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Friday, December 3, 2010

Disney's Tangled Wii Design Drawings

A paper map for the "Gypsy Forest" level.  This part of the game was not based on the movie and would have entailed new characters.  In the level, the players needed to gain the trust of some gypsies by helping them out with some odd tasks around their camp.  The player would help feed some goats by launching water melons into their mouths with see-saws, paint the fortune teller's caravan, help a shy boy talk to a girl he has a crush on, and get the gypsies to dance.  The level was cut due to time and resource constraints and since it fell outside of the content of the original film.

Early design sketches for the "Castle Village" level.  Rapunzel and Flynn finally make it to the castle, and spend the day together having fun and collecting pieces to make their own lantern for the lantern festival.

This drawing shows the town center, which is the start of the level.  The level started as a more non-linear "spoke and hub" design.  The final version that shipped retained the non-linear objective order but kept the player objectives a little closer together, to help keep younger players focused.  The drawing on the left of the image is a bridge.  The level was initially going to begin with the players sneaking into the castle village, since Flynn is on the run from the castle guards, by hiding behind groups of people entering the village for the lantern festival.  This section was based on a similar scene from an early cut of the film.


These drawings were used in the level design document to help explain the player objectives in the level and how they work.

This was the first page of drawings I created when brainstorming the castle village level.  It was important to me to retain the look and flow of the streets as seen in the film.



Adding a feeling of depth was tricky due to the camera system in the game and the way it handled split screen.  The camera could only split horizontally, not on a rotating angle like the "Lego: Star Wars" games.  This meant that if one player was in the extreme foreground and one player was in the extreme background, it would make precise control for the player in the background very difficult due to their size on screen.  Any platforming elements in the back of the level were also difficult due to the low camera angle.  I would eliminate the split screen in favor of a camera system that is more flexible in giving the players the best view for the action on hand. 


These drawings are for the final level of the game, which is a celebration horse ride through the village.  I created a limited set of street pieces that I built the entire level from.  We wanted to have the players jump off of a balcony and crash through the roof of a house and continue to ride through their living room.  Unfortunately this gag had to be cut from the game due to time however I think kids would have loved it.


These drawings were explorations of the modular pieces I would need to construct the level.

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