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It Takes Two

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    Welcome back to On the Level - 
    a series in which I play awesome
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    video game stages, alongside 
    the designers who made them.
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    This time I’m playing one of my favourite games 
    of 2021: the endlessly creative co-op adventure,
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    It Takes Two. This is a game about a bickering 
    married couple - Cody and May - who get turned
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    into toys and then must work together to 
    travel through madcap miniature worlds.
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    And that includes the level featured in 
    today’s video: a tree in Cody and May’s garden.
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    Which is actually full of squirrel soldiers, 
    killer wasps, and a giant robot bee. To fight
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    back, the couple have a pair of handy weapons: 
    Cody has a gun that shoots big globs of orange
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    sap - and May has a crossbow that fires 
    lit matches. And when the two collide -
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    *Explosion*.
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    To find out how this level was made, I talked 
    to Oliver Granlund, a designer at Hazelight - who was
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    one of the designers responsible for 
    this level’s layout and game mechanics.
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    Now, usually on this series I will play the level, 
    and the designer watches my screen over Zoom.
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    But as this is a co-op game, I actually got to 
    play with Oliver - I picked Cody and he chose May.
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    And so, without further 
    ado, here’s our conversation
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    as we played through It Takes 
    Two’s second chapter: The Tree.
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    CODY: Ah, this way!
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    MAY: What?! You're never gonna make that jump!
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    CODY: Yeah? Watch me!
    Argh!
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    MARK: So I always like to start by asking: 
    how did this level begin development?
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    OLIVER: Originally, art were just 
    exploring settings. You know. We
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    know we're going to be shrunk, 
    what kind of places could be fun?
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    And tree was one of them that was explored by 
    art very early as a very interesting location.
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    And design right now is just doing 
    prototyping, just going crazy with
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    tons of different mechanics - and we found 
    the sap and match gun. For the very beginning
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    they were just loose prototypes but at some point 
    they were paired together with the tree. They
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    went through each and every mechanic and, like, 
    paired it to a setting that art had prototyped.
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    And then we essentially gave each, like, 
    designer or a pair of designers a level
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    and then told them to, you know, make it, and 
    come up with mechanics and everything in between.
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    MARK: So you and designer Robert Johansson were
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    responsible for the tree and also the 
    snow globe, is that is that right?
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    OLIVER: Yes that is correct. So I thought 
    it would be interesting to show this level
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    because a lot of people worked on this. This 
    part was designed by a level designer named
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    Henrik Sandin. This one was actually made quite 
    late. From your perspective it might seem like
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    of course this came first, but this actually came 
    very late. And when the rest of the tree was made
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    there were no swinging for example, and we 
    had to go back and add that in everywhere.
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    I think this part turned out really 
    well, especially like a very calm
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    piece in between the storm, kind of. And also 
    very much establishes everything around it.
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    There are some cool smart things that are actually 
    done here with like ants moving in the direction
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    you're supposed to go. Like here for example. I 
    think this was originally accidental: you know,
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    art added them in and then people started 
    following the ants and then, you know, the ants
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    led you down like a hill and people jumped off and 
    died. Henrik used that knowledge to his advantage.
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    MAY: We haven't got time for 
    this! Is this a shortcut or not?
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    SQUIRREL: The wasps have invaded our tree, wiped 
    out most of our tribe. You two must kill them.
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    MARK: So how did the sap and match gun develop
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    from a prototype to the final 
    mechanic we see in the game?
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    OLIVER: In the original version of it, 
    it was only you sapped and you exploded.
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    *Explosion*
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    Which was very cool, especially for combat, but it 
    didn't really work if we wanted to do puzzles. So
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    that was one of the first things we 
    did when taking them from a prototype
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    stage to the next level is that we 
    looked into how can we make them
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    into more than just a fire and forget kind of 
    thing. And that's where we started pushing,
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    for example, the weight mechanic 
    and the spinner mechanic.
