The Making of LEGO Island: Difference between revisions

m
Fixed OCR error
(Created page with "The following is an incomplete memoir of the making of LEGO Island written by lead designer Wes Jenkins. == The Making of LEGO Island - Wes Jenkins == '''Lego Island''' is a CD designed as a toy with gaming features. It was conceived in 1995 and was released in 1997. It sold over seven million copies, in twenty one countries, and seven languages. It was the first globally-marketed video game in the 100 year history of one of the most recognized brands in the world. Th...")
 
m (Fixed OCR error)
Line 42: Line 42:
On the plane back, I started reflecting on the amazingly good fortune of finding myself in this position. Not sitting upright but I mean the reality of how did this happen. How did I stumble into what I wanted to since I was a little kid. Did I actually “follow my heart” and I got there? I think I actually did although it happened almost blindly. It happened as a kind of a Forest Gump-like accidental adventure. Sipping a rum and coke in first class, I realized that I should enjoy this now. It probably won’t last. Nothing does. Today was possibly the happiest day in my career. It was all because of the making of Lego Island. It was a three year curious challenge from pitching the concept in New York, Connecticut, England, and Denmark to the final release in California. I was lucky enough to work with and be friends with the some amazing and the nicest people I will ever meet. We were a family for a couple years while we did everything we could to make this the best brand specific product that technology and we could provide. It was an immensely dedicated effort. Our spouses even liked each other. We would have BBQ's at our producer’s house, meet at a bar and grill across the street from work, and laugh a lot. We had one idea after another. “Yes” meeting they’re called where every idea is a good idea. Eventually ends up if it’s a good presentation and if it’s possible to accomplish. If it isn’t, can something like it be done and that’s what a team is all about. I never belonged to one like that again.
On the plane back, I started reflecting on the amazingly good fortune of finding myself in this position. Not sitting upright but I mean the reality of how did this happen. How did I stumble into what I wanted to since I was a little kid. Did I actually “follow my heart” and I got there? I think I actually did although it happened almost blindly. It happened as a kind of a Forest Gump-like accidental adventure. Sipping a rum and coke in first class, I realized that I should enjoy this now. It probably won’t last. Nothing does. Today was possibly the happiest day in my career. It was all because of the making of Lego Island. It was a three year curious challenge from pitching the concept in New York, Connecticut, England, and Denmark to the final release in California. I was lucky enough to work with and be friends with the some amazing and the nicest people I will ever meet. We were a family for a couple years while we did everything we could to make this the best brand specific product that technology and we could provide. It was an immensely dedicated effort. Our spouses even liked each other. We would have BBQ's at our producer’s house, meet at a bar and grill across the street from work, and laugh a lot. We had one idea after another. “Yes” meeting they’re called where every idea is a good idea. Eventually ends up if it’s a good presentation and if it’s possible to accomplish. If it isn’t, can something like it be done and that’s what a team is all about. I never belonged to one like that again.


In November of 2010, after all was said and done, I started getting emails from a few kids and some adults telling me how cool they thought LEGO Island was. Some people actually still play it. 1 was quite thrilled by these emails and actually quite honored. I proudly reminded myself that I actually designed it, wrote it and was the Creative Director over fifteen years ago when technology was at its aggressive infancy. As explained above, I sure didn’t do that in a vacuum but in many ways I was a Creative Director. Everyone on the team were the designers and, in fact, so were the kids that we focus tested with.
In November of 2010, after all was said and done, I started getting emails from a few kids and some adults telling me how cool they thought LEGO Island was. Some people actually still play it. I was quite thrilled by these emails and actually quite honored. I proudly reminded myself that I actually designed it, wrote it and was the Creative Director over fifteen years ago when technology was at its aggressive infancy. As explained above, I sure didn’t do that in a vacuum but in many ways I was a Creative Director. Everyone on the team were the designers and, in fact, so were the kids that we focus tested with.


In retrospect, I'm stunned. Despite the primitive pixels, limited memory, and polys of the 90’s, the product is still around. The product still works and does what it was intended to do.
In retrospect, I'm stunned. Despite the primitive pixels, limited memory, and polys of the 90’s, the product is still around. The product still works and does what it was intended to do.