Richard Hancock's LEGO Island 2 animations
- Publication date
- LEGO, LEGO Island, LEGO Island 2, Island Xtreme Stunts, Silicon Dreams Studio, artwork, concept art, prototype, unreleased, beta, game development, animation, game animation, 3D modeling, unused content
A collection of animations from the development of the 2001 video game LEGO Island 2: The Brickster's Revenge. The videos are from Richard Hancock, who worked at Silicon Dreams Studio as a designer during the game's development and created the animations in this collection.
The ZIP archive contains 6 videos, totalling 50,223,616 bytes. The files date from between December 1999 and March 2000.
Mirrored from Rock Raiders United, where it was uploaded along with information from Richard Hancock, quoted below:
|Also, i'd been part of an R&D team who after 3 years of creating tech and games had their projects cancelled. It just so happened that at the time|
LEGO were looking to do a follow up to the original game and had a meeting with us and were so impressed with the tech, they gave us shot and after i put a load of ideas and mini games together they gave us the gig. From that, the 2 Island games were created, along with LEGO Soccer which was made by a different team who worked downstairs, they had previously worked on the WLS and Own soccer games. Our sister company also got the gig to do the LEGO Racers games, as they had done Rollcage which was a successful racing game.
nothing springs to mind ... the only thing like that I can remember is I created a document with perhaps 50 different mini games which had mockups and info of how they'd play .... this along with the engine we had created for another project, got us the gig initially
I remember spending some time designing the whole thing, and then working with the teams to figure it all out in detail ... at that point some things got shuffled around.
I think I may still have an animation I created for the Whack-a-bot game ... that was like one of the first I did and when we implemented it, it just worked so well!
In general the game was worked on kinda chronologically, so the OGEL stuff was implmented last
In LI2 there was an entire world with mini games based around the Rock Raiders play set which was set under the main island. Development didn't get much further than the design stage though, as we realised there would not be time to complete it.
Rock Raiders were all about underground drilling ... you must be familiar with the play set. I can't remember specifics, but the games were based around drilling for gems to power something on the island above.
I remember that before we started the project proper, there were a few concepts kicking around, and one of those was a side scrolling platformer, set on a sinking ship that you had to escape ... we like the idea, so it was translated into LEGO; hence the Titanic level...
I thiiiiink I remember us getting a load of assets from LEGO and we were just trying stuff out and if it worked and got approved, we'd use it!
we recently got Maya (I think ver 2.0) and so were using that .... had separate 'level' scenes in Maya which were used to export directly to game ..... this was PC, PS1 had a different process
A new feature in Maya was LODing with distances ... so we exported that data directly and used that in game ... again, this was PC ... I remember exporting the main Island used to take around 20 minutes .... so any mistakes (and there were many) you wouldn't find out for twenty minutes ....
[regarding the art in Pepper's house]
I don't remember exactly, but have a feeling it was Tim Green the producer
I think I recall getting something from LEGO which was used on the first game, there was a document of characters old and new and we had our pick of which ones best fit
I have a vague memory of look over some data from LEGO from the first title and deciding it would be quicker to rebuild things, rather than try and salvage ... often the way!
[regarding the oasis fisherman]
BTW, I found that notepad, and the work at the end was indeed 'Dad' ...
There had been games of play sets and play sets of games, but Xtreme stunts was the first title where the game and play sets were designed together. Myself and a few of the other developers went to the HQ in Billund and worked directly with the real lego artists and designers of play sets to come up with the style and items for both the game and play sets that would be used.
[regarding when development of Island Xtreme Stunts began]
I got my passport like a week before that trip, and the passport is dates June 20th 2000.
I took a slightly different role in xtreme stunts but still worked on art and design and wrote the lyrics for the songs on the radio which we recorded in-house.
The water in XS was supposed to have actual waves which moved up and down and washed along the shore, but the PS2 didn't quite have the power to do that and run at a decent frame rate.
that was a demand from LEGO and despite us explaining it was a bad idea due to the potential issue of loading times, they foot their foot down
so the first part of the game is basically waiting for the game to load, before trying to control what is essentially a very poor 5 second long mini game, and then waiting for the entire thing to load again ... great decision there
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