Spiderman: Friend or Foe - 2007

Spiderman: Friend or Foe - 2007

In the spring of 2006, my career took a significant turn. I received a phone call from a recruiting manager at Next Level Games (NLG), a Vancouver-based studio known for its work on various Nintendo titles. They were in the final production stages of their Mario Strikers game and were looking to expand their production capabilities overseas. The role they needed to fill was a Production Art Manager, someone who could help organize both internal and external art teams. What they didn’t tell me at the time was that this role would introduce me to a project that would become a cornerstone in my career: "Spider-Man: Friend or Foe."

At the time, I was working on my own game projects from home. I told the recruiter that I was quite content with my work and wasn’t necessarily looking for full-time employment. This couldn’t have been further from the truth. My projects were stagnating, funds were running thin, and I was in dire need of stable employment. The offer from NLG was not only attractive but also came with a signing bonus to get me on board as quickly as possible. I accepted the offer, knowing this was an opportunity I couldn’t afford to miss.

Next Level Games' office was located in Yale-Town, downtown Vancouver, a vibrant tech and creative district. The office itself was a blend of modern design and historical charm, with glass offices emerging from exposed brick walls. It was the perfect environment for creativity and innovation, and I felt an immediate sense of belonging.

Upon joining NLG, I learned that my first project would be "Spider-Man: Friend or Foe," an action-adventure game developed by NLG and published by Activision. Released in October 2007, the game reimagined the Spider-Man universe with a humorous, family-friendly twist. The premise was unique: Spider-Man teams up with his traditional foes to combat a new threat. This cooperative platform game allowed two players to navigate levels, defeat bosses, and unlock more Marvel characters as they progressed.

My primary responsibility was coordinating with an established outsourcing studio in China. This studio was tasked with creating characters, environments, and various props for the game. Initially, our approach involved simple, low-poly characters with stylized, hand-painted textures. While visually appealing, this method was beginning to fall behind industry standards. To address this, we decided to incorporate 3D sculpting into our workflow, using ZBrush—a software that allows artists to sculpt with a clay-like interface. This shift enabled us to create highly detailed models, extracting normal maps to apply back to our low-poly characters, significantly enhancing their appearance.

"Spider-Man: Friend or Foe" stands out as one of the most complete gameplay experiences I’ve ever worked on. The design and playability were deeply influenced by Nintendo’s principles, focusing on simplicity and accessibility. This ensured the game was fun for both parents and children. The gameplay was cooperative, with one character able to carry the load while the second character added an extra layer of playability. This design approach was a credit to the exceptional principles put forward by Jason Carr and his team of designers.

The character roster in "Spider-Man: Friend or Foe" was extensive, featuring Spider-Man teaming up with various villains and heroes from the Marvel Universe, including Green Goblin, Doc Ock, Venom, Sandman, and Iron Fist. Each character had unique abilities that could be upgraded through experience points gained during battles, adding depth to the combat system. Our internal team, led by Arthur Na and Jonathan Yao, set high standards for character design, establishing benchmarks that our outsourcing team had to meet. We were fortunate to have two outstanding character artists in China, Sun Bochen and Wang Chang, who maintained the quality and pace of our internal artists.

Our environment team, comprising Alden Phipps, Adam Munton, Ariel Labarda, and Rory Doyle, tackled the massive workload with skill and dedication. The exceptional concept work of Derek Stenning infused every aspect of the game with his unique artistic vision. Derek’s contributions have been a staple at NLG for years, and his influence on "Spider-Man: Friend or Foe" was profound.

As the project neared completion, we faced a significant challenge. Our character rigger left NLG, leaving a gap in the team at a crucial time. There were updates and revisions needed to finalize the rigs and ensure the game was bug-free. Despite having no prior experience in character rigging, I stepped up to the plate. I quickly familiarized myself with the tools and processes for rigging and skinning game characters. This task required a delicate balance of technical skill, artistry, and patience to make characters look good in motion. It opened up a new realm of opportunities in my gaming career, and I found the work incredibly rewarding.

Development and Reception of "Spider-Man: Friend or Foe"

"Spider-Man: Friend or Foe" was envisioned as a cooperative beat-em-up game, allowing a second player to join at any time. Players could control Spider-Man and one of his many allies, each with unique abilities that could be enhanced throughout the game. The game’s simplicity in controls—basic attacks, jumps, and web abilities—made it accessible and enjoyable, especially for younger audiences.

Reviewers had mixed feelings about the game. IGN rated it 5.7/10, highlighting that while entertaining for younger players, the repetitive combat and lack of depth might not satisfy older gamers. GameSpot gave it a 6/10, praising the cooperative play and character roster but criticizing the repetitive gameplay and unimpressive graphics. XboxAchievements noted the game’s simplicity and lack of challenge, deeming it suitable primarily for children, while also mentioning the easy achievements as a positive aspect for completionists.

