The arrival of Astro Bot has been a fantastic breath of fresh air for the platform genre. The new title from Team Asobi is conquering PS5 users and has achieved this with a team of 60 people led by director Nicolas Doucet.
The person responsible for the video game has been interviewed by Bloomberg to try to understand the keys to the success of the little robot’s space trip. The adventure can be completed in just over ten hours And, according to the developer, that was one of the goals to be achieved during production.
“Having something that’s 12 or 15 hours of condensed fun, where there’s not five minutes where you feel like it was too much or you felt like you missed something, is way more valuable than 40 hours where you have a few moments that you want to skip. Being able to accept that helps in some way to keep things under control.”
Doucet has also confessed that most of the material we can see in Astrobot The game has been in development for years, which “helps a lot to make production go more smoothly later on” and allows us to focus on the fun. However, the most important detail occurred every two weeks during its creation, as the entire team would get together to play it.
In this way they achieved Assess the current state of Astro Bot and what improvements could be implemented, although the surprising thing is that this dynamic is very uncommon in the industry.
“When you have a really big team, sometimes you forget why you’re doing what you’re doing. For three years, if your job is to make funds, you’re not sure where those trees are going to go. It can lead to unnecessary work. Being able to always put it in context — why I’m doing what I’m doing — is really necessary.”
So, in Team Asobi Creativity and contributions from any employee were constantly encouraged from any department. Each employee had to suggest an improvement and indicate what they liked about the video game after the two weeks mentioned above.
“I’m not saying it’s the most democratic team, but I think there’s a lot of that. And that helps keep the motivation going. Ideas come from everywhere in the team. It’s not like game designers have a monopoly on good ideas. It can be audio people, visual people, technical people. You have to mix it up.”
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