DETAILS:

{PROJECT} Animaniacs: A Gigantic Adventure

{ROLE} Sr. Producer/ Art Director

{CATEGORY} Games

{COMPANY} Engineering Animation – Developer

{CLIENT} Warner Bros. / Southpeak Interactive

DESCRIPTION:

Animaniacs: A Gigantic Adventure is side-scrolling platform based adventure game in which the playable characters jump from one platform to another. The plot is simple: the studio head, Thaddeus Plotz, after many years of dealing with Yakko, Wakko, and Dot has decided to lock them up. He orders Ralph to round up all the Animaniacs merchandise (posters, awards and old films) and hide them around the studios. However, typical of the three, they escape and it’s up to the player to retrieve all of the hidden goodies. The player gets to take control of a different Warner sibling at different levels and environments to find the hidden memorabilia.

OVERVIEW:

This was one of the first games that I worked on. Business development had promised Southpeak a game with 2D characters but 3D environments. By the time I joined the project, the technology had already been assigned: It was the 2D, tile based, 8bit, parallax Jazz Jackrabbit 2 engine. So that was the challenge – make a 2D game look 3D.

Much trial and error went into developing the art production pipeline for this product. The 3D artists were not necessarily great 2D/tile artists, because each tile set had height and width limitations, we couldn’t just dump renders into that file. Seamless, repeatable files had to be created in Photoshop, along with alpha channels/masks. In addition, each tile set had to have its own custom 8-bit palette generated so make use of all the gradients that come from working with 3D.

ART DIRECTION:

SCREENSHOTS: