Luigi's Mansion: Dark Moon - 2016

Luigi's Mansion: Dark Moon - 2016

In 2010, whispers of a secret project began circulating at Next Level Games (NLG). Behind a locked door in the back of the studio, a select few employees were working on something big. This room, isolated from the rest of the development floor, had no windows and a secure scanner to ensure only authorized personnel could enter. The rest of us speculated, and many guessed correctly: a new type of hardware console from Nintendo was in the works.

The Legacy of Nintendo's Innovation

The Nintendo DS had been a monumental success. Launched in November 2004, this handheld system with dual screens revolutionized portable gaming. The bottom screen featured touch capabilities, allowing gamers to interact with their games in novel ways. Titles like Brain Age, Mario Kart DS, and Nintendogs showcased the DS's potential, helping it sell 154 million units by the end of its lifecycle. Nintendo's innovative approach to hardware had paid off, solidifying their dominance in the handheld market.

Nintendo's fascination with 3D content was well-known. Even as far back as 1995, the Virtual Boy had attempted to bring stereoscopic 3D to gaming. Although it was ahead of its time and not commercially successful, Nintendo's commitment to innovation was clear. The GameCube, released in 2001, even included 3D-stereoscopic compatible circuitry, though the feature was never utilized due to the high cost of LCD screens required to view 3D content. Shigeru Miyamoto's vision for a 3D Luigi's Mansion game was one of these ambitious ideas that had to be shelved due to technological constraints.

The Mystery Unveiled: Nintendo 3DS

By 2010, NLG was deep into production on Captain America: Super Soldier. Our Tech Art and Rigging Team worked adjacent to the room being used for the mysterious project. The truth was revealed at E3, the massive industry trade show where Nintendo, Sony, and Microsoft showcased their latest innovations. Nintendo introduced the world to the Nintendo 3DS, a powerful, network-enabled, 3D stereoscopic handheld gaming system. What set this device apart was its autostereoscopic screen, which provided a 3D effect without the need for glasses. The top screen used a parallax barrier, and a 3D depth slider allowed users to adjust the effect or turn it off entirely.

With the hardware mystery solved, we learned that NLG was entrusted with a new Luigi's Mansion game for the Nintendo 3DS. Shigeru Miyamoto, the legendary Nintendo designer, had long envisioned a 3D stereoscopic Luigi's Mansion game. The original Luigi's Mansion for the GameCube, released in 2001, was initially conceptualized as a stereoscopic game but launched as a 2D game due to technological and financial constraints. Now, with the 3DS, Miyamoto's vision could be realized.

Pre-Production and Innovation

As a character rigger in the Tech-Art Department, I collaborated closely with the character design and animation teams. Our goal was to ensure that characters could be rigged and skinned effectively for animation. We scrutinized and revised every edge loop, implementing rigging controls that were easy for animators to work with while achieving the design team's vision. The lessons learned from Captain America: Super Soldier were invaluable as we applied advanced facial animation techniques, incorporating squash and stretch to bring the Nintendo characters to life.

The initial phase of pre-production was marked by excitement and innovation. We were eager to push the boundaries of what the Nintendo 3DS could do. One of the ideas I proposed was using a freeform deformer (FFD) to create pre-animated sequences that could be applied to various objects in the game world. This would save time and resources, allowing us to create dynamic interactions without needing separate animation trees for each object. The engineering department explored this concept, and we developed proof of concepts in 3DSMax to demonstrate its potential.

Working with Iconic Nintendo Characters

Working on Luigi's Mansion: Dark Moon was a dream come true. Rigging and skinning characters like Mario, Luigi, and Peach was a privilege. The Nintendo Character Approval Department maintained strict guidelines to ensure consistency across games, so many of our innovative ideas needed to be toned down to fit within these constraints. However, we had more creative freedom with the ghost characters, who benefited from unique squash and stretch rigs that the animation department used to produce some of the best animation seen in a Nintendo title.

The challenge of working within Nintendo's guidelines taught us the importance of maintaining the integrity of beloved characters while still pushing the envelope of creativity. This balance between innovation and tradition became a cornerstone of our work at NLG, and it was a lesson that would prove invaluable in future projects.

The Role of a Producer

As the project progressed, I transitioned to a production role on the Presentation Team. My job was to ensure that all cut-scenes were planned, scoped, executed, and reviewed meticulously. Our talented group of presentation animators, many with a solid foundation in classical animation, brought the cut-scenes to life. Reviews consistently praised the animation quality, with some calling it the best seen in a Nintendo game.

Transitioning from a technical role to a production role was a significant shift. It required a new set of skills and a different mindset. I had to think about the bigger picture, coordinating various aspects of the project and ensuring that everything came together seamlessly. This experience was both challenging and rewarding, as it allowed me to develop my leadership skills and gain a deeper understanding of the production process.

Introducing Polterpup

One of our proudest achievements was introducing a new character to the Nintendo universe: Polterpup, Luigi's ghostly dog sidekick. This was a rare feat, as Nintendo characters are typically conceptualized in Japan. Polterpup's design and animation were well-received, adding a new layer of charm to the game and finding a place in future Nintendo titles.

Polterpup's creation was a collaborative effort. We wanted to create a character that was both endearing and functional within the game. Polterpup provided comic relief and emotional depth, making the gameplay experience more engaging. The character quickly became a fan favorite, and seeing Polterpup's continued presence in the Nintendo universe was immensely gratifying.

