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Blinx 2 Developer Interview:
Building a Game for Game Fans
By Jason Carl
There's no rest for the weary game designer, but
Artoon's Takuya Matsumoto, creative director and program lead, took
time out from his busy schedule to answers our questions about his
new platformer, Blinx 2:
Masters of Time & Space.
Xbox.com: Welcome to the Xbox.com interview! Thank
you for joining us. For the benefit of our readers, please tell us
who you are and what you do at Artoon, and give us some background
on Artoon.
Matsumoto: Let me introduce four core members of
the Blinx 2 dev team.
I'm Takuya Matsumoto, one of the creative directors of Blinx
2. I was responsible for the Tom Tom Gang, Versus mode
creation, and game design as well as serving as the overall program
lead.
Naoto Ohshima is the other creative director for the game. He was
responsible for the Time Sweepers, the Versus mode creation, and
game design. He's also the managing director of Artoon and is
responsible for the management of all of Artoon's projects.
Masamichi Harada is the art director for Blinx 2. He was
responsible for the "look" and actual creation of all the game
worlds and environments in the game.
Noriko Omizo is the character art director. She was responsible for
managing the design of all the playable characters, making the
character settings in the customization feature, and creating of
all the enemies in the game.
Artoon is a game developer located in Japan with 60 employees. We
are by no means a large organization, but headed by our CEO, Yoji
Ishii, we have a pool of talented people with great experience,
from management to finance. Within this secure environment, the
game development team is allowed to take on new challenges. If I do
say so myself, working at Artoon is one of the great joys in
life.

A cat for all seasons.
Xbox.com: In Blinx 2, the characters
manipulate both time and space. Please tell us something about how
you approached this in the overall gameplay design.
Matsumoto: We started work on the sequel with two
different goals: to improve Blinx: The Time Sweeper and to
meet the challenge of creating something entirely new. To improve
the game, we relied heavily on feedback from our development team,
Microsoft, and players from around the world. As a result, we
improved player controls, made the game less linear, made time
controls easier and more intuitive, and enriched the story, just to
name a few.
Although Blinx 2 is a sequel, we wanted to incorporate so
many new features that we could have called it Blinx 3.
With Versus mode, two-player Co-op mode, the Tom Tom Gang's stealth
gameplay and character customization, it felt like we were creating
a totally new game. It was extremely exciting.
Xbox.com: Blinx 2 seems like a game
that's designed for people who really love games. What were some of
the specific ways in which you wanted players to enjoy the
gameplay?
Matsumoto: Thank you, we’re delighted to hear
that. We love games and nothing makes us happier than to know that
our love of games came through when players enjoy our work.
One goal was to allow even less experienced gamers to enjoy the
game. To achieve this, difficulty levels were set so those players
could actually complete the Story mode. To please hardcore gamers,
we added tougher difficulty settings and created features such as
battle mode, team development, mini-games, and numerous types of
collectables. Make sure you take the time to explore these aspects
of the game. Then, there's two-player Co-op mode. Even if you're an
inexperienced player, you can still have a lot of fun.
Xbox.com: The game has very strong cooperative
play features. Can you please tell us how designing the two-player
Co-op mode differed from creating the Story mode?
Matsumoto: To be honest, this was a real challenge
for us. If you compare the single-player mode of Blinx 2
with the original Blinx, our sequel is far more complex,
with non-linear mission structure in the rounds that require
multiple conditions to be met for an event to occur. Then, look at
the two-player Co-op mode; the conditions are, mathematically
speaking, more than simply squaring the single-player conditions.
With so many conditions to track at once, the game designer and
programmer were balancing the game right up until the very end of
the development cycle, to ensure that the game could be played
through to the end, even in two-player Co-op mode.
When the team playtested the finished Co-op mode levels, it turned
out to be a blast! There are some incredibly fun puzzles that can
only be solved with two players. Be sure you check them out!
Xbox.com: Blinx 2 sets a new platform
genre standard in character customization. Were there any special
challenges in designing this feature?
Matsumoto: During the initial stages of
development, we considered having Blinx as the only player
character. But, after considering the story's theme, we decided to
give players a variety of characters to follow, instead of
spotlighting a single hero. We wanted to focus on how the group is
more powerful than the individual. This is how the "customization"
featured evolved. We wanted players to feel empathy for their
character. To do this, we gave the players the ability to create
their own characters, with features they've selected
themselves.
This feature was a great challenge for the artists. They had to
create mass quantities of outfits and features and then combine
them in all possible configurations and ensure that they matched.
About halfway into the project, an artist was tasked with creating
pre-made characters. This person spent all day selecting and
matching various body types and outfits, then adjusting the
textures, patterns, and proportions. They said it was hard work. It
just looked like fun to me.
Xbox.com: What would you like Blinx 2
players to know about the character design process?
Matsumoto: It's easy to start by adjusting the
facial features or hair color. Once you get the hang of it, try
adjusting the width of the shoulders and hips. This will
dramatically change how your character appears, making the
character look either super muscular or puny. Also, in customizing
the cats, you can even change the tail tip size of the cat's
tail.
We see certain patterns in our development team. Sometimes we like
to create a character that looks exactly like Blinx, the main
character from the first version. Other times we try hard to
re-create characters that look like other well-known cartoon
characters. It was difficult to wean ourselves away from building
characters when we had to get back to actual work …

It's a good day to be a
pig!
Xbox.com: What were some of the most important
challenges in the development cycle?
Matsumoto: There were two major challenges. The
first was for us to accept that there were the flaws in the first
Blinx. It wasn't easy for us to accept. But, our efforts
alone really wouldn't have been enough to make the right
improvements. We managed to create Blinx 2 because we had
the opportunity to listen to the feedback from people who had
played the first game.
The second challenge was how to merge together—in a cohesive
package—all of the new components added to Blinx 2. While
it's a sequel, we wanted to include lots of new elements not found
in the original game. A major challenge midway through production
was just how to incorporate all these new components into a
cohesive game.
Xbox.com: What other Xbox games do you
admire?
Matsumoto: Xbox has lots of great games we love.
We often play, both at the office and at home, Halo 2 and Project Gotham Racing 2. And,
personally, I really like Conker a lot, too.
Xbox.com: What kind of Xbox game would you like to
make next?
Matsumoto: For Blinx and Blinx
2, we took on the challenge of creating a game with a key
gameplay feature, Time Control, that required utilizing the Xbox
hard drive. Maybe it's because I'm a programmer, but for the next
game, I'd also like to deliver a game that really exploits the
hardware capabilities.
Xbox.com: Thank you for taking time to answer
these interview questions, Takuya.
Matsumoto: Thank you for the interview. We hope
that everyone enjoys Blinx 2, and we look forward to
hearing opinions from players about our game!

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