Interview: Media Molecule Director Siobhan Reddy Discusses 15 Years of Inventive Video games

Siobhan Reddy, Media Molecule studio director

Desires only in the near past turned one (completely satisfied birthday!), however the studio behind it has additionally reached a major milestone. Guildford-based Media Molecule celebrates its fifteenth anniversary this yr. Based in 2006, the developer has confirmed to be one of many business’s most modern and inventive, pushing person generated content material in methods nobody else has. From the unique LittleBigPlanet to Desires, the studio produces endlessly ingenious software program with a singular tone amongst Sony’s first occasion groups.

We sat down with studio director Siobhan Reddy to chart Media Molecule’s historical past. Pertaining to the origin of the crew, Sony’s acquisition, and breaking from the ‘Play Create Share’ ethos with Tearaway, learn on to be taught in regards to the developer’s fascinating journey thus far.

Observe: The under interview has been calmly edited for readability.

Push Sq.: Let’s begin from once you joined Media Molecule, shortly after it was fashioned in 2006. What attracted you to the studio on the time?

Siobhan Reddy: At that time I used to be at [Criterion Games], and we had simply completed Burnout Revenge. At the moment, I used to be trying to do one thing new, and I used to be pondering of all types of issues — working away to the theatre, or simply one thing fully completely different. I might carried out a number of years of driving video games, and 7 years at Criterion at that time.

Then [Mark Healey, Alex Evans, and Kareem Ettouney], who have been all very shut mates of mine, Chris Lee, who was industrial director at Criterion, and [David Smith] was the one then-director I did not know. I simply bear in mind at one level, I had a Christmas occasion and was speaking with Mark and Alex. They have been telling me their plans, and I used to be telling them I used to be on the lookout for one thing new. We weren’t speaking about working collectively, I used to be simply saying, it is time for me to maneuver on and I need to do one thing actually artistic. Anyway, they adopted up with me and mentioned, “Why do not you come and be part of us?”

For years and years, we have been all in Guildford, I had seen what Alex was doing at [Lionhead Studios], and what Mark had been doing with Rag Doll Kung Fu, and I knew Kareem rather well. So, it was only a convergence. They have been at this level the place they actually wished to make one thing artistic and ship it, they usually’d been within the [research and development] crew at Lionhead. I used to be coming from the world the place, I used to be delivery [games] yearly, and I wished to do one thing extra artistic. So we kind of had this good overlap; I used to be good at delivery, they usually’d come from someplace that was actually creatively led.


The studio’s first sport was LittleBigPlanet, and it was this large success. The Play Create Share concept was completely new, nothing like that had been carried out earlier than. How do you’re feeling about that venture trying again on it immediately?

I clearly suppose again on it actually fondly, however within the early days of Media Molecule… Mark, Alex, Dave, and Kareem actually represented this burst of creativity. They wished to do one thing to do with [game jamming], and this kind of concept of sharing creativity with folks, and I used to be like, “That sounds wonderful, let’s construct that.” We had a gathering very early on speaking about our objective as a studio. The objective we got here up with was we wished to make genre-defining console video games, and we wished to begin with this concept of artistic gaming.

After I look again to us then — I used to be 27 on the time, we have been all infants — I see a gaggle of people that simply latched on to this concept, and labored actually laborious to determine the constraints it could want so as to make it onto the console. After I consider LittleBigPlanet, it was an actual type of train of constraints. Clearly, exterior producers at Sony helped out quite a bit with that, I might be remiss to not point out them, [Peter Smith and Leo Cubbins]. I bear in mind a whole lot of the conversations we had have been about what we weren’t going to do — it was about, how will we edit this so we will make it into this cohesive factor.

The physics prototype that Dave made, that is the kind of genesis of the whole lot to do with how LBP strikes, and the way Sackboy strikes, and the playful anarchy that Media Molecule titles embody. It was a superb factor to construct the remaining round; we may construct it round how this character was gonna transfer, work together with the world, how that may influence Create Mode. I feel it was actually good that we did not know what we have been doing, by way of how large an concept it was.

How large was the studio at that time?

In the course of the first yr there have been 9 folks. By the point we shipped LittleBigPlanet, there was about 25, or 26.

Okay, so that you grew fairly a bit.

Yeah, we did. We introduced [LittleBigPlanet] at [Game Developer’s Conference] in 2007 — that had a huge impact, we have been in a position to rent an entire bunch of individuals on the again of that, as soon as it was introduced, and folks may see the help we have been getting from Sony.

Media Molecule
Media Molecule

And Sony clearly favored what you have been doing, as a result of in 2010, it introduced Media Molecule into its Worldwide Studios group. How did you’re feeling on the time about that transition?

