought process behind these mad creations.

    xkappax, I think you're now probably qualified to herd cats.

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    I officially claim the alleyway they met at as a historical site. I marked it with a dead cat for everyone.
    Do you like music? Hear my music.

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  12. #8
    Sack Mama :) BabyDoll1970's Avatar
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    That was just plain fascinating! I'm a big Teebonesy enthusiast (I originally had 'fan' there.. however I am a fan of the visual over gameplay almost any day of the week), and this Spotlight was most deserved. Thanks, Sara, for a wonderful interview and thanks Teebonesy for all the footage and a glimpse into the brilliant madness behind the... brilliant... madness .
    Much thanks also to the enigmatic and wonderful ScoutsBoo x
    Last edited by BabyDoll1970; 06-19-2010 at 06:51 AM.


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    LBPCentral Spotlight CrewLBPCentral Spotlight Crew shropshirelass's Avatar
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    Oh goody! A very well deserved Spotlight. Teebonesy is one of my all-time favourite LBP creators. I just love atmospheric, immersive levels with loads of fanatastic details and flair and that is precisely what Teebonesy delivers. His levels have got to be some of the most memorable and distinctive ones in LBP.

    Thanks to Sara for a brilliant interview. I loved the intro and conclusion - something very Teebonesy-esque about them! Great video too, as ever. It was amazing to be able to see behind those levels. I’d always wondered how the animation in the Movies was done and I loved being able to see the whole of the Halloween level in long shot!

    This is a Spotlight I’m going read more than once and savour. Thanks.


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    sweet dolla tea JspOt's Avatar
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    Haha awesome man!

    Sig by moleynator.

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    Living an unreal reality SR20DETDOG's Avatar
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    Haha I love that... boat?
    Completely pointless but amazing, reminds me of my own crazy drawings I do from time to time.
    I'll have to go take a look at this 'the Movies' as you call it.

    Congrats Teebonesy.

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    Wait, teeby? Wasn't he already spotlighted a few times?

    I liked teeby's levels; they're pretty. I've yet to play The Movies though. Gotta jot that one down for whenever I get on
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  20. #13
    Grand Den Mod-er of LBPC Morgana25's Avatar
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    His levels have been spotlighted in the community spotlight but this is his only creator spotlight. (He's on the spotlight team and has been in many of the vids - probably why your confused)


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  22. #14
    Sackperson Private

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    really cool video... about as unique a style as it can get. i love the chaos, all the beautiful stuff, and the personal 'own worst critic' take on everything. this video will come in handy for me on boards whenever the 'are games art' debate comes up. this is proof enough how much of the artist goes into stuff in lbp.


  23. #15
    Patch of Cloth Laharl's Avatar
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    So I played through a couple of your stages after reading/watching. I realized two things. 1) I have no talent whatsoever or artistic ability. 2) You and jump_button are undoubtedly my two favorite visual creators of all time. Movies was simply fantastic. I watched those reels for about 10 minutes in awe. I played through the stage slowly, taking in all the sights. I loved the little comments from the crowd after the movies.

    You sir, are a huge inspiration to me. And you deserve this honor on the Creator Spotlight. =3
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  25. #16
    Living an unreal reality SR20DETDOG's Avatar
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    There you go Teeb I beat your high score by 50pts, now you're not #1 anymore on 'The Movies' I am. Isn't it great

  26. #17

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    Quote Originally Posted by Morgana25 View Post
    His levels have been spotlighted in the community spotlight but this is his only creator spotlight. (He's on the spotlight team and has been in many of the vids - probably why your confused)
    I keed :P

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    Quote Originally Posted by SR20DETDOG View Post
    There you go Teeb I beat your high score by 50pts, now you're not #1 anymore on 'The Movies' I am. Isn't it great
    Aye, I knew it'd happen! It feels right. It feels better to not be on the top of my own. Boy you must have nailed those shifty moving-bubbles! The real trick was that popcorn bag. I don't know if anyone ever figured that one out on their own.

    All of the praise here is giving me a case of cognitive dissonance. I'll have to increase self-deprecation tenfold.

    And furthermore, I stink!
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  29. #19
    Junior Sackperson chimpskylark's Avatar
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    Great reading! Like so many other creators: I just wish he would make more!

    However, I definately sympathise with the brain-numbing process that is creating a great level. I haven't even done it yet!

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    Teebonesy is one of the most unique and original creator on LBP and one of my fav

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