If your LittleBigPlanet repertoire consists of two duck racing tracks, a trophy-gathering engine and a totally original remake of World 1-1 from Super Mario Bros., then you could probably use a lesson or two in clever level design. Fortunately, such a lesson was recently delivered by three members of the Media Molecule design team -- if you've ever wondered how LBP's "survival challenge" levels (such as Tie Skipping or The Discombobulator) were crafted, the aforementioned crafters put together a tutorial video, which we've posted after the break. There's a heaping helping of level-building tips in there -- perfect for the LittleBigFrankLloydWrights among us.
[Via Giant Bomb]
LBP Tips Special: Survival Challenges from Media Molecule on Vimeo.
Reader Comments (28)
Posted: Jan 24th 2009 5:12PM Premature ejaculation man said
Wow, that looks freakin' awesome. I wanna make some =(
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Posted: Jan 24th 2009 5:14PM The Kong said
Little Big Planet's level creating intimidated me....i then got scared as i spent over 5 hours trying to make my level only to accidentally play through in the editor and saving it.....and everything was off...Then i gave up on the game....even though it is really good and fun :(
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Posted: Jan 24th 2009 5:51PM Premature ejaculation man said
Send it to me.........and your ps3. I'll play it for you!
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Posted: Jan 24th 2009 5:57PM Sly C said
one time on my best level, i went back to make some minor changes. i changed one thing at the end of the level but it destroyed the beginning of the level and shook up the part next to the beginning. it took a couple of hours to fix. the good thing is that the entire level actually seemed better after the fixing so it was all good. check out my level planet of the ancient sackboys pt. 2 (and pt.1 of course!) and leave a comment please!
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Posted: Jan 24th 2009 8:11PM (Unverified) said
I did that same shit man! I haven't played since. The game is amazing but way too hardcore for me. I can imagine good ideas but can't come close to pulling it off.
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Posted: Jan 24th 2009 11:24PM DarknessBear said
Good tutorial. (I'm the creator of Little Dead Space)
What was that key trigger that had an option for Trigger Angle?! Is that a new feature (gonna be added)? Seems kind of pointless, but anything can help!
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What was that key trigger that had an option for Trigger Angle?! Is that a new feature (gonna be added)? Seems kind of pointless, but anything can help!
Posted: Jan 25th 2009 1:01AM (Unverified) said
little dead space is one of my all time favorites!
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Posted: Jan 25th 2009 4:32PM (Unverified) said
i only commented to say that Little Dead Space rocks!
the amount of time and work you put into it is evident throughout the entire level.
your level makes mine ("Labyrinth") look like an Atari 2600 game. lol
i can't wait to see more from you in the future!
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the amount of time and work you put into it is evident throughout the entire level.
your level makes mine ("Labyrinth") look like an Atari 2600 game. lol
i can't wait to see more from you in the future!
Posted: Jan 24th 2009 6:00PM jorojoserojas said
Should I play through the single-player campaign before I go into level editing? From what I've played, you earn (for lack of a better word) the building blocks of the game from the single-player, right?
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Posted: Jan 24th 2009 8:47PM (Unverified) said
if you really want to get into it, I would suggest messing around with the tools to get a basic understanding or how things are created.
Then jump into the single player game to unlock items, textures and stickers. Also, if you understand how the tools work, you can begin to understand how the designers put together the levels and you can apply that to your own designs.
Reply
Then jump into the single player game to unlock items, textures and stickers. Also, if you understand how the tools work, you can begin to understand how the designers put together the levels and you can apply that to your own designs.
Posted: Jan 25th 2009 1:10PM Courtney said
Agreed Panda, once you've spent a couple of hours screwing around with the level creation tools, it gives you a completely new understanding of the single player levels. I played through about half the game before messing around with creation. I then went back and replayed a bunch of levels and found it to be a different experience, as I was analyzing how the level was put together.
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Posted: Jan 24th 2009 6:28PM Omnistatic said
this is probably one of the best level editors to come out for a game really, very straight-forward.
I think my fave editor of all time was the Starcraft one, very easy to use, and the trigger system allowed for all sorts of combinations.
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I think my fave editor of all time was the Starcraft one, very easy to use, and the trigger system allowed for all sorts of combinations.
Posted: Jan 26th 2009 11:24AM (Unverified) said
I disagree the single player alone is worth the purchase. Level creating is just a bonus like multiplayer in a FPS.
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Posted: Jan 24th 2009 8:07PM (Unverified) said
they didnt show mine? *sob* (Survival Challenge - Bullet Dodging, by helghast102.. check it out :D)
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Posted: Jan 24th 2009 10:22PM (Unverified) said
The recipe for a challenging level in LBP is this.
Place as many cheap deaths as possible and hazards that drain your energy.Place the hardest of the mentioned cheap deaths out of camera and Voala.
Then again I think that's the recipe for any Megaman game.
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Place as many cheap deaths as possible and hazards that drain your energy.Place the hardest of the mentioned cheap deaths out of camera and Voala.
Then again I think that's the recipe for any Megaman game.
Posted: Jan 26th 2009 1:24AM (Unverified) said
Although they have only made LittleBigPlanet, Media Molecule is such an awesome developer. They make LBP, make DLC like the Paintinator, make videos like this and continue working to do things like it all the time. Truly ideal developers.
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Posted: Jan 26th 2009 8:20PM tkashur said
I truly hope they keep up with the tutorials. i truly have no idea how they build an eighth of the contraptions. i tried recreating the walking elephant, but my parts keep disolving :(
Also, your levels tend to get lost...I made a Christmas level (fall of the north pole) and they only got 89 hits. now i know that it isn't the holy grail of christmas levels, but I know it at least looked alot better than most out there. Does getting people to play your level really come down to going onto message boards and pimping them? Its rather sad...
Reply
Also, your levels tend to get lost...I made a Christmas level (fall of the north pole) and they only got 89 hits. now i know that it isn't the holy grail of christmas levels, but I know it at least looked alot better than most out there. Does getting people to play your level really come down to going onto message boards and pimping them? Its rather sad...
Posted: Mar 1st 2009 1:47PM (Unverified) said
The most creative I get is peanut butter with jelly, and it seems everyone else has stolen that idea.
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Posted: Apr 23rd 2009 4:25PM (Unverified) said
I've got to agree with tkAshkur on that, although I have to say it seems like your level fares better if you put desirable things in the title that people will search, which explains why my MmSC level "A Rainy day ~ Survival challenge (MmSC)" got the most plays even though I don't think it's my best. "Sackboy's Quest to Save Cowpoke Ravine" is. But who searches anything in that, eh?
Also, there's some real trash out there with tons of plays and stupidly high stars. Why don't the people who rate levels like that ever play my levels?
PSN: Incognito01
PS: Hopefully someone will submit to my shameless advertising...
Reply
Also, there's some real trash out there with tons of plays and stupidly high stars. Why don't the people who rate levels like that ever play my levels?
PSN: Incognito01
PS: Hopefully someone will submit to my shameless advertising...
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