Nicely, for Media Molecule it was an enormous change, as a result of we obtained to have a brand new, fancy workplace, which was wonderful. To be trustworthy, the day-to-day did not change a lot. All of us had skilled acquisitions earlier than, so we took very significantly how we’d assist the crew alter. And you recognize, Sony has an important file of not meddling with the nice components of studios as soon as they have been acquired. We set it up in order that for a number of years we nonetheless went in by way of the XDev group, so we had these kind of coaching wheels, and over time we progressively took them off.

So yeah, the large adjustments have been the studio, the continued funding, and the power to take these actually large dangers on issues like Desires. There’s clearly completely different trajectories for once you’re acquired vs. once you’re not, and for us it is undoubtedly been about us having the ability to double down on innovation, and what we will do within the [user generated content] house.

Simply as an apart, I wished to speak about Media Molecule hiring folks in from the LittleBigPlanet and Desires communities. I imagine John Beech was introduced on as a designer from the group, and Jamie Breeze was employed on the finish of 2019.

Additionally, in case you have a look at our design crew, [Christophe Villedieu] who’s ex-community, [Steven “Big Guns” Belcher] who’s ex-community… There was a time throughout the early LBP days, and significantly throughout LittleBigPlanet 2, the place we had a giant inflow of group hires. And that is what we have seen with Desires within the final 12 months, there are undoubtedly increasingly group hires coming in for roles the place, you recognize, we’d like individuals who can use the instruments. The group has one of the best folks to display that.


It’s totally cool to see, and what a approach to construct a portfolio, whether or not it is Desires or LBP. I suppose, having the ability to discover one of the best and brightest from your individual group, that is virtually a luxurious to have.

Nicely, folks do nonetheless have to use. Typically we’ll be like, “Oh, will this particular person apply?” and it is a type of issues the place, you recognize, there’s limits to the place folks could be, and all that stuff. Nevertheless it’s wonderful. I really like assembly individuals who have used Desires and are available into the studio, as a result of they are going to at all times convey one thing. You recognize, they convey one thing very distinctive. One of many issues with Media Molecule is we have at all times wished to be sure that our studio is not simply stuffed with the identical type of particular person with the identical type of expertise. It is actually vital that we have now all several types of folks. It is like making an attempt to determine, what is the goal market of a pencil? It is numerous several types of folks, so it is actually vital for us as a studio to have variety in who we rent, what their expertise is. In some positions it is vital that they’ve years of sport improvement expertise, whereas in others it is vital they’re skilled with the Desires instruments.

Transferring ahead, you had LittleBigPlanet 2, which launched a whole lot of new concepts to the franchise. You adopted it up with Tearaway in 2013, which was type of a step away from the ethos you’d established with LBP. What are your ideas on creating this extra “conventional” sport when the studio had a historical past of extra artistic initiatives?

With Tearaway, that basically began as an experiment with what we may do with the PS Vita. It does have its personal kind of create component to it, so it is nonetheless within the artistic gaming style, however clearly to not the identical extent as LBP or Desires. We actually wished to play with the Vita and get a way of what we may do with one thing handheld and transportable. The concept was to have a small crew spend a while, significantly whereas we have been spinning up Desires, making this venture.

We discovered quite a bit making that title. It was an important reminder to make a sport expertise that needed to stand alone as a sport expertise, and make one thing that basically relied on a story, and a personality arc, and all this stuff that are barely completely different to the LBP strategy. I feel at the moment Tearaway gave the design and artwork groups expertise constructing 3D worlds, which was the place we have been going with Desires. So it actually ticked an entire bunch of bins: we be taught in regards to the Vita, we be taught in regards to the [DualShock 4] following that, after which it taught us a bunch about narrative, sport design in a 3D world, it levelled up the designers, and we obtained to make this lovely little sport. We’re actually happy with Tearaway.

We get probably the most unbelievable fan mail nonetheless for Tearaway, of simply this journey folks go on with it. I actually love that individuals who’ve performed it are so touched by it, as a result of a whole lot of effort went into making that. After I look again on it, I am actually completely satisfied we obtained to make that, and we obtained to be taught a bunch of issues alongside the best way.

Media Molecule
Media Molecule

You then made your PS4 debut with Tearaway Unfolded, however within the background, you had been engaged on Desires as effectively. It is no secret that Desires was a very long time within the making. Wanting again on that improvement interval, how do really feel now that it is lastly on the market?

It was a very long time, nevertheless it was a really small crew. For the primary few years of Desires, it was very small — below 10 folks. It was actually small, it was incubated for some time. You have to bear in mind, at that time the studio was comparatively small; we’d’ve been about possibly 60, 70 folks at that time. So, the Tearaway crew for these years was the larger crew.

All of us merged again collectively as soon as Tearaway completed, and that was truly actually nice. It was nice to get everybody again collectively once more, it kind of taught us that working two groups is admittedly tough, as a result of we have been so small and we have been a bit overstretched by way of ensuring everybody had the proper sources. However then we have been all again engaged on Desires collectively.

