Skylanders: Inside The Magical Tiki Development Room
Released on 09/18/2012
(upbeat music)
Oh hi.
On this episode of Game|Life
we are going on a field trip.
(screeching tires)
(bus honks)
Hey pop quiz hot shot!
What is the biggest money-making
video game so far in 2012?
Is it Call of Duty? No.
Is it Madden?
Not even close.
Biggest game of this year so far is Skylanders.
Activision's combination of action figures
and video games have captivated kids
and have sold tons and tons of copies of the game
as well as figures.
We visited the developer Toys for Bob here in California
and expected to find, well,
some sort of assembly line cranking out
the latest version, Skylander's Giants.
What we found were hackers and craftsmen.
And a small team of guys who were in love
with the game that they were making.
And they all work together in an
enchanted tiki room.
(joyful guitar music)
I design the characters for Skylanders
but I'm really just a tinker.
Initially we have a lot of different concept artists
and a lot of artists in general just wanting
to define and design Skylanders.
'Cause in the beginning of the project
no one knew what it looked like.
And so we had a lot of people going in different directions
and for whatever reason Paul and I
just kinda melted together
and we just started making the whole world.
So to design a new Skylander it always comes
from the toy first.
I always put myself in the position of a kid.
Looking at toy shelves and going,
Oh I really want that!
And that's always first
regardless of the game.
So the beginning stages of designing a character
involves mostly just me drawing.
For the most part it comes from just doodling.
We knew that there's these different elements
and sometimes we knew it was gonna be a Giant
so it's obviously a big guy.
That kind of thing.
So that kinda helps define what this thing is.
But I explore a lot of different things.
It's many iterations of drawings
until we finally get tied down to like
okay color and then the very little details.
It's mostly just tons and tons of doodles.
And the second stage of the design becomes--
we start modeling in super high-res.
And have amazing modelers are making it high-res.
At the same time we start down rising it for the game.
Something that could be run in the game
and the animators are rigging it up
so we can pose the characters for the toy.
So once we have a super high-res model that's rigged
and then we can pose it in different ways.
I sit there and pose it and tryin' to figure out--
it has to fit in the package.
So we have the physical constraint.
And it has to--
we have to able to fit multiple Giant characters
especially on the portal at the same time.
So they have some pose constraints
but for the most part we try out
a bunch of different things.
Three or four different poses.
We get it 3-D printed out in color
and then at point we can hold it in our hand
and go, Okay that one.
That's the cool toy.
So no matter how high-res it is
in 3-D and like computer
it's a different experience when you actually
hold it in your hand.
At the same time, they also glow.
As a toy they glow.
And we also have regular-sized Skylanders
we call light cord characters
that also glow when you put in on the portal.
And the closer you get to the portal the more it glows.
And there's no, there's no--
it's magic.
It really is just magic.
There is no batteries involved.
It's crazy.
I've been working on this for a long time now.
Every time it's still magic for me
when you put this thing on.
(joyful music)
Recently when we started the Skylanders project
they needed a device to interface the toys with the game.
And I was like, Well, I think I can do that.
And some new open-source hardware stuff
had started happening.
The Arduino project was a big influence on us.
And one thing sort of rolled into another
and I started moving some of the gear I collected at home.
A lot of the--
some of the original stuff was actually
down in my basement of my house.
And we moved more and more of the gear in here
including my old Heathkit
training brain board test kit.
And it sort of snowballed and so I've kind of done
lists and lists programming and more and more electronics.
The portal power is a USB device that plugs through--
plugs into the computer or the console.
It's basically a RFID reader with a LED for lighting.
We use the RFID tags in the base of the toys
and we read and write to those tags
so we can store information about the toys' progression.
How much experience its earned,
how much money the toy has earned
are all stored on the toy.
And we also store the name of toy on the toy
which seems like an amazing thing to do.
So that when you take your toy to your friend's place
it also reads there the same way.
And it's really quite simple. So simple.
We did the first one using an Arduino.
This is the board that plugs
into an Arduino which sits here.
This went inside a box that sat on
Dan Gustin's desk while he scripted
the first versions of the game
to put the characters in.
And I have to say the open-source hardware stuff
really helped us a lot.
It was tremendously helpful to be able
to do internet research.
Find pieces that people had done.
It's been a blast.
Fortunately we had the staff here
to do sculpting and the electronics
and the game design.
And our experience with Dungeons and Dragons
and fantasy role-playing,
as well as our experience making high-quality kids games,
really came together and allow us to make Skylanders.
One of the things that we've heard from parents,
particularly gamer parents,
is that this is a game they actually want their kids to play
because it's the kind of game they like to play.
Right you know?
If you really love Diablo or Skyrim
or any other great fantasy adventure game
you love to see your kid playing age appropriate
fantasy adventure game.
And we love fantasy or old role-players.
So we made sure that even though
this is appropriate for kids
it's got that heart of adventure.
And a sort of heroic exploration.
[Swarm] Sweet!
Arthur C. Clarke said,
and I'm paraphrasing here,
Any sufficiently advanced technology
is indistinguishable from magic.
So at Toys for Bob the way we make magic
is with the application of a sufficiently
advanced technology.
(upbeat music)
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