
Disney Infinity
Platform: PS3, XBox 360, Wii, PC
Tools: Proprietary - Visual Level Scripting Tool; Universal - Maya, Excel, OneNote, Visio
Duration: 16 months
Team Size: Play Set - 10; IN 1.0 Team - 150+
Role: Senior Designer - Incredibles Play Set (Lead on Play Set); Combat Mechanics and AI (Acting Lead)
Metacritic: 75
The original Disney Infinity was a (relatively) long and exciting project. After the success of and passion that went into Toy Story 3 the Video Game, the team set out to develop a sequel utilizing the structure of the Toybox mode in that game. Ultimately, this sequel morphed and grew into a much larger concept that would be Disney Infinity - a concept where kids could play with all of their favorite Disney / Pixar characters in the same game, much like kids play with toys in the real world.
My role on this game was two-fold; Lead Designer (acting) on the Incredibles Play Set and Lead Combat Mechanics Designer (acting). My title was Senior Designer.
“How to actually describe these playsets? The thing that first came to mind while playing The Incredibles was “Crackdown: Junior Edition.””
In the end, we were successful in giving the player multiple ways in which to live the life of a super hero within an open-world city. Whether improving the city, customizing the player's base of operations, learning new combat moves or facing off against Omnidroids using super moves, there were a plethora of options for the player. Gadgets, vehicles, combat and platforming all came together to give the player multiple ways to protect his city as an Incredible.
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