After I look again on it, I feel, oh my gosh, what a giant, formidable venture Desires has been. I am simply so happy with all people, as a result of once you’re making a creation platform, and have to determine the way you make artwork instruments, animation instruments, audio instruments, sport design instruments, wrap all of these collectively in a pleasant UI, tutorials, and so forth. I look again on it and suppose, wow, I am actually proud we obtained that out early final yr, and obtained the early entry began.

You recognize, the early entry was a very vital milestone for Desires, after which launching it final yr was one other vital milestone, and there is additional vital milestones to return. However after I have a look at what individuals are making, how we’re in a position to springboard off it and take it in numerous instructions… I am simply actually happy with it, and happy with the crew for truly working via the 1000’s of various design questions that come up once you’re making a instrument. It is fairly completely different to creating Tearaway, which had its personal design questions like all sport, however once you’re making a creation platform with the depth of Desires, it is an entire different ball sport.

Desires has simply handed its one yr anniversary. What are your ideas on how issues are going after these first 12 months? Is there a lot within the pipeline shifting ahead?

We have clearly simply had the second Impy Awards, and I feel you’ll be able to have a look at the primary Impy Awards, which have been very a lot celebrating what was made throughout early entry. I bear in mind pondering, “Wow, that is wonderful, look what folks have made!” And that is a standard phrase we are saying with Desires — have a look at what’s been made. With awards, there can solely be a number of winners, however the lists of nominations that went into the Impys have been actually spectacular. In the event you undergo all of these, I really feel just like the factor you see is that the content material is talking for itself.

The content material in there, there are initiatives and content material that is been launched that’s good not as a result of it is made in Desires, however as a result of it is simply actually good. You recognize, a sport like Lock is admittedly good. The Snowgardens is admittedly good. Noguchi’s Bell was launched immediately, which is an animated quick episode — it is actually good. I feel there is a level with a creation platform the place you intention to have the content material simply communicate for itself, so I am actually happy with that.

I feel the large factor over the past yr, it has been a very difficult yr for everyone, and what I’ve actually liked is seeing all the group initiatives. There are these in collaboration with Media Molecule, however then there are those which might be simply run by the group themselves. There’s a whole lot of positivity in that group house.

I feel we have actually good foundations for the place we need to take Desires. At this level we’re in that stage the place it’s extremely a lot a creation platform, and everybody’s asking us about the place multiplayer is, and social options, and — all of these are issues we have in our sights, and I feel the long run for us is bringing in these play audiences to Desires, and that is actually thrilling. For us there’s facets of engaged on LittleBigPlanet the place it was sport first, creation second, and with Desires, it is the opposite method round. It has been creation first, and we’re constructing the play layer on high of that.

I really feel like a yr in, we have developed as a studio, we have developed by way of the place we’re inside PlayStation Studios, we’re rising to satisfy our ambitions — we have now large ambitions about constructing a giant social leisure platform, and meaning we have now to stage up our construction just a little bit. We have been fortunate to convey on some actually nice folks within the final six months, and we’re on the lookout for extra nice folks. So yeah, I really feel excited, truly. I really feel like the long run may be very thrilling, there’s a whole lot of potentialities.


Whereas Desires has its first birthday, Media Molecule can also be celebrating with its fifteenth anniversary. What are your ideas once you have a look at the crew’s historical past as an entire?

I feel, proper at first of Media Molecule we had that objective to make genre-defining console video games, specialising in artistic gaming. 15 years on, I feel we nonetheless love artistic gaming, we have now an enormous ardour for person generated content material. We need to use that to maintain constructing our social leisure platform, we need to usher in numerous folks to that platform, and I am very excited by the actual fact you’ll be able to draw a line from the place we have been 15 years in the past to now. I feel for us, I am excited that we’re rising — a whole lot of us have worn many hats for a few years, and it is actually nice to have the funding from PlayStation to develop the studio to satisfy that imaginative and prescient.

Tradition is a very vital factor to us, and I feel studio tradition is a type of issues that is developed in these 15 years — we’re not the identical group folks we have been at first. After I consider the place we are actually, 15 is an effective time to overview your technique, have a look at what you are doing and the place you are going, and align with all of the completely different teams. We have been going via that course of and it is simply been actually optimistic.

You recognize that factor of, if I requested my 15-year-old self, would they suppose I am cool, or no matter. If we have been to return, would these of us in 2006 be proud of what we’re making an attempt to intention in the direction of and what the imaginative and prescient of the corporate is? I feel we’d be. I am actually completely satisfied we have discovered our area of interest inside PlayStation Studios as being the person generated content material crew. We’re creatively courageous, and that is what we have at all times wished to be. It does not matter that generally we really feel just like the weirdo within the room, that is wonderful. We love being the weirdo within the room.

Desires is clearly out now on PS4 (backwards appropriate on PS5), and in case you hadn’t guessed, we’re large followers. An enormous thanks to Siobhan for taking the time to speak to us, and to Sony for making the interview doable.

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