The Brief
Monkey ball always had a unique art style that could be referred to as a
colourful kids comic. Previous games showed hints of environments in both the
puzzle tray environments and the cut scenes and we had to then realise these
environments into full three-dimensional worlds, whilst keeping with the
original style.
The first area that needed to be designed was the home of the monkey ball team,
Jungle Island. The main inspiration came from the cut scene at the start of
Super Monkey Ball 2, when Dr. Bad-boon came to suck up all the bananas for
himself.
This brief cut scene showed a tropical island with small wicker huts and lots of
palm like banana trees. Once we had this reference and our changing rooms style
sheet (see diary 2), we moved onto the task of putting textured objects into the
environment to give us a feel of the place, and the direction it may take.
When we knew we were heading in the right direction, we started to compile ideas
for the other worlds. By then we had an idea of what each worlds story would be
and from this we found out what kind of places we wanted those stories to be
told in. We had to ensure that the game had a constant art feel so the
characters would not look out of place in each of the environments, but we
wanted to make the environments all very distinctive. This caused the hardest
problem, but we had very talented concept artists.
Kongri-la Concept Monkitropolis Concept
Working closely with Brandon Smith at Sega Europe and Nagoshi san at Sega Japan
we were able to identify overall world styles that fitted within the global
brief from Sega. After the styles, tone, and storey were set, Sega gave us the
go ahead for each of the levels, we went through the process of mapping out how
we wanted each to play, and over several cycles, came up with a basic layout
which became the levels.