Final Touches and Miyamoto's Visits

The end of production saw Shigeru Miyamoto visiting our Vancouver studio multiple times. His energy and passion for game design were palpable, and he built strong relationships with several designers on our team. His visits were both inspiring and validating, as he reviewed our work and offered invaluable feedback.

Miyamoto's presence was a reminder of the high standards we were striving to meet. His insights and guidance helped shape the final product, and his enthusiasm was infectious. Working with Miyamoto was a once-in-a-lifetime experience that left a lasting impact on everyone involved in the project.

Reception and Legacy

Released in 2013, Luigi's Mansion: Dark Moon received widespread acclaim. Critics praised its engaging gameplay, charming visuals, and effective use of the 3DS's capabilities. IGN awarded it a 9.3/10, highlighting its presentation and attention to detail. GameSpot gave it an 8.5/10, commending its clever puzzles and cooperative multiplayer mode. On Metacritic, it scored an 86/100, indicating generally favorable reviews.

The game's mission-based structure, while fitting for the portable 3DS, was noted for leading to some repetitive gameplay and backtracking. However, the cooperative multiplayer mode, ScareScraper, where up to four players could explore randomly generated floors, added significant replay value.

One review from IGN praised the game’s “incredibly detailed visuals” and the “charming atmosphere” that perfectly captured the spirit of the original game while adding new elements that made it feel fresh. GameSpot highlighted the “clever puzzles” and “engaging multiplayer,” noting that these features elevated the game beyond a simple sequel.

Gameplay Elements and Features

The gameplay follows Luigi as he explores five haunted mansions to recover pieces of the Dark Moon, shattered by King Boo, causing the ghosts in Evershade Valley to become hostile. Equipped with the Poltergust 5000, a ghost-sucking vacuum cleaner, and other gadgets like the Dark-Light Device, Luigi captures ghosts and uncovers hidden secrets.

Each mansion had unique themes and puzzles, creating a diverse and engaging gameplay experience. The Poltergust 5000 and the Dark-Light Device were central to the gameplay, allowing players to capture ghosts and uncover hidden objects. Upgrades to these tools kept the gameplay fresh and evolving, ensuring that players remained engaged throughout the game.

The cooperative multiplayer mode, ScareScraper, allowed up to four players to explore randomly generated floors, completing various objectives like ghost hunting, racing to find exits, and capturing ghost dogs. This mode added significant replay value and was well-received for its engaging and fun gameplay.

In the storyline, King Boo shatters the Dark Moon, leading to chaos in Evershade Valley. Professor E. Gadd enlists Luigi to retrieve the Dark Moon pieces and restore order. Throughout his journey, Luigi captures ghosts, saves Toad assistants, and eventually confronts King Boo to rescue Mario, who has been turned into a painting.

Community Sentiment

The community's reception of Luigi's Mansion: Dark Moon was overwhelmingly positive. Fans appreciated the charming visuals, engaging gameplay, and effective use of the 3DS's unique features. The game's mission-based structure received mixed feedback, with some players enjoying the format and others finding it repetitive. However, the addition of the ScareScraper multiplayer mode was widely praised, adding depth and replayability to the game.

Online forums and social media were buzzing with discussions about the game. Fans shared their favorite moments, tips, and strategies for capturing ghosts and solving puzzles. The addition of Polterpup, Luigi's endearing ghost dog companion, was particularly well-received, with many players expressing their delight at this new character.

Personal Reflections and Career Impact

Looking back, I am immensely proud of the work we did on Luigi's Mansion: Dark Moon. The project demanded our best, and we delivered. The game's success reaffirmed the importance of Nintendo's gameplay-first approach. The feedback from fans and critics alike was overwhelmingly positive, solidifying the game's status as a console seller for the 3DS.

My signed copy of Luigi's Mansion: Dark Moon, gifted by Miyamoto himself, sits proudly on my shelf, a constant reminder of the incredible journey and the honor of working alongside a legend. After the game's release, we even learned that our game had been ported to an arcade machine, extending its reach to new audiences.

The experience of working on Luigi's Mansion: Dark Moon had a profound impact on my career. The lessons learned from this project, particularly in balancing innovation with tradition, have influenced my approach to game development. The transition from a technical role to a production role also helped me develop leadership skills that would prove invaluable in future projects.

The success of Luigi's Mansion: Dark Moon opened new doors for me at Next Level Games. Following the completion of this project, I was involved in the development of Metroid Prime: Federation Force, another ambitious title for the Nintendo 3DS. The skills and experiences gained from working on Luigi's Mansion were directly applicable, allowing me to contribute effectively to the new project.

Luigi's Mansion: Dark Moon remains a highlight of my career. The project was a testament to the power of collaboration, innovation, and dedication. It was a privilege to work with such a talented team and contribute to a game that continues to be loved by players worldwide. The experience reinforced my passion for creating engaging and memorable gaming experiences, and I look forward to continuing this journey in the years to come.

The story of Luigi's Mansion: Dark Moon is not just about the game's success but also about the personal growth and career development that came from working on such an iconic project. It stands as a shining example of what can be achieved when creativity, dedication, and teamwork come together to bring a vision to life.

 Meta:

Paul Goad. Game Development Credits. Luigi's Mansion: Dark Moon. Vancouver Film School. Full time Classical Animation program

Paul; Goad; VFS; Luigi; mansion ; dark;' moon; nintendo; 3ds; Vancouver; Film; School; Classical; Animation; Alias; Wavefront; Disney

 

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