David Mervik
๐ค PersonAppearances Over Time
Podcast Appearances
Yeah, it was a really useful way of looking at the game all over, really, with the way the puzzles were designed. We always come back to this when we talk about the core of how we design puzzles for those games. It's the door, the simplest thing that you do in that game is quite early on where you can't get through a door, you can't get to a handle. So that becomes a little challenge in itself.
Yeah, it was a really useful way of looking at the game all over, really, with the way the puzzles were designed. We always come back to this when we talk about the core of how we design puzzles for those games. It's the door, the simplest thing that you do in that game is quite early on where you can't get through a door, you can't get to a handle. So that becomes a little challenge in itself.
Yeah, it was a really useful way of looking at the game all over, really, with the way the puzzles were designed. We always come back to this when we talk about the core of how we design puzzles for those games. It's the door, the simplest thing that you do in that game is quite early on where you can't get through a door, you can't get to a handle. So that becomes a little challenge in itself.
And I see that with my kids now. They can't do the most basic stuff. So they have to build this assault course to get up to do the most work. I'm just like, I take no joy in getting my toothbrush down from the cupboard. Whereas they've been like Indiana Jones trying to get theirs down from the shelf. So it's a whole different way of looking at the world when you think about it in that way.
And I see that with my kids now. They can't do the most basic stuff. So they have to build this assault course to get up to do the most work. I'm just like, I take no joy in getting my toothbrush down from the cupboard. Whereas they've been like Indiana Jones trying to get theirs down from the shelf. So it's a whole different way of looking at the world when you think about it in that way.
And I see that with my kids now. They can't do the most basic stuff. So they have to build this assault course to get up to do the most work. I'm just like, I take no joy in getting my toothbrush down from the cupboard. Whereas they've been like Indiana Jones trying to get theirs down from the shelf. So it's a whole different way of looking at the world when you think about it in that way.
And I think that's something that made it... Not easy, I wouldn't at all say it was easy to design levels for those games, but it always gave you something to fall back on. How do we approach this? What's the core of it? Is things out of your reach at all times? What's a ladder? It's not a ladder, it's a bookcase. It's those kind of things that made it very playful.
And I think that's something that made it... Not easy, I wouldn't at all say it was easy to design levels for those games, but it always gave you something to fall back on. How do we approach this? What's the core of it? Is things out of your reach at all times? What's a ladder? It's not a ladder, it's a bookcase. It's those kind of things that made it very playful.
And I think that's something that made it... Not easy, I wouldn't at all say it was easy to design levels for those games, but it always gave you something to fall back on. How do we approach this? What's the core of it? Is things out of your reach at all times? What's a ladder? It's not a ladder, it's a bookcase. It's those kind of things that made it very playful.
I wasn't actually narrative director on those games. I only became narrative director for Re-Animal. But I did, I was one of the creators of the IP in the beginning. It just came about as part of like, you know, something we were talking about and, and, you know, I was the only story guy still on. Um, yes.
I wasn't actually narrative director on those games. I only became narrative director for Re-Animal. But I did, I was one of the creators of the IP in the beginning. It just came about as part of like, you know, something we were talking about and, and, you know, I was the only story guy still on. Um, yes.
I wasn't actually narrative director on those games. I only became narrative director for Re-Animal. But I did, I was one of the creators of the IP in the beginning. It just came about as part of like, you know, something we were talking about and, and, you know, I was the only story guy still on. Um, yes.
I mean, we didn't really. I mean, it was just a thing that... It felt in the water anyway. We were kind of... As much as you love making something, we were always... Driven by creating new stuff. Creating new worlds. Figuring new things out. It's one of those. A bit like it was back in the day. With LittleBigPlanet. Do we step away from LittleBigPlanet. Which is just lovely. We know what it is.
I mean, we didn't really. I mean, it was just a thing that... It felt in the water anyway. We were kind of... As much as you love making something, we were always... Driven by creating new stuff. Creating new worlds. Figuring new things out. It's one of those. A bit like it was back in the day. With LittleBigPlanet. Do we step away from LittleBigPlanet. Which is just lovely. We know what it is.
I mean, we didn't really. I mean, it was just a thing that... It felt in the water anyway. We were kind of... As much as you love making something, we were always... Driven by creating new stuff. Creating new worlds. Figuring new things out. It's one of those. A bit like it was back in the day. With LittleBigPlanet. Do we step away from LittleBigPlanet. Which is just lovely. We know what it is.
We know how to make those games. Or do we do what we love doing. Which is creating new stuff. We made that decision to do new stuff. We were thinking similarly again.
We know how to make those games. Or do we do what we love doing. Which is creating new stuff. We made that decision to do new stuff. We were thinking similarly again.
We know how to make those games. Or do we do what we love doing. Which is creating new stuff. We made that decision to do new stuff. We were thinking similarly again.
um nothing nothing solid at all we had a great relationship with Bandai and you know and all this and so it was a great a great setup just like it was with Sony but then we were acquired by uh Embracer and then that decision was kind of out of our hands it was just like you know um Bandai owned the IP um and Embracer didn't so
um nothing nothing solid at all we had a great relationship with Bandai and you know and all this and so it was a great a great setup just like it was with Sony but then we were acquired by uh Embracer and then that decision was kind of out of our hands it was just like you know um Bandai owned the IP um and Embracer didn't so