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    An interesting thing here is that this is one of 
    the few places where we actually have a separate
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    tutorial for the players because, like, 
    if you see a shooting sign (like on May’s
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    screen) both players are gonna shoot it. And if 
    you see yellow… you know, the common ‘use this’
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    language that's been established by games: both 
    just shot at both things and were super confused.
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    MARK: So you had to make sure each player, 
    like, understood their separate roles?
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    OLIVER: Exactly. One thing we noticed, since 
    we added weight as a property to, for example,
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    the sap gun is that we had to be very grounded 
    for people to be able to understand this.
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    For example, if you weigh something down and 
    something goes up they need to be connected.
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    If you look at a lot of other levels they'll 
    have just straight up, you know, Super Mario
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    floating platforms. So what we did is for 
    each level we set up our own rule set and
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    our own internal logic. It's basically like 
    teaching a player a new game in an hour.
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    MARK: And what challenges 
    did you face in doing that?
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    OLIVER: Well it's interesting because the sap 
    gun is a very systemic weapon that has a lot of
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    freedom. You can shoot this anywhere. And it was 
    a decision we made very early on where you can
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    you can go two routes: you 
    can either go the the very
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    restricted route where you'll have a white 
    spot in a black room and that's the only
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    place you can shoot. Or you can do the other 
    way around, and that's the route we went with.
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    This could create problems where, you know, this 
    cage… I have progress videos for you on. It's a
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    very interesting progress of it. So this is one 
    of the earliest prototypes I ever made. It might
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    look super different, this big wasp nest, but the 
    actual gameplay is very similar. But the problem
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    was that you could sap on the outside, where May 
    couldn't reach. And here we have version two:
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    yeah this also hurts my soul. So Cody saps the 
    roof instantly, so May has to look straight up…
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    oh no. And, you know, it's just not 
    nice. A lot of the work we did with these
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    mechanics was eliminating places where you 
    can do things that just doesn't feel nice.
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    And we still manage to keep the puzzle intact, 
    with just tons of iteration and simplification.
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    Design by subtraction. And I think that was 
    really helpful here. Like some things came out
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    kind of fully formed, but most things always 
    needs, like, at least one or two passes.
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    MARK: Okay, so this is the first co-op game
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    on the show. How did you go 
    about designing for two players?
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    OLIVER: I think we can break it down to three 
    types of co-op. You have what we call parallel
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    co-op, and that is essentially just you're playing 
    your own single player game with another person.
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    And then you have step-by-step co-op, 
    which is essentially like you do something,
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    that allows me to do something, it goes back 
    and forth kind of. And then we have the third
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    one which is like simultaneous co-op, which is 
    when we're both having to act at the same time.
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    We wanted a variety of all of these 
    and I think pacing those moments
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    in co-op is a big challenge to to make right. 
    And that's something we care about a lot.
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    MARK: This lab section is great, 
    what can you tell me about it?
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    OLIVER: Here is one of the super early 
    blockouts. Oh this is also, as you see,
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    this is cringe-worthy to to watch. You know, 
    it hurts. The general idea here… you know,
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    the side-scroller camera, which made 
    everything way way better, it's not here yet.
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    MARK: And so when did that come in?
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    OLIVER: I think it was still relatively early 
    that we started experimenting with that.
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    But I think a lot of these things, like 
    that you see here, they are obvious but
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    it's more like I've built it, it doesn't work, 
    okay… what's the next step to make this work?
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    And a lot of the iteration was like 
    that, you know, initial idea, oh cool
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    they're gonna spin, and then not realising 
    that there is gonna be camera problems,
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    for example. And then you know, oh sh*t it's gonna 
    work great if we just add a side-scrolling camera.
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    CODY: Hey, let me get out of here!
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    OLIVER: Oh yes, have you played this one?
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    MARK: No, I didn't see this the 
    first time I played, I’m scared now.
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    OLIVER: Yeah you should be.
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    BOTH: *laughter*.
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    MARK: How did these side interactions come about?
