Little Big Planet: Karting Guide Essentials The Basics
Building Together: United Front & Media Molecule
A Friendly Chat with:
Mat Thomas
Senior Game Designer, United Front Games
How did you get started in the video game industry?
I have always been a keen gamer, and got into video games way back in the day on the Commodore 16 and 64. Playing games on these old computers immediately drew me in, and ever since then I have always had an affinity with games. I got my break in the games industry in Leeds, England with Psygnosis which was then acquired by Sony, our partners on LittleBigPlanet Karting .
I worked as a game designer in the studio on Wipeout 3 (PS one) and Lemmings Revolution (PC). After leaving Leeds and my beloved footy team Leeds United, I then worked at Acclaim Entertainment and Codemasters before making the leap across the Atlantic to Vancouver to work at EA on the Need For Speed titles. After several games there, I then decided to move to United Front Games, where I worked on ModNation Racers and then this game, LittleBigPlanet Karting .
If you could replace one part on your car with a LBPK kart component, which one would it be and why?
Well this is an easy one—it has to be the hover rockets hasn’t it?! Never mind the wheels, being able to rocket your way around the track is far more enjoyable.
What was the most outlandish level idea you had to cut from the game and why?
Here at UFG we have a dedicated team of level designers who have come up with some truly great levels. The good news is nearly all of these are included in LittleBigPlanet Karting ! We didn’t necessarily have any outlandish levels that got cut, but rather these are being worked on for the community to enjoy when the game comes out on day one. That is the power of the creation tools; our own seasoned level designers can go home and publish their own amazing levels for other users to not only play, but also dissect to see how the professionals use the tools to create the best experiences possible.
Who was the most interesting Creator Curator to design and why?
I think the team in general has liked Don Doubtworthy for a long time. All the levels on his planet are really fun to play and they introduce a brand new theme to the LBP universe. The story he presents is also really fun, which partners up well with the great levels in the Progress Emporium. It’s pretty fun to see how oblivious he is to the world around him as the story progresses!
How involved was Media Molecule throughout the game’s development?
Ever since both studios pushed the “Play, Create, Share” genre, we have been in communication to share our ideas and thoughts on how this genre can work. With coordination and input from our partners at Sony San Diego, I think we have as a group of passionate developers managed to drive the game in the right direction. The key was always to capture the essence of LBP in terms of the art style, the accessible gameplay and the creation tools, and I feel we have done this admirably. The good news is MM have been with us every step of the way, giving us feedback on our decisions and encouraging us to continue to push the game.
Describe a typical day at the United Front Games studio.
A typical day in United Front Games is one where everyone is working hard to make the best game possible. Each day starts with a gathering of all the different people in different areas of the game to discuss what we are working on. We then break and go back to work on said features. As work is complete, the designers and producers will play the game live and check out the new work and give immediate feedback. This will continue through the day as we hone new features.
Near the end of the day we will normally take a break to go and play the game online as a larger group so we can see the game away from our desk. This is very important as you are then seeing the game more as a consumer and not a developer. These sessions are normally filled with lots of discussion, suggestions and note taking. These notes are then used to help drive the quality of the game up. Being passionate about the game and your work is key, to ensure we deliver the best game possible to our fans.
If you could hit the road right now and drive anywhere you wanted, where would you go?
One day, I hope to jump into a car and drive from here in Vancouver, BC down to Southern California. This is one of the most amazing drives in the world and it is here on my doorstep. It’s a long way away from motorways in England, which I was used to for most of my life!
The musical choices are one of the more distinct aspects of the LBP series. What standout tracks did United Front Games feel had to be in there?
There is a ton of great music in LBPK , all lovingly selected by our great audio department to match our levels in Story mode. We have different styles and types of music in the game. For straight up music, Grand Theft Ecstasy by Feed Me is a great driving track. We also have interactive music in the game and the great thing about these tracks is how they can change. The Progress Emporium by Peter Chapman is a great track that really shows this off. It does a superb job of blending Classical and Electronic over the course of the song.
I am sure everyone will enjoy the diverse tracks in LittleBigPlanet Karting !
What’s your favorite track/level and why?
My favorite level in the game by far is Huge Spaceship. It is an excellent kart track, well tuned to create a very intense but fun gameplay experience. We have played this level countless times at United Front Games, competing online to see who can dominate races. It really is an excellent level to really see the depth of the kart racing and the intricacies of the gameplay mechanics.
What’s your best advice for a beginner level builder?
Experimentation with all the tools is the key to success and understanding. Go through all the tutorials and pick a first project that is simple. It’s okay to shoot for the stars, but not with your first level! Start small and gradually get more ambitious as you get better at using the tools. Also gain inspiration from others in the community, just from playing other people’s levels you may be able to figure out how they did something and that will inspire you to create your level. Don’t underestimate how much good polish and fine tuning can improve what you may consider to be an “average” idea or concept.
Use the community to help you! Engage fellow LBPK players to learn how they are overcoming design challenges, or how to create specific experiences.
What is the Create tool you couldn’t imagine making a level without and why?
Universally, our development team here at United Front Games answered this question with one answer—geo painting! Due to the amazing flexibility with painting shapes and using different materials, anything is possible. Understanding all the basics is a good start, but investing time in understanding how geo paint works will remove any creative shackles you may have thought you had.
What advice do you have for people interested in getting into the video game industry?
Whatever you envision yourself doing in the games industry, start doing it. Don’t wait for someone to show you how to do something. If you want to game design, design a game, get familiar with tools like in LittleBigPlanet Karting . In fact, LittleBigPlanet Karting is a perfect place to start to understand a range of facets of game development.
Understanding the craft is key to getting into the industry. Be passionate, understand what you want to do, and be keen to impress. People with this attitude will always rise to the top.