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      [TGS24] Team ASOBI Director Reveals the Magic Behind the Success of Astro Bot

      Ralph by Ralph
      9 months ago
      in All, Event, Interview
      Reading Time: 5 mins read
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      [TGS24] Team ASOBI Director Reveals the Magic Behind the Success of Astro Bot

      Nicolas Doucet (Team ASOBI Studio Director) | Image Credit: Digital Braves

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      We had the opportunity to interview Nicolas Doucet, Studio Director of Team ASOBI, who shared fascinating insights into the development and success of their latest hit game, Astro Bot. The team’s dedication to crafting joyful experiences has resonated strongly with players across generations, creating what Doucet describes as a “bubble of joy” during challenging times.

      Player Reception and Impact

      The game’s surprise release, coming just three months after its announcement, has garnered overwhelming positive feedback. For the development team, this success still feels surreal. “We often find ourselves scratching our heads and thinking, ‘Wow, did we really do this?'” Doucet shared. The timing of the release, during a period of global challenges, seems to have amplified its impact. “I believe that this game, in a way, brought a bubble of joy, a sense of surprise. Many people didn’t see this game coming because we announced it quickly and released it within a short three months.”

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      Image Credit: Team Asobi

      What’s particularly noteworthy is how the game has become a bridge between generations. “I’m hearing from people playing Astro Bot with their kids. It’s their children’s first game or their first platinum trophy, which is so special,” Doucet explained, adding that “it’s about creating new memories across generations.” The success has been particularly meaningful for the team, with Doucet noting, “We set out to make a great platformer, a love letter to PlayStation and its fans, and now it feels like we’re receiving a love letter back from the players. It’s heartwarming and, honestly, there’s nothing but positivity in how we feel about it.”

      Character Selection and Partnerships

      Team ASOBI carefully curated approximately 150 classic PlayStation character cameos for the game, balancing recent hits with deeper cuts from gaming history. “We started with the knowledge that we had about 150 slots to fill. In total, there are around 300 characters in the game, and we decided that half would be normal bots, while the other half would be iconic characters,” Doucet revealed. The selection process was methodical: “We knew the latest blockbusters had to be included—so you’ll see characters like Kratos and Aloy. But then, we also wanted to dig deeper into PlayStation’s 30-year history.”


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      Image Credit: Team Asobi

      The team also made sure to include some lesser-known gems: “There’s Ore no Ryouri, a cooking game that’s relatively obscure but still brilliant. It was only released in Japan, but we included it to add some lesser-known gems to the mix.” Their success in securing partnerships came down to their meticulous attention to detail and respect for the original characters. “When we showed Sega what we had done, they appreciated our attention to detail and respect for the character, and it became a collaborative ‘love story’ of sorts,” Doucet explained.

      The process was particularly meaningful for team members with connections to classic PlayStation titles. “Inside our team, we have people who worked on Gravity Rush, The Last Guardian, and Ape Escape,” Doucet shared. “Our animation director today is the same person who animated the boy in The Last Guardian. So it was a full-circle moment for him, directing his team to animate Trico and the boy in our game.”

      Development Approach

      Despite having a relatively modest team size of around 60 people, Team ASOBI achieved impressive results through a modular design approach. “The key to our success lies in the modular design of the game. We built it in bits, which allowed us to be flexible,” Doucet explained. This methodology allowed them to make significant adjustments even late in development: “Even up to three months before release, we were swapping elements around, determining which levels would come first and which would follow.”

      Image Credit: Team Asobi

      The studio director offered an interesting perspective on game length: “You can have a beautifully crafted, small meal that leaves you satisfied and wanting to return, or you could have a large buffet of low-quality food that makes you feel sick by the end.” This philosophy guided their focus on quality over quantity. “If we were to double our team, we wouldn’t simply assign all those people to the same game. It would be more effective to create multiple games to utilize that talent properly,” he noted.

      Technical Innovation

      The studio’s close collaboration with PlayStation’s hardware team spans back to the DualSense controller’s prototype phase. “Even when the DualSense controller was still in the prototype phase—about five to six years ago—we were collaborating with them,” Doucet explained. This partnership was crucial for maximizing the controller’s potential: “The hardware team develops the controller’s features, like adaptive triggers and haptic feedback, and they have a sense that these elements could enhance gameplay, but they don’t yet have concrete examples of how to implement them.”

      Their dedicated R&D team played a vital role in this process. “We have a dedicated R&D team that focuses on experimenting with these features. After we develop our demos, we share them with the hardware team, creating a back-and-forth dialogue,” Doucet shared. He emphasized the importance of maintaining research efforts: “Often, R&D gets sacrificed because it seems secondary, but it’s vital for the future of our games. We have to ensure that we prioritize and protect our R&D efforts.”

      Image Credit: Sony

      The results of this extensive research are evident in the game’s innovative features. “When you combine physics with haptic feedback, it creates a really engaging experience. For instance, as you run through the environment and interact with each individual ball, you can actually feel the impact with every step,” he explained, adding that “it turns into a delightful experience, making it enjoyable for everyone, whether they’re a 5 year-old or a 75-year-old.”

      Behind the Scenes with Astro Bot

      The development process behind Astro Bot involved making tough decisions to maintain quality standards. “We had a level that added 20 minutes to the game, but upon reflection, we realized it was essentially repeating the same ideas,” Doucet shared. He explained their philosophy on content creation: “When a power-up is used for the first and second time, we aim for a slight overlap in experience but not too much; otherwise, it feels repetitive.”

      Image Credit: Team Asobi

      The team’s collaborative approach to these decisions was crucial: “It’s challenging, especially when a lot of artistic work has gone into it, but the whole team understands that the ultimate goal is how the player feels about the experience.” This attention to detail extended even to the credits sequence: “We want the player to be actively playing the game, if possible, 100% of the time. We don’t want it to be just passive. So even when you get to the credits, we want them to be interactive.”

      Future Content in Astro Bot

      Astro Bot will receive additional content focusing on competitive elements. “There are five speed run challenges in the game, designed for online ranking boards, making them quite gamer-focused,” Doucet revealed. However, he emphasized accessibility: “Players can still enjoy them without worrying about rankings. By completing these challenges and racing against specific birds, players can unlock new characters to add to their crew, including VIPs like Helldivers and Eve from Stella Blade.”

      Image Credit: Team Asobi

      Regarding future possibilities, Doucet noted the flexibility of the IP: “The Astro Bot IP is very flexible, and as a result, it could easily branch out into different genres.” However, he emphasized their commitment to innovation: “What we don’t want to do is simply copy-paste and keep adding a number to the title. The team isn’t interested in that kind of approach. We’re here to bring fresh experiences.”


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      Ralph

      Ralph

      I currently have a degree in communication and have been in love with games ever since playing on the SEGA Dreamcast. Nothing but JRPGs and fighting games in my bloodstream.

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