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    OLIVER: After each big milestone, we basically 
    played through the game and we played through
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    with some play testers and then we looked at what 
    problems there were. And one thing we reacted
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    to was that there was too little to do, and so 
    we went on a spree of creating both mini games
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    and the side interactions. And there 
    actually ended up quite a lot of them.
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    And how this one came about was, essentially, it 
    started with a very simple ‘wouldn't it be fun
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    if you could trap your friend’ and then ridicule 
    them. And then ridicule turned into torture and,
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    yeah, it went downhill from there.
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    This kind of became our collectible in 
    a way. We had a discussion very early,
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    because we're a platformer, you know, 
    of course we're gonna have collectibles.
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    Right? Question mark. And we tried that and we 
    didn't find a good purpose for it. We wanted to go
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    another route, like we want to give meaning to the 
    player or something they'd want. And what ended up
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    happening was we created so many minigames and 
    then we ended up hiding them a bit because they
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    were sometimes a bit distracting, so that actually 
    became our kind of collectible in the end.
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    MAY: Something’s coming!
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    CODY: Killer wasps!
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    MARK: This is our first combat 
    encounter. What was that like to design?
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    OLIVER: One thing that's very interesting about 
    co-op combat is you have to think about it in a
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    whole different way than you would normal combat. 
    Especially if you're going for the simultaneous
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    co-op where you're both acting. So, for example, 
    in this case we actually have an asymmetrical
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    relationship where you're the instigator and I'm 
    the detonator. Which means that I actually don't
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    have a lot to do until you sap one of them. 
    So what we've done in the AI is make sure that
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    more of them are aggressive to May, making it 
    more interesting for me until she can detonate.
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    The other one is how do you handle 
    if you're playing with a partner who
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    who's not as skilled as you, or the other 
    way around? And I think that that was one
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    of the harder issues we had to answer. I think 
    Tree is actually the hardest level in the game
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    in terms of introducing a new player to it. It's 
    the only level with combat and aiming for combat.
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    But as you can tell when you play it… like, the 
    auto aim system is very lenient and, like, we
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    try to make the gameplay less about ‘can I hit the 
    skill shot’ and more about making sure you dodge
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    the wasp. Making sure that that you're spraying 
    the right thing. And like all of that stuff
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    instead. It's still one of the hardest mechanics 
    for people who don't know how to use both sticks,
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    but it ended up being way more usable than most 
    first or third person shooters were at that stage.
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    MAY: Interesting mechanic looks 
    like some type of tug of war.
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    OLIVER: Oh you're good at this! Oh no!
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    MARK: Yeah! Oh no that was 
    easy. We need a rematch!
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    OLIVER: I'll take a rematch on that 
    one. This has to be cut from the show.
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    MARK: Ah!
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    OLIVER: Oh. Are you playing with a keyboard?
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    MARK: Nope, just an Xbox controller.
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    OLIVER: : Okay. I'm ashamed.
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    MARK: So why did you decide to 
    add in competitive minigames?
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    OLIVER: So the whole game is about corporation, 
    and it's very hard to break the pace of that.
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    And I think that a big reasoning behind 
    us doing that was wanting to create,
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    you know, a variation in moments, essentially, for 
    the couples. Also kind of enforcing the story of
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    them bickering. We had them in some places where, 
    you know, the characters are bickering - now the
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    players will be bickering. And it’s kind of 
    fun and funny when you see that working out.
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    And we tried to create a variety of minigames as 
    well that would allow different kinds of players
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    to win. We even have a literal chessboard in 
    there. So the idea was that not everything
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    would have to be technically skilled, because 
    then the same person would win over and over.
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    MARK: I love this giant vault 
    door, it has a really cool design.
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    OLIVER: This one was actually the 
    original, where you would spray
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    on it to explode it. But it had to be so 
    tiny to not make your camera go wide. So
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    we ended up switching for this, basically 
    turning. So, instead, we iterated on it and
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    made it into this lid actually. So the 
    prototypes were basically just moved around.
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    MARK: Just how important 
    is that iteration process?
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    OLIVER: I would say iteration was immensely 
    important. We didn't have a lot of time
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    to actually, like, make everything perfect. 
    We aren’t triple A, we can't spend however
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    much time we want on something. But we need 
    to make it so that it's good enough for the
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    player. Iteration was an immense part of that, I'd 
    say. Even though a lot of the ideas were similar,
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    I'd say the actual execution of them 
    were quite different - wildly different,
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    from beginning to end. Especially when you 
    have so many mechanics that you're teaching.
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    Like half of it was, you know, working on the 
    mechanics themselves. Maybe this isn't clear,
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    maybe this isn't good. Can we communicate this 
    better? Another half of that was just iterating on
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    the puzzles themselves, making them smooth, making 
    sure it's fun and intuitive. A lot of the things
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    that are fun here, they aren't fun first pass. 
    Taking something from idea to fun gameplay - it
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    takes a lot more work than than you might realise. 
    Because the way we worked, it's very similar to
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    how Respawn structure their action blocks: make 
    something in a week, and throw it in there. The
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    one deceiving thing, though, is that even though 
    it might take like a week to prototype and get
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    playable, it might take way longer to polish. And 
    that's something we realised, like, painfully so.
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    MAY: Don't worry, it's just 
    a squirrel inside a robot.
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    CODY: Yeah! A very big robot. It’s trying to kill 
    us. You know, maybe we should just turn back…
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    OLIVER: This is the cutscene that was added in 
    later in the game when we realised… holy sh*t,
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    this level is growing. So we had like a storyboard 
    for the tree and then eventually we looked it over
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    and we saw that it was supposed to be one hour… 
    now if you play the tree you know that it's
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    probably more than an hour. It's bordering 
    on two hours. This actually was a problem
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    because we had diluted the story with more 
    gameplay because we we had so many prototypes.
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    One place where we actually filled in with 
    story what was these places where, like, okay,
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    here we're gonna need to put a cut scene.
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    MARK: It must be really difficult to pace 
    a story when the level keeps changing…
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    OLIVER: Yeah, totally. And I think 
    it’s… especially for this type of game,
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    knowing how long can you go without having 
    story, and also how long can you watch a
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    cutscene without any gameplay. It's a very 
    fine balance to not bore the players, but also
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    not having them lose interest in their larger 
    purpose in the story. It's interesting because
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    it's something you don't really see until the game 
    is done. A big reason why a lot of this doesn't
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    land for a lot of games is because you can't 
    see it as a whole until very late. You don't
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    know if a segment is gonna get extended or 
    shrunk, and it's very hard to judge that
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    without the whole context. You're gonna have to 
    do a lot of imagining to see the whole there.
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    MARK: And when you're balancing the story 
    and gameplay, does one ever win out?
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    OLIVER: The previous game we made was 
    A Way Out which was very story focused.
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    In this game I think that gameplay won 
    out, but we try to keep them very balanced.
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    One of our mottos is to try to marry gameplay and 
    story - keep them together. We want some mechanics
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    to have a multi-purpose kind of… you know, 
    they’re filling story. For example, like, the
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    magnets are about attraction. Clockwork is about 
    time. You know, we call them emotional levels.
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    MARK: So one of the things I love about this 
    game is just the sheer variety of gameplay.
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    Where did that come from?
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    OLIVER: That was one of our core pillars 
    all the way through. We don't want to
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    repeat things. And so we we questioned 
    the very classical Nintendo's game design,
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    you know the four step level design 
    rule. That's a great way to do it
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    and we do at some places, but we were more 
    interested in cramming out as much variety
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    as we could. In another game the whole boat 
    thing could have been like an entire game,
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    but here it's a five minute segment. We could 
    have definitely extended and had some ideas for
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    how to make it 30 minutes long, but I think 
    that would have ultimately made a worse game.
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    MARK: How much depth do you give a mechanic if 
    it's only going to be there for a few minutes?
