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LEGO® DIMENSIONS

Andrew Holt

LEGO® Dimensions, LEGO Dimensions, LEGO DIMENSIONS!!!

Ah, it feels SO good to be able to say that name out loud after keeping it a quiet for such a long time.



You see, whilst most of the folks here at Tt towers were finishing up and preparing LEGO Batman™ 3: Beyond Gotham for launch, a few of us were secretly working away on LEGO Dimensions and believe me, we’re pulling out all the stops.

So far we’ve announced that the worlds of DC Comics, The Lord of the Rings, The LEGO Movie, LEGO Ninjago, Back to the Future and The Wizard of Oz are coming to LEGO Dimensions. We’ve got plenty more to announce yet and it’s so exciting to see everyone’s reactions to what we have shown so far. My personal favourite hasn’t been announced yet and it’s so difficult to not let something slip out!

LEGO Dimensions is all about breaking the rules of what we know.

You want Wyldstyle driving a DeLorean Time Machine around Metropolis? You got it!

What about Gandalf facing off with The Wicked Witch in The Land of Oz? Sure, you can have that too!

Within LEGO Dimensions there are no restrictions as to which characters can venture forth in to which LEGO universe, and it’s allowed us to create some fantastic levels with a great variety of heroes and villains alike, popping up in some truly bizarre and unexpected locations.

If you’ve ever sat at home wondering how dangerous The Riddler would be riding a Balrog, then now you can find out!



In fact, if you look close enough in our announcement trailer I’m pretty sure you can spot an Oliphaunt roaming around Metropolis, being commandeered by Two-Face who has made a few minor alterations to its war harness!

Not only do we have a whole heap of fantastic brands coming to our game but there’s a brilliantly talented team behind it, fuelled by nothing but passion.

When animators are arguing over who animates specific characters, and environment artists demanding to work on specific levels, then you know you’re working on something truly special that has tapped in to everyone’s creativity and love for videogames.

As a designer, I see LEGO Dimensions all day, every day, and I’m still amazed by its scale, complexity and how wonderful it is to see all of the different characters interacting with one another in surprising ways and crossing over to worlds that they’ve never been to before.

Announcement day was pretty much on par with Christmas Day for anyone involved in the project and was such a huge milestone for us and makes the game feel so much more “real”. The amount of positive reactions, excitement and hype for our game has been brilliant, so thank you all for all your support so far.

Now that LEGO Dimensions has been announced, it’s all hands on deck here at Traveller’s Tales to finish the game and create something new and exciting with the LEGO videogame franchise, whilst maintaining a familiar, welcoming and family-friendly experience. You’re all going to love it, and you can quote me on that!

Keep your eyes focussed on LEGO.com over the coming months for updates, news and some cool screenshots, and get ready to Break The Rules with LEGO Dimensions soon!



LEGO® Ninjago: Shadow of Ronin™ / Designing the Ninja Mechs - Part 2

Tim Spencer

LEGO video games ninjago shadow of Ronin

 

I may have a few LEGO Mechs on my desk at work... yeah just a few.

Welcome back to Part 2 of the blog.

 

Now we knew how we wanted the Mechs to move, attack, look, sound… what’s next? We wrote up all the details in to a “Mechanics Specification document” which explained the high level direction and listed out every little detail with everything the Mech can do from all the information above – this included things like the exact flow of each attack and each button press, what animations, sounds, and visual effects play with each action, even down to details like how many hit points it takes off of enemies when hitting them. Of course, these details can (and did) change as we built it, but we needed to communicate to the team what we wanted the Mech to do. At this point I sat down with the Game Director (Steve Thornton) and reviewed the design so far, evaluating how the mechanics will play and the presentation of them. Once we were both happy: our Producers then took this information and broke it down in to individual tasks for our programmers, animators, artists, setup, and audio team. As they worked through the tasks, slowly building the Mech, my role as the director of this feature was to review each part when it’s ready to be tested, and direct any changes we need to make to improve it. Any time a question was raised about the work we’re doing: we looked at our high level direction, and used that to guide our decision. So what changed on the Electromech once we saw it in game? Well the biggest change from the original design was to “turn up everything to 11” – we made the animations much more fluid and energetic, the visual effects huge and impressive, the screenshakes amplified, the sound effects thundering, we removed any reaction from the Mechs being hit by minifigures (they’re huge Mechs after all!), and we turned up the damage they can do by about 300%!

 

After all this hard work, we finally got to the finished, working Mech! It’s fantastic fun to go stomping and smashing through the levels, vanquishing anything that stands in the way! It controls great, it does very cool stuff, and it behaves just like we wanted it to right from the very start! (…it also had our focus testers squealing with joy when they got to play it, so we think we got it right :)

LEGO video games ninjago shadow of Ronin

Lightning powered dash attack? Yes please!!

 

So what about designing the Mech levels?

