Once Ratchet & Clank: Size Matters started to get good reviews, the big marketing push was only a matter of time. Not only was the game doing well, but now we’d get to see television ads and giant posters with our game on it. It was extra special for me because, since Ratchet & Clank has always been about the gadgets, clips of what I had contributed to game were going to end up on TV.
There was an imbalance in games.
A ton of games have ‘behind the scenes’ content locked away in them. In these games you can usually see concept art, assets cut from the game, beautiful backgrounds used as reference for the game’s environment, and much, much more.
What it was missing was programmer art.
Designed and programmed two boss fights
Allowed to “make things fun” in other levels
Jak Eco powers
Jak and Daxter: The Lost Frontier, was the third PSP I worked on (and the third for High Impact Games.)
More details soon…
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After coming off the success of our first game, I was exciting to try new things with our second offering, Secret Agent Clank. For this title I was given my first chance to work on levels and enemies, in addition to continuing to create gadgets, weapons and effects.
Ratchet & Clank: Size Matters was my first game I worked on in the game industry. The first game I made content for. The first game that hit shelves. For many, many reasons this title is special; perhaps most importantly because of the excellent people that I was able to work with and learn from.