Developer Diary: LucasArts Talks Enemy Design In Lucidity (Part Two)

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Posted October 1, 2009 - By Jake Gaskill

Developer Diary: LucasArts Talks Enemy Design In Lucidity (Part Two)

Yesterday, I told you about part one of a new developer diary series started over at LucasArts Workshop by the developers of the upcoming platforming title Lucidity. The series takes you behind-the-scenes of what went into making the game and the challenges that developers faced during that process. Like I said yesterday, it’s a great read for anyone interested in the art of making video games.

That’s why I just wanted to let you know that part two of the opening entry about how LucasArts went about deciding what enemies to include in the game and how those enemies would look, function, maneuver, and all that good stuff is now up. Here’s a sample:

“With all the art coming together I was then able to put my design hat back on. My task: Go through all of the levels in the game and replace the old dust bunnies with the new enemies while enforcing the movement standardization rules I’d laid out, as well as finding places for the new enemy types we’d developed. Yeah, it was a lot, and it was a grind. I was saved in large part by a little design tool hack that Oliver threw together for me (thanks Oliver! And thanks again for watching my cats!). It was literally called, ‘Brett’s enemy replacement hack’ in the tool menu.”

Come on. What’s not to love about that?

Developer Diary: LucasArts Talks Enemy Design In Lucidity (Part Two)


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