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    OLIVER: There is a lesson there 
    that depth doesn't mean it's good
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    if you don't have time to use it. And I 
    think that's something where we talk about
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    ‘finding good enough’ which is one of our 
    kind of pillars as well. Like ‘variety’
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    and ‘finding good enough’. And they go hand in 
    hand. How deep does it have to be? It doesn't
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    have to be like a deep 20 hour mechanic if you're 
    just gonna do it for five minutes. And I think
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    that's a very important thing: knowing when to 
    stop. Because the players might not appreciate
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    anything beyond that point. What we did now is 
    we try to take all the best things that we found
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    and put them in the level instead of, you know, 
    finding all the things and dragging them out.
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    CODY: Whoa, I think they're 
    bringing out the big guns now!
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    OLIVER: This thing took it took a while to get 
    working: the swarm technology, the one with the
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    hammer, the whole system for this. And for it to 
    go like seamlessly from one fight into this slide.
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    This was quite a lot of work but I 
    think it was it was worth it in the end.
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    CODY: Hey hey! Don't do that!
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    OLIVER:
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    Sometimes as a designer you're kind of like 
    I'm doing this thing, it's going to be very
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    very expensive, I really hope it's gonna be cool 
    so I'm not wasting everyone's time, you know.
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    MARK: Yeah, as a designer like 
    you're giving lots of work to
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    programmers and artists. So how do 
    you make that relationship work?
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    OLIVER: I do believe it's 
    very important to think of,
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    you know, the final look before you actually 
    commit to anything. We give art, you know,
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    like an abstract piece of gameplay and it's 
    like ‘what could this be?’ and, you know,
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    art sits there, and they're looking at it, and 
    they're like… it's not fun for anyone.
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    MARK: Are there times when an artist made 
    something that like really surprised you?
  • 17:48 - 17:54
    OLIVER: So, so many things. Like the the whole 
    lab section, you know the big wheels, this one
  • 17:54 - 17:58
    was kind of like, I’d say, one of the prototypes 
    that didn't really have a good context. You know.
  • 17:58 - 18:03
    Why do you have big spinning wheels? And they 
    turned it into this very elaborate lab that ended
  • 18:03 - 18:08
    up influencing parts of the story. And I think 
    that a lot of the times both art and programming
  • 18:08 - 18:12
    as well would just build things 
    that surprised us and I think that,
  • 18:12 - 18:17
    you know, it's very true that game 
    development is, you know, it's a team sport.
  • 18:18 - 18:20
    CODY: Aww… now what!
  • 18:20 - 18:22
    MAY: I think we need to head that way…
  • 18:22 - 18:25
    CODY: Come on May, we can't swim in this.
  • 18:25 - 18:29
    MAY: We're going by boat! Help me out!
  • 18:29 - 18:34
    OLIVER: I wanted to show you the iteration of 
    the boat because you asked me a bit about how we
  • 18:34 - 18:40
    prototyped and I actually have the setup here. 
    The initial idea was that you'd shoot and the
  • 18:40 - 18:44
    boat would propel in the other direction. This 
    is a terrible idea: you don't see where you're
  • 18:44 - 18:52
    going. Absolutely terrible. And, you know, it's 
    no worries - we made it in like a very short time.
  • 18:52 - 18:56
    So then we took the the second question: 
    okay how can we make this in a way that
  • 18:56 - 19:02
    feels fun and easy to control? We landed on 
    this one which was basically you controlled
  • 19:02 - 19:09
    it with a rudder. This was very fun to control 
    but it didn't match the kind of rules we had set
  • 19:09 - 19:15
    for ourselves. As I said before, each kind of 
    designer of a level set rules and Robert and I
  • 19:15 - 19:20
    had decided that our things were gonna be kinetic. 
    We were gonna avoid as much UI as possible and we
  • 19:20 - 19:26
    would like to use the weapons. Instead of having a 
    lever you press Y on, you would blow something up.
  • 19:26 - 19:32
    So that's when we came up with essentially 
    taking the same kind of function but tying
  • 19:32 - 19:37
    it to the actual mechanic. So here you 
    press the fire button to just start going.
