Cracking the Code to Level Design in Rubber Bandits, Coming To Xbox December 2nd
With the upcoming party brawler soon launching on Xbox Game Pass, we go behind the scenes of Rubber Bandits with gameplay and level designers Bo Strandby and Noel Toivio, into the world of game level design at Flashbulb Games. How Did You Decide on the Concept of Rubber Bandits ? “ Rubber Bandits began as a ragdoll controller similar to QWOP ”, says Strandby. “Players had to independently move their arms and legs to pass each level.” “We developed in different stages, from rampaging Godzilla-style through a tiny city being shot at by tanks, to a physics-based brawler where characters smashed environments and fought with proper weapons.” “It was originally going to be a knight-themed brawler called Just A Flesh Wound , like Monty Python’s ‘Holy Grail’movie”, adds Toivio. “That’s true,” laughs Strandby, “Then Lasse (Middelbo Outzen, Lead Artist at Flashbulb Games) came into the office really excited one day and announced, ‘We’re going to call it Rubber Bandits , and it’s about co...