Gamasutra has posted coverage of Alex Evans’ talk at the D.I.C.E conference, which he gave after Mm won eight of twelve available AIAS awards the night before.
“I don’t want to paint a picture that we’re just a bunch of hippies in a room,” Evans added.
“How do you make sure you’re not just making shit?” he asked, saying that as a studio director he considered that question many times. He recalled Media Molecule going through many, many iterations of its core user creation tools, many of which were only practical for creating “melty lumps of shit.”
The user tools ended up needing to be powerful enough to create production-quality content. “We are just power users,” Evans explained—the PC-based tools the team uses are simply more efficient versions of the same tools that ship with the game on PlayStation 3.
The decision to pursue that focus with the tools was one that required great effort and caused many headaches, he admitted, but it “paid off in huge spades.”
Interesting, that was always a bit of an unanswered question to us, whether the developers used a more enhanced set of tools or not, and it appears they do. Oh to get our hands on ‘em!
Read the full report on Alex’s talk over on Gamasutra.