The detailed answer to that is longer than we have time for today sadly…

…but the first thing to do is make the Mechs play great (we’ve done that now!) and then design the level around what the Mechs can do.

 

LEGO video games ninjago shadow of Ronin

 

The lightning powered jump slam was nicknamed the “Lightning Strike” for obvious reasons!

 

LEGO video games ninjago shadow of Ronin

Demolishing *everything* comes as standard with Jay’s Electromech!

 

By now I’m guessing your final question will be: What could the Ninjas face that requires giant Mechs?!?

…you’ll get to find out if you play the game :)

 

If you’ve made it this far then well done! And I hope you’ve enjoyed learning how we designed the Mechs in LEGO Ninjago: Shadow of Ronin.

We had tons of fun working on them, and I hope we get to design many more in the future! :)

LEGO® Ninjago: Shadow of Ronin™ / Designing the Ninja Mechs - Part 1

Tim Spencer

Hey everyone! My name is Tim, and I’m a Level Director here at TT Fusion.

Jay and I sat down and had a long chat about his Electromech.

I’m here to talk about Mechs! Mechs (giant robots) are a huge part of the Ninjago universe. From the very first series there’s been a wide variety of Mechs that both the Ninja and their enemies have used to battle each other – and let’s face it: they’re super cool. Being super cool there’s no way we could leave them out of Shadow of Ronin, and today I’m going to take you through our design process for my personal favourite… Jay’s Electromech. That’s right: Jay’s Electromech is a playable Mech in Shadow of Ronin! As someone who loves Mechs, I was very lucky to be chosen for the job of designing the game play (and levels) for them.

So where do we start?
When we got to the point of designing the Mech gameplay (and Mech levels) we’d already had the toy set design and box art for the Electromech from the LEGO Team, so we knew how this Mech looked, but now comes the hard part: how do we design great game play for it?

Our approach starts with what’s called a “high level” direction – it’s something we can use to guide us, keep our vision in mind, and help us answer the design questions we’ll be asking about our ideas (the devil of design is *always* in the details!). At TT Fusion we apply this approach to our mechanics, our levels, and our game structure – high level direction guides everything we do.

How did we decide the direction for our Mechs?
 …this part was all about research. We looked in detail at every part of the Toy set: how big is it? How dense is it? What parts does it use? How is it built? Do any of the parts move? If so, then how do they move? We looked at other references: does it appear in the TV Show? How is it depicted in the box packaging? Has it been in any other games? Does it appear in a trailer for the toy set? We looked at other games: what works and doesn’t work in other Mech games? And we looked at the direction and structure of Shadow of Ronin: do we know what levels these Mechs are going to be in? If so, are there any specific features in those levels that will determine how best each Mech is used?

From lots of research, and considering the action packed game play of the Ninjas themselves: it was clear that we wanted the direction of our Mechs to be “an extension of the Ninja”.

So how does that help? Well, taking Jay’s Electromech… we start asking ourselves lots of questions:

How does it move?
 Determining how something moves will dictate everything it can do, so we start with that.

…as an extension of the Ninja themselves, it should be: fast, agile, and very mobile. Not a slow lumbering Mech like something from MechWarrior or Steel Battalion, but something fast like Gundam, Macross, or Titanfall.
 …and it should be able to jump and dash, just like the Ninjas can.

See how that high level direction is helped us answer questions? We’re now starting to form the ideas/image of the how the Electromech will play :-)

What does it do?
Now we know how the Electromech will move, what will it do in the level?

…as an extension of the Ninja themselves, it should have: swift melee attack combos using the spear blade it carries. Powerful long range attacks, using the blaster on its left arm. Jump attacks and dash attacks, just like the Ninjas.
 …all the attacks should be powered with elemental lightning, the same as Jay.
 …it should also be able to build (Mech sized) LEGO models, because the Ninjas can build LEGO too.
 …and because it’s powered by lightning, it should be able to charge up electrical generators, just like Jay can.

(The same can be applied to all our Mechs, but making sure we refer to our research on them instead.)

Also, we often get inspiration from other games, films, experiences, and music, and apply that to improve our design. For example, the ranged charge attack for Electromech - where it builds up a huge ball of lightning before firing it out - is similar to Megaman’s Charge Shot, combined with the Giant’s chest weapon from the Iron Giant. It’s often very useful to include references like this to explain to other members of the team exactly where you want a feature to go.

How does it look and sound when moving and attacking?
 This part is where the “cherries on top” start coming in to the design!

…as an extension of the Ninja themselves, it should have: huge, powerful, elemental visual effects (like lightning!) coming from its spear and blaster.
 …and as a huge Mech it should make the screen shake as it walks and attacks, with the sound of heavy motors whining and grinding as it moves swiftly, and huge booms and cracks of thunder as its elemental weapons land on enemies.

To be continued…..Check back next week for Part 2 of this blog

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