A behind-the-scenes look into the creation of Astro Bot
At the Summer Games Fest last week, I asked various journalists in the gaming industry what games had caught their attention. Given that we at GamesIndustry.biz don't get as much hands-on time as we would like, it was insightful to gather their impressions.
One title that kept cropping up in almost every discussion was Astro Bot.
Fortunately, we had the chance to try that one. The 3D platformer serves as a sequel to Astro's Playroom, a game bundled with every PS5 to demonstrate the console's DualSense controller capabilities. The success of Astro’s Playroom encouraged Sony to invest in its developer, Team Asobi, who is now gearing up to release a full-fledged follow-up in September.
When we caught up with Team Asobi back in 2022, they explained their operational approach. The main team focuses on Astro Bot while a smaller group experiments with new ideas independently.
"They're not restricted to platforming," said Nicolas Doucet, studio and creative director. "It's intentional to prevent creative limitations, allowing flexibility in their thought process."
Two years ago, the team had around 60 members, with plans to expand to 100. However, they've grown only by "a handful more" since then.
"We’ve kept the team compact," Doucet noted. "Even though this project is larger, familiarity with the game has been crucial. It's an optimal size."
Previously, we delved into Asobi's development process. The team generates numerous ideas, assigns them to different members, and reconvenes every two weeks to showcase, play, and evaluate the results.
"We do this until the very end," Doucet said. "Now, in the final stage of development, the necessity has diminished due to constant daily testing. These meetings are essential during the discovery phase; they ensure everyone is aligned and motivated by presenting their contribution every two weeks, fostering both accountability and enthusiasm."
The bi-weekly meetings include all 60 employees and span about two and a half hours. Various team members present their latest progress, such as 3D models, storyboard pages, or animation sequences.
"For example, a programmer might present a prototype," Doucet elaborated. "It wouldn't be part of the game yet but would exist in a test environment they created. For instance, in the [Summer Game Fest gameplay demo], the bulldog smashing through objects started as a simple rocket prototype to test the gameplay mechanics."
Post-meetings, the team assesses the feedback to determine next steps.
"Usually, it's clear when something is working well based on the team's reaction. Observing others helps gauge humor and engagement, setting aside my own views to favor the group's collective response."
"If something doesn't go as planned, at the end of the review, everyone highlights one positive and one area needing improvement. This usually reveals trends, guiding our actions for the next two weeks."
It raises the question of what happens when months of work don’t make the final cut.
"Some features or levels take weeks to develop but might feel redundant or less impactful, leading us to scrap them," Doucet admitted.
"With adaptive triggers and haptics, we really went all out"
"These decisions require politeness and respect. Ultimately, it's about player experience. If a level is cut, the next day, you'll be working on something else exciting. Maintaining this dynamic helps keep morale high. Setting aside ego is crucial for a positive environment."
"Moreover, discarded concepts can be revisited for DLC or sequels, offering a silver lining."
Indeed, Asobi emphasizes the importance of archiving unused ideas.
"Proper archiving is vital," Doucet emphasized. "In the first project year, we conduct many tests. The second year focuses on building the game with those tests, while the third year is about polishing. By the end, early exploration phases are distant memories, risking the forgetting of valuable concepts."
"Some ideas run on outdated versions of the game, so maintaining an archive ensures they aren’t lost. This avoids re-inventing the wheel and rescues brilliant ideas that might have been set aside due to timing or shifting priorities."
"Confidence and focus can change, allowing previously rejected ideas to resurface and spark new, ingenious developments."
The development phase that culminated in the demo played in LA last week was packed with innovative ideas, delivering gameplay that rivals some of the top platformers in the industry.
Although there are inevitable comparisons to Nintendo's platform games, this title retains a distinct PlayStation identity. Visually, the game is abundant with PlayStation symbols and characters, continuing a trend from Astro's Playroom. Doucet acknowledged initial hesitation about repeating the same concept.
"We wondered... if we emphasize PlayStation too much, are we hindering Astro from becoming its unique entity? Would he truly stand out on his own? So we initially prototyped all these ideas solely in the Astro world. But then we realized, if you're a fan of PlayStation and Astro's Playroom with all its elements, and the next game lacked those... I’d be disappointed, honestly," he confessed.
Thus, the team chose to expand on this idea, incorporating over 150 characters, including Astro versions of Kratos (God of War), Drake (Uncharted), and Aloy (Horizon), which players can find and collect.
"It's somewhat of a geek fantasy," Doucet mentioned. "These aren't merely characters; they hold significant meaning and are emotionally significant to us. When you grow up with a game, it becomes a part of your life, creating an emotional connection. Hopefully, everyone will discover their favorite ones."
Although the characters aren't named, their designs and descriptions—crafted by Dan Maher—should be enough for players to identify them. Astro Bot's humor often pokes fun at these characters, and Doucet noted that other PlayStation studios have been very supportive of this playful representation of their intellectual properties.
"There's a museum where you can collect these characters, and you can interact with them humorously," explained Doucet. "These interactions deeply reflect their actions in their respective games. We're always trying to be respectful while also being funny with those IPs."
"The collaboration with other studios has been seamless. Despite the dramatic nature and depth of some IPs' stories, there was great acceptance of our approach. Kratos, for instance, displays a kind of cute anger. What we thought would be complex turned out to be straightforward," he explained.
"There are so many elements intrinsic to PlayStation in this game, it’s challenging to envision it on another platform"
Another defining aspect of this PlayStation game is its heavy reliance on the DualSense controller's features, further building on the experience found in Astro's Playroom. Doucet highlighted the innovative use of adaptive triggers through a sponge concept.
"This idea emerged from several isolated demos done outside of Astro. We explored the expressive potential of the adaptive trigger and came up with a water-filled sponge that, when squeezed, turns light. The adjustable resistance of the trigger felt so good that we incorporated it into Astro."
Additionally, the game features "feel the wall," where Astro can run his hands along a gold wall, with the DualSense transmitting the texture changes from smooth to rough, revealing secret passages through the tactile feedback.
However, some aspects of the controller, like the touchpad, are less emphasized this time around compared to Astro's Playroom.
"In Astro's Playroom, being a tech demo, we wanted to showcase every feature of the controller. We alternated between platforming and minigames," Doucet said. "But now, everything is more integrated. We’re less reliant on the touchpad, as it disrupts the flow of platforming by taking fingers off the jump button. Instead, we’ve focused extensively on the adaptive triggers and haptics."
This unique integration excited many journalists in Los Angeles. In a time where games are often designed for cross-platform compatibility, it’s refreshing to see a title so distinctly tailored to a single platform.
Doucet concluded, "We frequently discuss this. So many elements are inherently tied to PlayStation with this game that imagining it elsewhere is difficult. It’s genuinely designed for PlayStation."