Disney Infinity 3.0 and the Art of Character Design
Disney Infinity 3.0 is finally out on Sunday, bringing characters from the Star Wars universe into a game that has already cornered the market on childhood nostalgia. Leia, Han, Ahsoka Tano and the like can now sidle up alongside Captain America and Donald Duck in a weird fever dream of a videogame that lets you create your own tiny worlds from pieces of all these different beloved stories. And of course it’s not content to just be a game, manifesting its characters in the real world in the form of small but intricately sculpted figures that unlock the characters in the game when they’re place upon a base attached to your console. The interaction between these figures and the in-game characters is the core of Disney Infinity, as the stylized statues come to life as playable avatars. Somehow the artists at Avalanche Software, the studio behind Disney Infinity, designed an aesthetic that is unique to the game and yet somehow easily applied to such visually diverse entities as Star Wars, Marvel Comics, Pixar and Walt Disney Animation Studios. Paste recently talked to Jeff Bunker, the VP of Art Development for Avalanche and Disney Interactive Studios, about the process behind creating a Disney Infinity character and the importance of the game’s distinctive aesthetic.
Paste: What do you look for when you’re picking characters for the game?
Jeff Bunker: The very first thing we look for is what the community is asking for. We really try to keep our ear to the ground and be aware of what their requests are, and then beyond that we go to the different filmmakers, whether it be at Lucas, Pixar or Disney Animation, we understand what they have to offer, whether it’s upcoming films or even past characters that we’re interested in bringing from the vault. And then the third variable is our personal favorites, inside of our studio. We all have our pet projects, the characters that we’d love to get in. We take all those different requests and weigh that against whether or not that character will bring in good mechanics that would be playable. If all that comes together that becomes a character we do.
Paste: Have the filmmakers said no to you before?
JB: When we were first pitching Infinity, I won’t say it was an impossible sale, but it was more difficult back then. Now there’s no issue with that at all. Everybody’s eager to get into Infinity. That’s a non-issue now.
Paste: Do the decisions over characters ever get testy? Like arguments over what characters to make?
JB: It does get testy, in the best way, if that makes sense. I’m kind of maybe strange in that I like a good debate, so there’s a lot of people who have a lot of passions for their different characters, whether it’s internally or even with the different brand owners and filmmakers. I think that that debate is healthy, and it gets us to making the right answers.
Paste: What makes for a good character for the game?
JB: The best character design is when we’re working very closely with the creator of that character. There’s just this kind of fun negotiation that happens. I’m trying to do what’s best for the Infinity brand, they’re trying to do what’s best for their particular brand, and there’s this give and take that goes back and forth over time and eventually we get to some place where we’re both happy, and generally end up at a really good place that is appropriate for both brands.
Paste: Have you ever had a character that was planned to be in the game, everybody was on board and excited, and then during the process you realized that, either from a design or mechanical perspective, it just didn’t really fit?