  • 19:37 - 19:41
    I think we're great at being 
    reactive: we make something,
  • 19:41 - 19:46
    play test it, talk about it, and then we change 
    it. I think that that's one of our strengths.
  • 19:46 - 19:52
    It's definitely like one of the things that 
    I think made this game great in the long run.
  • 19:52 - 19:55
    MAY: Wow! They are beautiful!
  • 19:55 - 20:00
    CODY: Yeah… deadly beauty. Jellyfish 
    can be lethal, we better get moving.
  • 20:00 - 20:04
    MARK: So at this point the level 
    starts getting really weird:
  • 20:04 - 20:08
    were there rules for how 
    strange the game could get?
  • 20:08 - 20:15
    OLIVER: No, no. There definitely wasn’t. 
    In meetings the feedback was ‘could we make
  • 20:15 - 20:19
    it a bit crazier’ from Josef… I think, 
    like, think Avatar on LSD or something.
  • 20:20 - 20:24
    So we did. It's definitely out there: this 
    is one of the moments where people playing,
  • 20:24 - 20:26
    you know, they’re like ‘are we still in the tree’?
  • 20:28 - 20:32
    CODY: You know, I am getting 
    really tired of falling.
  • 20:32 - 20:34
    MAY: Well be grateful you're in good shape.
  • 20:34 - 20:35
    CODY: Oh yeah? Thanks May!
  • 20:35 - 20:38
    MAY: I meant good shape in this world.
  • 20:38 - 20:39
    CODY: Oh.
  • 20:39 - 20:41
    MARK: What was your approach to pacing the level?
  • 20:41 - 20:45
    OLIVER: So I think this is something we probably 
    should have paid a bit more attention to because
  • 20:45 - 20:50
    we were just focused on creating cool sh*t and 
    variety. A lot of games have to care about pacing
  • 20:50 - 20:55
    in another way than we do: what they pace is 
    the repetition of content. Here you're gonna have
  • 20:55 - 20:58
    platforming, here you're gonna have a combat 
    encounter, here you're gonna have platforming,
  • 20:58 - 21:02
    here you're gonna have combat again. And to 
    not make that boring you have to make sure
  • 21:02 - 21:07
    that you're pacing it correctly with enough 
    variety. we didn't have that problem as our
  • 21:07 - 21:12
    game was just full of variety by the baseline. 
    We just created new mechanics all the time.
  • 21:12 - 21:16
    But we still have to make sure we pace 
    intensity so that people don't get exhausted or
  • 21:16 - 21:22
    people don't get bored. You still have to make 
    sure to pull the intensity curve up and down.
  • 21:24 - 21:26
    CODY: Oh, whoa…
  • 21:26 - 21:29
    MAY: What is this place?
  • 21:29 - 21:34
    CODY: Uh, I don't know but they look pretty angry.
  • 21:34 - 21:37
    MAY: Yeah they do.
  • 21:41 - 21:45
    OLIVER: This one is one of the most intense 
    fights in the game actually.
  • 21:45 - 21:47
    MARK: What do you remember about designing it?
  • 21:47 - 21:52
    OLIVER: We actually wanted the beetle to be 
    like a mini enemy. And at one point we said,
  • 21:52 - 21:57
    yeah, we don't need that variety - should we 
    just make it into a boss? Which is not really
  • 21:57 - 22:00
    what we intended because there 
    is a boss right after this.
  • 22:00 - 22:05
    But after the passes it became that 
    way - I missed it, that was my fault…
  • 22:05 - 22:06
    MARK: No worries!
  • 22:06 - 22:12
    OLIVER: And I remember iterating on this so 
    many times to make it more difficult for, like,
  • 22:12 - 22:18
    platformer and reducing the skill it needed from 
    a mechanical or an aiming level. For example the
  • 22:18 - 22:23
    grates were both a switch up from what you'd done 
    earlier but also reduce the amount of, you know,
  • 22:23 - 22:28
    how much aiming you need to do. In an earlier 
    version we had it so that you had to like shoot it
  • 22:28 - 22:33
    on the butt, but it required like a lot of 
    mechanical skill and communication on our
  • 22:33 - 22:37
    side to make that happen, you know. To go in 
    behind, aim, you know, it was a lot of stuff…
  • 22:37 - 22:45
    CODY: Well, uh, you know the queen? She has all 
    the nectar. So if you help us take her down,
  • 22:45 - 22:48
    you can have as much nectar as you want!
