15th June 2018
Microsoft Windows, PlayStation 4, Xbox One, Nintendo Switch
After the release of Pixar’s “Incredibles 2”, the next project we undertook was to create a game covering the events of both the new film and it’s prequel “The Incredibles”. Not only did we get to handle this well loved IP, but we also got to delve into the history of some of the lesser known supers and even included a few Pixar characters from other franchises. Taking place in the areas of Metroville and New Urbem the game serves as a comprehensive companion to the Pixar property.
As part of the newly created game mechanics team in the Wilmslow studio I was charged with implementing a couple of new mechanics, bringing over and maintaining/updating legacy mechanics and helping others with their mechanics. A list of which can be found below. This is the project where I started taking on more responsibilities towards training the new member of staff that joined our team.
- Blizzard Paint – A mechanic similar to temperature reforms to previous games, however, the structures will only progress with directional input from the user. Usable as a main story mechanic by Frozone/Lucius Best.
- Teleport – Similar to the teleport mechanic used in LEGO MARVEL Superheroes 2 and LEGO Dimensions, the one in this title took a different route by being activated via projectile or nearby user input by specific characters.
- Dig – Characters can uncover items from piles of dirt.
- Illuminate – Characters light up dark areas.
- Remote Control – Characters produce a remote pet/drone which can enter pipes only they can access.
- Repair – Characters repair broken technology.
- Psionic – Violet Parr can create a psionic sphere around herself that acts as a protective bubble and a magnet to psionic LEGO pieces. I implemented the VFX when deflecting lasers and fleshed out the psionic build functionality.
- Call-In – Characters can call in a rideable buddy. I fixed up the button prompts with this mechanic.
- Crawl Hatch – Small characters can enter vents leading to a different part of the level. I again fixed up the single and multiplayer button prompts with this mechanic.