{"id":118262,"date":"2020-09-18T18:33:00","date_gmt":"2020-09-18T18:33:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/370484"},"modified":"2020-09-18T18:33:00","modified_gmt":"2020-09-18T18:33:00","slug":"dont-miss-the-evolutionary-process-of-building-rayman-origins","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/09\/18\/dont-miss-the-evolutionary-process-of-building-rayman-origins\/","title":{"rendered":"Don&#8217;t Miss: The evolutionary process of building Rayman Origins"},"content":{"rendered":"\n<p>[<em>Rayman and Beyond Good &amp; Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start, what&#8217;s up with the BG&amp;E sequel, and why he just can&#8217;t get enthusiastic about the Mario series.<\/em>]<\/p>\n<p>Best known as the creator of <em>Rayman <\/em>and also as the mind behind the acclaimed <em>Beyond Good &amp; Evil, <\/em>Michel Ancel recently revitalized the series that put him on the map with the release of <em>Rayman Origins, <\/em>a new 2D entry in the series for Xbox 360, PlayStation 3, and Wii, that harkens back to its beginnings while debuting new technology: the UbiArt Framework.<\/p>\n<p>&#8220;We always need to think about the hundreds of thousands, maybe the millions of people who might play our game. We have to always be welcoming to the non-players,&#8221; says Ancel, who feels that some developers coming into the industry these days create &#8220;autistic&#8221; games to please only themselves.<\/p>\n<p>In this interview, Ancel also speaks about the game&#8217;s genesis, what&#8217;s going on with <em>Beyond Good &amp; Evil, <\/em>why he made the leap to<em> Rayman Origins <\/em>instead of completing that game<em>, <\/em>what he thinks about Nintendo&#8217;s <em>Mario <\/em>and <em>Zelda <\/em>games, and why he&#8217;s &#8220;very different&#8221; from famed creator Shigeru Miyamoto.<\/p>\n<p><strong>What was your exact involvement with <em>Rayman Origins<\/em>?<\/strong><\/p>\n<p>Michel Ancel: I&#8217;m the one who started the project. I officially worked as a creative director. I first put together a small team of two or three people to make some trials on a new generation 2D engine.<\/p>\n<p>It was a continuation of what we were doing with <em>Beyond Good &amp; Evil 2 &#8212;<\/em> a visual pattern generating-based engine. Artists make some patterns, like samples, and we use them to quickly model levels, as to have a forest, for example. Everything started from this tool, which we called the UbiArt Framework. Then we said to ourselves, &#8220;To prove that this engine works, let&#8217;s make an entire game with it!&#8221;<\/p>\n<p><strong>In March 2006, alongside Shigeru Miyamoto and Fr\u00e9d\u00e9rick Raynal, you were one of the first three video game developers <a href=\"https:\/\/www.gamasutra.com\/view\/feature\/2606\/from_paris_with_love_de_chevalier_.php\"><span>to be knighted<\/span><\/a> under the <\/strong><strong>Ordre des<\/strong> <em><strong>Arts<\/strong><\/em> <strong>et des Lettres<\/strong><strong> in France. But since then, no Michel Ancel game has made it to stores. How come? <\/strong><\/p>\n<p>MA: I was busy with my horse, my armor, my castle &#8212; it took me a lot of time, you know! [<em>laughs<\/em>] No, no, I didn&#8217;t have any castle, neither armor nor horse. I just participated in the genesis of the Rabbids, working from a canceled 3D <em>Rayman 4<\/em> project. Tell me about luck! I started with <em>Rayman<\/em>, and it finished with these stupid Rabbids! [<em>smiles<\/em>]<\/p>\n<p>Actually, it all went this way because of the coming of the Wii. I realized it would be useless to make the adventure game I would have made on PlayStation 2, so we&#8217;ve moved on with a more appropriate party game, which fitted best to the console. Then I moved on [<em>Beyond Good &amp; Evil<\/em>] <em>2<\/em>, and then recently to <em>Rayman Origins<\/em>.<\/p>\n<p><strong>When did you switch from <em>Beyond Good &amp; Evil 2<\/em> to <em>Rayman<\/em>? <\/strong><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/09\/dont-miss-the-evolutionary-process-of-building-rayman-origins.jpg\" alt width=\"230\" height=\"200\">MA: While working on <em>BGE 2<\/em>, we realized that, technologically speaking, we were making something quite crazy, with cities, planets, and everything we couldn&#8217;t put into the first <em>BGE<\/em>.<\/p>\n<p>But it turned out that we were heading to the same syndrome &#8212; that is to say that, even if current consoles can apparently feature some very good-looking things, with lights, shadows and so on, architecturally speaking, we felt bounded. So I said, &#8220;Let&#8217;s make a full 2D game instead of half of a 3D game.&#8221;<\/p>\n<p><strong>You&#8217;ve been called &#8220;the French Miyamoto.&#8221; How do you feel about it? Does it bother you?<\/strong><\/p>\n<p>MA: No, it could have been a lot worse. [<em>smiles<\/em>] Of course it&#8217;s an honor. I think I&#8217;m very different from Miyamoto. And not only because I don&#8217;t speak Japanese! In my opinion, he focuses a lot on gameplay, whereas I really like to work with technical tools, too.<\/p>\n<p>I really loved the idea of introducing artistic features in games &#8212; that is to say the storytelling, the artwork, music &#8212; and to get everything together in the best possible alchemy. We have two different approaches, two different tracks.<\/p>\n<p>And he&#8217;s such a star! When I&#8217;m compared to him, I find it very exaggerated. I still have a lot to learn! Actually, Miyamoto has always been one of my models, because when I started as a game designer, there were no video games schools, no well-defined jobs, and anyhow, everyone had to find someone to get inspired from. Miyamoto is the top guy.<\/p>\n<p><strong>Would you like to work with him? <\/strong><\/p>\n<p>MA: It never happened, but of course I wish I could. We&#8217;ve already met. He even told me he wasn&#8217;t fond of <em>BGE<\/em>! [<em>laughs, embarrassed<\/em>] He really liked the cooperation work with [<em>sidekick character<\/em>] Pey&#8217;j, but wasn&#8217;t satisfied with cameras. He suggested we had a look at what Nintendo did with <em>Super Mario Sunshine<\/em>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>[Rayman and Beyond Good &amp; Evil creator Michel Ancel talks about how the 2011 2D Rayman Origins got its start, what&#8217;s up with the BG&amp;E sequel, and why he just can&#8217;t get enthusiastic about the Mario series.] Best known as the creator of Rayman and also as the mind behind the acclaimed Beyond Good &amp; [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":118263,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-118262","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\/118262","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=118262"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/118262\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/118263"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=118262"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=118262"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=118262"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}