For the uninitiated, Scribblenauts is a way-outside-the-box puzzle game series that originated on the Nintendo DS platform and has now made the leap to the Wii U as Scribblenauts Unlimited. If you like creativity, it doesn’t get much more creative than Scribblenauts where nearly anything a player can dream up can become an interactive object in the game that can help solve each level. Truly, there is nothing else like Scribblenauts and the story behind the franchise is just as unique and interesting. Here to give you the inside scoop on how the game was born is Scribblenauts producer Brittany Aubert.
There are a number of things that make the latest version of Scribblenauts unique and better than previous versions and other games in the genre. The move to new hardware was the biggest change. Scribblenauts Unlimited is, overall, a much bigger game than anything we’ve previously made, and the DS wouldn’t have been able to handle what we wanted to do. There’s a lot more content, many more objects and an object editor. All our environments are now hand painted and our objects are vector-based. We have tons of awesome shaders and visual effects–all things that allowed us to add more depth and personality to Maxwell and his world.
The first Scribblenauts game was on the DS, which had more technical limitations than consoles. When working on the original we were an incredibly small team (less than 15) but had to create art for every single object in the world. Because of that, you might imagine the importance of an art style that was very simple yet still iconic. These limitations helped guide our art style in a specific direction.
While translating Scribblenauts to the Wii U we’ve stayed true to these initial principles but we’re now able to branch out a lot more with color and detail. The overall style of objects hasn’t changed since the first game, but we’ve done things like change the art from texture to vector formats, so we don’t lose quality when scaling on massive TVs. We’re now able to add more detail to backgrounds because we can separate the tech between our tile-based collision and our hand drawn backgrounds. It’s made the whole game more beautiful.
As a player, the part of the game I enjoy the most is exploring all the different types of solutions. For instance, in the subway level ...