History of Mm Parts 4 & 5

Seeing as it’s the second anniversary of LittleBigPlanet’s release this week, we thought we’d finally get around to publishing the final two chapters written for the History of Mm section of this very website.

These final chapters are more about the development of LittleBigPlanet than they are about the company forming, as we hear from Alex Evans about how the game started to take shape and become the game we all know and love today.

Before we put layer restrictions in we had some awesome levels, but the camera was massively zoomed out, with wild camera zones. It was 3D, and deep, but it felt slow, and you never connected with sackboy because he was only four pixels high. “

So superficially, even though when you watch the old videos it feels much bigger and more epic, to play it was far less fun. There was no character customisation, and the levels were realllly hard.

Making and designing them was absolutely jedi mind trick, because it was so unconstrained. You spent hours with Auto Z” [the thing that makes sackboy automatically change layers when you jump.]

People complain now… You think it’s a bit tricksy now, but in that version you could just jump and Sackboy would go wooooosh and fly 100 meters back to the nearest block. So building levels was really hard.

Read Part 4: Taking Shape, and Part 5: Ship it! Over in the History section, or if you missed them, you might want to check out the first three parts first!


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