Playful: Siobhan Reddy and Making New Things

Makes console games for a living. Talking about making new things. The trials and tribulations. Why do we make new things? How do we choose what we like and where does that come from. Our taste develops though life. Things that were big when younger may not be stuff you like now. But they helped form you. We make games because we get inspired, we want people to experience what we have made and be touched them. Every game made by someone who has set out a creative goal at some point.

At Molecule, we make creative games. That is our mission. But where did it come from. Not a focus test; not from predicting trends. It came from the people and their likes and needs. Little Big Planet, made because when younger the designer made things – he wanted to create things where people can create. When you make something from that personal place you can make something that can have a lot more impact, be unique. We make things because we have to.

Last year, we moved away from LBP, and started to make a new game with a second team. Called Tearaway. It’s a delivery adventure through a papercraft world. It encourages you to interact. And can build in the real world too. (Due out next year)

Learnt 3 things on the journey. When doing something new need to have personality and conviction. The project was not financially driven. It was creative. It was a personal thing to let one of the team create own world. There were many rabbit holes in the development. Took wrong turns. Too big, or did not work well etc. Started off with ideas they loved. Added to them, kept adding. Lost way slightly and therefore lost some confidence. They could have listened to lots of advice and different opinions. But they decided to strip back all of the noise, take it back to the original stuff that got them excited. They focused on the pure game design. It sounds simple, but it is so easy to get pushed off path and go down the safe route.

Second was about Finding the Jam. This was about how they behaved. In early stages, a development team acts like a band. They jam together. Tey need everyone to bring their passion and skills and share with everyone. You need to create an environment where that can happen. You need the right people – and remove the wrong ones. Bands having tension and this can be positive. Try not to freak out when there is tension, that is normal. They had all worked together, but it was a new structure with a different goal. YOu need to make sure that people are not attacked, but flipside to tension is creativity. Hardest moments as team were the moments before we stripped down the design. We now still argue, but it’s working through problems etc. Now it is all happening. Finding the jam was a journey.

Third was the Beautiful Abyss. she loves jumping into the creative abyss, starting something new. You need curiosity and excitement to do it, as you never know if it will work it or not. You need to have faith and believe what is being created will be great. There will people and companies who don’t take risks, how can you be the one who takes the risks. You need to back talented and creative people and find ways to let their creativity and personalities shine through. Main learning…We Just Have To! Don’t be afraid of audiences, of trying things.

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