  • 22:48 - 22:56
    BEETLE: Oh yummy! What are we 
    waiting for? Come on, jump on!
  • 22:57 - 23:01
    MAY: Jump!
  • 23:05 - 23:09
    QUEEN WASP: Intruders!
  • 23:09 - 23:12
    MARK: Okay so now we're facing the 
    final boss of the level and I was
  • 23:12 - 23:16
    just curious about the design 
    of the game's health system.
  • 23:16 - 23:20
    OLIVER: We actually had some different health 
    systems we prototyped. We prototyped a Gears
  • 23:20 - 23:25
    of War type of health system where one player 
    dies and you have to go and revive them. That
  • 23:25 - 23:29
    didn't work because of the sheer variety of our 
    gameplay, you never know if you're dying during
  • 23:29 - 23:34
    a platforming section or if you're separated. 
    So that didn't work. We tried a shared health
  • 23:34 - 23:40
    bar in the very middle of the screen and this idea 
    seems great: you're sharing health, that's co-op,
  • 23:40 - 23:44
    but what happened is if you had one player that 
    was really good and one that was really bad, the
  • 23:44 - 23:49
    bad player would just take damage over and over 
    and then they would both die - instead of allowing
  • 23:49 - 23:55
    the good player to carry them. So what we ended 
    up on is just like a timer that that goes down,
  • 23:55 - 24:00
    as long as you're both living. It becomes this 
    kind of cheer on, like, ‘don't die, don't die,
  • 24:00 - 24:05
    I'm almost back!’ that ended up being actually 
    quite effectful I'd say. We generally didn't want
  • 24:05 - 24:09
    players to have to replay parts either, that 
    kind of goes against our motto of variation.
  • 24:09 - 24:14
    Our health system ties into that because if one 
    of us dies that's fine and then we'll just spawn
  • 24:14 - 24:18
    in eventually, so it basically becomes like 
    you have two lives. It's fun to die because
  • 24:18 - 24:26
    then you feel like I'm challenged and you 
    get that stress, but it's not fun to redo it.
  • 24:26 - 24:32
    *Explosions*
  • 24:32 - 24:36
    OLIVER: It's funny because a lot of people 
    reacted to the beetle dying here. Which,
  • 24:36 - 24:40
    for us, the beetle was kind of a throw-in, 
    like, that was a one week prototype that we
  • 24:40 - 24:43
    threw in. They were like ‘oh no the 
    beetle’ and we're like, ‘oh yeah,
  • 24:43 - 24:49
    the beetle, that's right’, and we didn't 
    think of that at all. It's kind of funny.
  • 24:49 - 24:54
    MAY: Come on Cody, over here! You drive!
  • 24:54 - 24:58
    CODY: What, May, this is a plane 
    - it's not a station wagon!
  • 24:58 - 25:00
    MAY: Just fly!
  • 25:00 - 25:04
    MARK: This plane section is really 
    memorable, what can you tell me about it?
  • 25:04 - 25:09
    OLIVER: So this was made by Per Stenbeck. 
    You had the storyboards already,
  • 25:09 - 25:12
    and we had the plane in there from like a 
    story perspective, I think, before there
  • 25:12 - 25:18
    was a prototype. And I think that this could 
    have easily just been like a flight section
  • 25:18 - 25:24
    that's that's kind of cool but it took some 
    turns where it went even further than that.
  • 25:24 - 25:30
    And what happened was that they had this idea 
    of the squirrels that are flying behind you
  • 25:30 - 25:33
    that they would like land on the plane and 
    you'd have to like shoot them off-- oops.
