{"id":117071,"date":"2020-08-21T16:11:00","date_gmt":"2020-08-21T16:11:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/368688"},"modified":"2020-08-21T16:11:00","modified_gmt":"2020-08-21T16:11:00","slug":"how-fall-guys-bouncing-bumbling-beans-gave-the-game-its-soul","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/08\/21\/how-fall-guys-bouncing-bumbling-beans-gave-the-game-its-soul\/","title":{"rendered":"How Fall Guys&#8217; bouncing, bumbling beans gave the game its soul"},"content":{"rendered":"<p>Mediatonic creative director Jeff Tanton has <a href=\"https:\/\/twitter.com\/Jeff_Tanton\/status\/1296494780998922240\">shared a fascinating thread on Twitte<\/a>r revealing how the internal pitch for <em>Fall Guys <\/em>took shape.&nbsp;<\/p>\n<p>The popular battle royale initially started out with the working title of &#8216;<em>Fools Gauntlet<\/em>,&#8217; and was conceived by lead game designer Joe Walsh as a 100 player battle royale slalom that asked competitors to duke it out for a share of a 1 million gold prize pool.&nbsp;<\/p>\n<p>While the core idea of getting a bunch of players to navigate a series of complex and hilarious obstacle courses was there from the get-go, the concept was ultimately scaled back from 100 players to 60 so that games would be &#8220;readable&#8221; and most importantly, fun.&nbsp;<\/p>\n<p>Smitten with Walsh&#8217;s proposal, Tanton worked with him to put together a pitch deck within 24 hours, and with the help of principal concept artist Dan Hoang even managed to envision how the game might look.&nbsp;<\/p>\n<p>What&#8217;s striking about that initial concept art is how faithful it is to the final product. According to Tanton, those images also brought about an epiphany. It made them realize that a game like <em>Fall Guys<\/em> wasn&#8217;t just about the obstacle courses, but also&nbsp;the plucky competitors who&#8217;re actually running the gauntlet.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"365\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/08\/how-fall-guys-bouncing-bumbling-beans-gave-the-game-its-soul.jpg\" width=\"646\"><\/p>\n<p>&#8220;This image (above)&nbsp;was super important for two reasons. First, all great pitch doc images make you wish you had a controller in your hands. I took one look at this and wanted to play the game,&#8221; explains Tanton.&nbsp;<\/p>\n<p>&#8220;Second, the BEANS. Obviously just little capsule shapes Dan had thrown in but suddenly we realized the focus of this game was the competitors&#8230; not just the course&#8221;<\/p>\n<p>&#8220;That&#8217;s probably where &#8216;<em>Fall Guys<\/em>&#8216; as a game title first appeared (RIP Fool&#8217;s Gauntlet and &#8216;Stumble Chums&#8217;) &#8212; our characters that would fail for our amusement, but crucially always get back up again. Always. They would be heroic in their indefatigability.&#8221;<\/p>\n<p>Fast forward to August 2020, and there are over 2 million of those bumbling, bouncing, beans <a href=\"https:\/\/www.gamasutra.com\/view\/news\/367938\/Fall_Guys_has_sold_over_2_million_copies_on_Steam_alone.php\">running amok on Steam alone<\/a>, but there were still plenty of challenges to overcome&nbsp;before Mediatonic reached that point. To hear more about those, be sure to <a href=\"https:\/\/twitter.com\/Jeff_Tanton\/status\/1296494780998922240\">check out Tanton&#8217;s full thread on Twitter<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mediatonic creative director Jeff Tanton has shared a fascinating thread on Twitter revealing how the internal pitch for Fall Guys took shape.&nbsp; The popular battle royale initially started out with the working title of &#8216;Fools Gauntlet,&#8217; and was conceived by lead game designer Joe Walsh as a 100 player battle royale slalom that asked competitors [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":117072,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-117071","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/117071","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=117071"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/117071\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/117072"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=117071"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=117071"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=117071"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}