Moving Out Monday #20 – To Infinity and Beyond
Hey Movers,
Last week we looked at some of the levels that didn’t necessarily tie in with the core game narrative but we were excited to include as bonuses. This time we thought we’d show you some of the levels that for one reason or another didn’t quite make the cut!
One of the early ideas we played with was including houses that leaned into Pop Culture references. As we developed these sorts of levels, we found that even though they were cool to look at and were really identifiable, the design and layout constraints actually just made it hard to make the levels super fun or challenging. At the end of the day we got all Bauhaus ‘form follows function’ on ourselves and decided that our levels shouldn't be crippled, even by a cool concept. Some of the references DID actually make it into the final game, but mostly as smaller elements within a level, in a very homage-like way; a tip of the hat, if you will.

One of the levels we had fun with was a Pirate Cove, inspired by old Adventure Movies from the 80s. It was jam-packed with rope bridges and floating platforms; hidden treasure and sunken ships. You might notice that the ship makes a little cameo in the game, and that in itself is a really great part of the development process. Not everything you actually create makes it into the final game and that selectiveness takes time. It's really about polish, and making sure that everything ties back to your core idea.

Sometimes there are levels that aren’t 100% great but they DO have something in them that you love. One of these was a level that gave players a shortcut – hey, try jumping through the windows to get to the truck in record time! While this level didn’t quite hit the mark, it did spark the idea that these shortcuts were definitely worth pursuing in other levels.

The seed of an idea can be planted in one level and then actually come to fruition in another. Sometimes the seed is a complete mechanic, and sometimes it’s a matter of finesse. An early exploration level we had was set in space. It looked cool, but all the jumping to move between the small rocks actually made this level too difficult. The idea was solid, but we found we did have to massage it.

At the end of the day, the ideas that don't quite make the cut are just as important as what you do include in the final product. That’s as true for games as it is for any creative project. It’s this winnowing process, this selectivity, this honing of your actual vision – that’s where the individualism and the voice of your team and your game, really shine through.
Thanks for taking a look with us as we walked down memory lane, and let us know in the comments below if you noticed just where that Pirate Ship turned up – bonus points if you share the reference with us in a weird and wacky way!
Until next time,
Keep moving, indoors
Last week we looked at some of the levels that didn’t necessarily tie in with the core game narrative but we were excited to include as bonuses. This time we thought we’d show you some of the levels that for one reason or another didn’t quite make the cut!
One of the early ideas we played with was including houses that leaned into Pop Culture references. As we developed these sorts of levels, we found that even though they were cool to look at and were really identifiable, the design and layout constraints actually just made it hard to make the levels super fun or challenging. At the end of the day we got all Bauhaus ‘form follows function’ on ourselves and decided that our levels shouldn't be crippled, even by a cool concept. Some of the references DID actually make it into the final game, but mostly as smaller elements within a level, in a very homage-like way; a tip of the hat, if you will.

One of the levels we had fun with was a Pirate Cove, inspired by old Adventure Movies from the 80s. It was jam-packed with rope bridges and floating platforms; hidden treasure and sunken ships. You might notice that the ship makes a little cameo in the game, and that in itself is a really great part of the development process. Not everything you actually create makes it into the final game and that selectiveness takes time. It's really about polish, and making sure that everything ties back to your core idea.

Sometimes there are levels that aren’t 100% great but they DO have something in them that you love. One of these was a level that gave players a shortcut – hey, try jumping through the windows to get to the truck in record time! While this level didn’t quite hit the mark, it did spark the idea that these shortcuts were definitely worth pursuing in other levels.

The seed of an idea can be planted in one level and then actually come to fruition in another. Sometimes the seed is a complete mechanic, and sometimes it’s a matter of finesse. An early exploration level we had was set in space. It looked cool, but all the jumping to move between the small rocks actually made this level too difficult. The idea was solid, but we found we did have to massage it.

At the end of the day, the ideas that don't quite make the cut are just as important as what you do include in the final product. That’s as true for games as it is for any creative project. It’s this winnowing process, this selectivity, this honing of your actual vision – that’s where the individualism and the voice of your team and your game, really shine through.
Thanks for taking a look with us as we walked down memory lane, and let us know in the comments below if you noticed just where that Pirate Ship turned up – bonus points if you share the reference with us in a weird and wacky way!
Until next time,
Keep moving, indoors