  • 25:33 - 25:35
    MARK: Sorry!
  • 25:35 - 25:40
    OLIVER: They they were talking about that and 
    they were like ‘oh what if you could jump out
  • 25:40 - 25:46
    of the turret and like kinda kick them off’ 
    and then somebody said ‘like Street Fighter?’.
  • 25:46 - 25:51
    SQUIRREL: Time to say goodbye little doll. 
    Can't wait to smash your wooden face!
  • 25:51 - 25:56
    MAY: I can't wait to kick your furry arse!
  • 25:58 - 26:04
    OLIVER: You know it's one of those things where 
    in a lot of game companies those ‘what-ifs’, they
  • 26:04 - 26:10
    don't happen. But they do happen here and I think 
    that's one amazing quality about Hazelight. And I
  • 26:10 - 26:17
    think kudos to everyone who worked on that because 
    I think it turned out to be a great highlight.
  • 26:18 - 26:21
    ANNOUNCER: KO!
  • 26:21 - 26:24
    MAY: I’m here!
  • 26:26 - 26:32
    OLIVER: This part is like a homage to Brothers: 
    A Tale of Two Sons where you have a section kinda
  • 26:32 - 26:39
    like this but with the brothers, but now in co-op. 
    And, yeah, it worked excellently. And I think this
  • 26:39 - 26:46
    whole section is great because you get variation. 
    You know we've gone through three stages of plane
  • 26:46 - 26:49
    but they all feel different. 
    And I think that speaks to the,
  • 26:49 - 26:55
    you know, like integral to the way we 
    worked was just variety and both from art,
  • 26:55 - 27:00
    programming, and design, everyone really 
    got to add their own flair to everything
  • 27:00 - 27:06
    and have so much ownership that it 
    just naturally became so different.
  • 27:06 - 27:13
    CODY: Oh! Oh!
  • 27:13 - 27:16
    MAY: That is the last time I'm flying 
    by the seat of your pants.
  • 27:16 - 27:19
    CODY: Oh ha-ha, you're real 
    comedian, you know that?
  • 27:19 - 27:20
    MAY: Ah, thank you.
  • 27:20 - 27:22
    MARK: And so there we have it.
  • 27:22 - 27:27
    It was fascinating to hear about how the sap and 
    match gun evolved from a purely combat-focused
  • 27:27 - 27:32
    mechanic, to a puzzle-solving tool. And it was 
    great to look at the step-by-step process of going
  • 27:32 - 27:38
    from prototype to polished game mechanic. Plus, 
    this conversation really highlighted the very
  • 27:38 - 27:44
    collaborate nature of level design. And, as such, 
    Oliver wanted to thank a handful of colleagues -
  • 27:44 - 27:48
    OLIVER: I would like to thank Robert, Alexander, 
    and Tom, who helped with the video. and I would
  • 27:48 - 27:53
    like to thank Robert, Per, Henrik, and Filip 
    who all worked on Tree and made it excellent.
  • 27:53 - 27:58
    As usual, a full level playthrough and 
    conversation is available exclusively to
  • 27:58 - 28:01
    Patreon backers. And if you want 
    to support Game Maker’s Toolkit,
  • 28:01 - 28:06
    please check out this quick YouTube ad before 
    we get to the indie game recommendation.
  • 28:11 - 28:17
    My indie game recommendation this time is Umurangi 
    Generation - a low-poly photography game with a
  • 28:17 - 28:21
    subversive sense of humour. In each level you're 
    dropped into a 3D environment with a camera
  • 28:21 - 28:26
    and a list of things to snap. You'll need 
    to find each target and figure out the right
  • 28:26 - 28:31
    lens to use and the right spot to stand on. 
    If you agree with me that photography is an
  • 28:31 - 28:37
    excellent video game mechanic, play Umurangi 
    Generation. It's out now on PC and Switch.
Title:
It Takes Two
Description:

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Video Language:
English
Duration:
28:43
Amara Bot edited English subtitles for It Takes Two

English subtitles

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