Despite the criticisms, I stand by the belief that "Spider-Man: Friend or Foe" was one of the best projects I have ever worked on. The design and playability were meticulously crafted to ensure a balanced and enjoyable experience. The game's cooperative nature and the ability to play as both heroes and villains from the Marvel Universe added a unique twist that appealed to many players.

The Production Journey

The development process of "Spider-Man: Friend or Foe" was a blend of innovation, collaboration, and adaptation. Transitioning to 3D sculpting with ZBrush was a significant step forward, allowing us to create detailed, high-quality characters. This shift was essential to keep up with the evolving industry standards and to deliver a game that met the expectations of both the developers and the players.

Working with the outsourcing studio in China presented its own set of challenges and rewards. It was crucial to maintain consistent communication and quality control to ensure the external team's output matched our internal standards. This collaboration was a learning experience that underscored the importance of clear guidelines and mutual understanding in producing a cohesive final product.

The departure of our character rigger midway through production was a daunting challenge. However, it also presented an opportunity for growth. Diving into character rigging, I learned the intricacies of the process, from understanding the technical aspects to applying artistic finesse. This experience not only filled a critical gap in the team but also enriched my skill set, opening new avenues for my career.

Reflecting on the Impact

Looking back, the success of "Spider-Man: Friend or Foe" was not just in its gameplay or character roster, but in the collaborative spirit and dedication of the team. Each member, from concept artists to animators, played a crucial role in bringing the game to life. The game’s reception, though mixed, highlighted the importance of balancing simplicity with engaging content, a principle that has guided much of my work since.

"Spider-Man: Friend or Foe" may not have been the most critically acclaimed game, but it was a testament to the power of teamwork and the potential of blending established design principles with innovative approaches. It reinforced the idea that creating games is as much about the journey and the people involved as it is about the final product.

Influence on Future Development

The lessons learned and experiences gained from working on "Spider-Man: Friend or Foe" had a profound impact on my future projects. For instance, the integration of ZBrush sculpting techniques became a standard practice in subsequent projects. This shift not only improved the visual quality of the characters but also streamlined the workflow, making the development process more efficient.

My newfound expertise in character rigging played a pivotal role in later projects. When working on "Captain America: Super Soldier," I applied these skills to enhance the character animations, ensuring they were fluid and realistic. The intricate balance of technical proficiency and artistic touch that I honed on "Spider-Man: Friend or Foe" proved invaluable, especially when dealing with complex character movements and combat sequences.

Furthermore, the collaborative spirit fostered during the development of "Spider-Man: Friend or Foe" became a cornerstone of my approach to team management. This was particularly evident when I transitioned into a Producer role at NLG. The emphasis on clear communication, setting high standards, and maintaining a cohesive team dynamic were lessons that I carried forward. These principles were instrumental in leading the team through the development of "Luigi’s Mansion: Dark Moon" and "Luigi’s Mansion 3," both of which were critically acclaimed and commercially successful.

Working on "Spider-Man: Friend or Foe" also reinforced the importance of adaptability and continuous learning. The willingness to step out of my comfort zone and take on character rigging when the need arose demonstrated the value of being versatile in a dynamic industry. This mindset of embracing new challenges and acquiring new skills has been a driving force throughout my career.

A Legacy of Innovation and Collaboration

"Spider-Man: Friend or Foe" was more than just a game; it was a pivotal chapter in my professional journey, filled with growth, learning, and a deepened passion for the art and craft of game development. The collaborative efforts, innovative techniques, and the sheer dedication of the team laid a foundation that influenced not only my career but also the projects that followed.

The game's unique blend of cooperative gameplay, iconic characters, and engaging storylines showcased the potential of merging creative storytelling with interactive entertainment. It was a project that pushed the boundaries of what was possible and set new benchmarks for quality and innovation.

As I reflect on the journey from the initial phone call from NLG to the completion of "Spider-Man: Friend or Foe," I am reminded of the transformative power of opportunity and the importance of seizing it. This project, with all its challenges and triumphs, was a testament to the impact of perseverance, collaboration, and a relentless pursuit of excellence.

In conclusion, "Spider-Man: Friend or Foe" was not just a milestone in my career but a testament to the enduring legacy of teamwork, innovation, and the pursuit of creative excellence. It was a project that not only shaped my professional path but also left an indelible mark on the world of game development. The lessons learned, the skills acquired, and the memories made during this project continue to inspire and drive me forward in my ongoing journey in the gaming industry.

Back to blog

Leave a comment

Please note, comments need to be approved before they are published.