

That very first prototype didn't use a licensed track. At this time, there were no grand ambitions to include a set of levels like this, the designers were simply looking for gameplay ideas that would be able to carry a single level. A large part of our pre-production revolved around prototyping interesting mechanics to support this goal. Inception and prototypingĪ key pillar of the game's development was variety, so it was our ambition that every level the player encountered would feel unique. Bruno Mars, and even the timeless classic Let's Dance. These levels feature songs such as the 70's funk hit Jungle Boogie by Kool and the Gang, the pop phenomenon Uptown Funk by Mark Ronson ft. It also showcases five 'music levels', where the environment and gameplay are synchronised to a certain iconic track. This legacy was something we were keen to honour and build on" "LittleBigPlanet a franchise renowned for its eclectic soundtrack. The game features an eclectic mix of licenced music, original interactive pieces, and even an array of left field covers, such as a ballet-inspired, waltz arrangement of Madonna's Material Girl. When we set out to make Sackboy: A Big Adventure, this legacy was something we were keen to honour and build on. Sackboy originally shot to fame in LittleBigPlanet of course - a franchise renowned for its eclectic soundtrack. This article will cover how we built these levels, picked the tracks and, crucially, how we pulled it all together. People loved the game for a variety of reasons, but the levels in the game choreographed entirely to iconic pop tracks connected particularly well with our audience.

Released as a launch title for the PlayStation 5, Sackboy: A Big Adventure is a 3D platformer for up to four players.
