Meet the Team & Q&A - John Laws

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Zac Antonaci

Head of Communications
Frontier
Get your questions in for John now and make sure come back on Thursday November 5 at 5PM GMT, as John will be answering your questions in this thread!

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John Laws
Director of Art

What’s your earliest memory of visiting a theme park?

Great Yarmouth Pleasure Beach.
Around the age of five, still wet from the fantastically brutal Water Chute ride, my mum and dad took me on the 1923 Scenic Railway rollercoaster and I think I screamed all the way round though the hysterical sobs were lost amidst the roar of steel, wind and rickety wood. Aficionados of the coaster will know there is, or was, a low wooden beam close to the end of the circuit which gives the impression you may be decapitated. Oh, how we laughed after the therapy.


What’s the biggest stand out memory for you about theme parks?

The Pepsi Max at Blackpool 30+ years later and, as the car climbed the big hill, fearfully yelling down to friends on the ground (I'm not great with heights). The two blokes behind me were not impressed by the wimpy antics but, to be honest, I think it's important to go with the terror in these situations. There's only the stubborn calmness of these two guys and simple physics to guarantee the car won't fall off the track at any moment.

Great coaster though.


What tends to be your favourite type of ride at a theme park and why?

Rollercoasters. I can't stand spinning rides. Or Drop Towers which are just insane.


What exactly are you working on with Planet Coaster?

I'm working closely with Matthew Preece, the dedicated if shy art director on Planet Coaster, closing the decisions that define the long term art direction on the game. Planet Coaster is so much more than this first release.
At a practical level I'm focusing heavily on the guests, staff and entertainer side of things from creating character concept to advising on performance. Honestly though the art team is amazing so I'm usually found standing on the shoulders of giants.


What does an average day at work look like for you?

In these early days it can be quite random. The Alpha release in March has helped focus the features we want people to play with first so I focus on those.
In regard to my day, I try not to dump myself into email until the first hour is through, preferring to do something creative first so when I eventually start going through mails my mind is in a good place.
This is followed by company tasks such as personnel and any external requirements outside of the game.
Afterwards it'll be back onto the game, reviewing the builds, participating in meetings, and working with Matt to make Planet Coaster as lovely as it can be.


Are you excited to work on a game like Planet Coaster, and why?

Hugely excited. Our previous coaster games have captured a surprisingly broad fan base.
When visiting Uni's, looking for the next generation of game makers, it's surprising to hear how many twenty year olds know Frontier through our coaster-making legacy at an age where you'd never expect them to care about the price of a milkshake or how happy Geoff the Janitor is in his daily job, but they certainly did.
This game carries an expectation with a lot of the kind of people you don't find on a forum, or commenting on YouTube clips, as well as the traditional core gamers. I think the unifying factor that will grab old and new fans is that we don't want Planet Coaster to dumb down the simulation or believe "broad appeal" means an unsophisticated customer. We didn't target an audience with our seminal coaster games, we just wanted to make an entertaining, challenging, deep but fun experience and in doing so we inspired a massive audience in the process to play that game. The broad appeal in in quality and depth, demographic terms like "casual" and "core" become irrelevant.
Planet Coaster is exciting because it's not a remake, it's an original made by the dreamers who took the simulation genre a long time ago and said "What if…?"


What aspect of Planet Coaster are you most excited about?

The crowds are exciting and feel like they are already on a good path… literally.
I'm liking that we have a more diverse crowd including body-types which normally get dropped due to tech restrictions or publisher input, including larger-framed people in crowd for example has always been frowned upon in case you offend larger-framed players.
The uniquely exciting feature-set for me is the ground-breaking way we are integrating the terrain, park building and amusements in a way never been done before. A theme park is so much more intimate than a city, there are so many more creative options to stage the world and have it meaningful to the gameplay experience.
We'll be doing our customary deep-dive into this aspect in the future and I absolutely cannot wait.


What have you worked on before Planet Coaster, and what did you do on those projects?

Twenty-something years ago, I trained as an illustrator before taking a "short" job creating hand-drawn, 3d environments for Sensible Software's Sex'n'Drugs'n'Rock'n'Roll. The summer job became a 4-year odyssey on the irreverent, interactive rock opera, but included working on Sensible Soccer too.

Next was Sony third-party studio Picturehouse and the PS1 space epic, Terracon. I learnt a lot working with a small talented team growing to the position of studio art director.

The temptation to work with Aardman, not to mention David Braben, was such that I joined Frontier in 2001 to take on the Wallace and Gromit series, soon becoming studio art director at Frontier.

I've been involved at the inception of practically all Frontier's output since 2001, such as RCT3 and Elite:Dangerous, but with the level of brilliance within Frontier's teams I am allowed to hold on to any project for too long!
My most direct or practical involvement has been on Wallace and Gromit Project Zoo and Curse of the WereRabbit, the Thrillville series, LostWinds, Kinectimals, Kinect Disneyland Adventures, Coaster Crazy, Tales from Deep Space, and ScreamRide.

I think I've tended toward the non-realistic, character driven games simply because of my drawing style and deep interest in visual narrative.
I get very focused upon and specialise toward on producing concept art, animation direction and storyboarding.


How does working on Planet Coaster compare to working on other games you’ve worked on?

It's very, very enjoyable. I'd actually say it's shaping up to be the best. The game's aspiration is definitely shifting to becoming reality.
I think any game IP, Elite:Dangerous for example, which has deep aspirations is an honour to work on. Kinectimals was an awesome achievement to the dev and publisher teams working so well together.

I really enjoyed Tales From Deep Space too and I think if we still owned the IP I'd have like to take it further but given how hard it is to make a game in this industry I'd never complain, after all having held plenty of "regular jobs" I think only an idiot forgets how lucky they are to be a) a professional artist and b) creating games.


In your opinion what makes Planet Coaster special?

It's a detailed sim game with a soul. It'll intrigue you, challenge you and give you freedom to create whilst all the time making you smile.


What have you learned so far from working on Planet Coaster?

That I swear in interviews and journalists print swear words.


Tell the community a fun fact about yourself.

For a university job I was a model for life-drawing classes. Admittedly you were standing naked in ridiculous poses, often in some pretty chilly rooms, but it was four times the hourly rate of delivering pizza or pulling pints.


If you could ask the Planet Coaster community one question, what would it be?

What's the one path feature Planet Coaster can't do without?


====

You can watch John in our first Dev Diary here!
 
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If you could ask the Planet Coaster community one question, what would it be?

What's the one path feature Planet Coaster can't do without?

Stairs!

Only two questions I can think of right now:

1. Some people think we will only be able to build on existing maps, like in the latest Zoo Tycoon. Will there be a sandbox option that allows us to create our own parks from scratch?
2. Will the guests visit all areas of the park, or will they crowd near the front? In RCT3, guests would almost never ride the rides near the back of the park which was disappointing and unrealistic. Has this been fixed?

Thanks for doing this!
 
What's the one path feature Planet Coaster can't do without?
- The ability to place multiple objects of the same type spaced evenly down at once. I.e. shift click on your park bench and it will apply to the entire path, move your scroll wheel up or down and it will increase or decrease the spacing appropriately.

My question for you regarding the art direction:
- The Peeps currently feel a bit... skinny jeans/hipster(ish). Will there be more variety as it relates to diversity? I would like to see some plumper visitors, Different ethnicities, perhaps some different types of "couples", and of course nothing would make me happier than seeing a short little plump kid with an ice cream cone falling on his shirt. :)

1 more question... As it relates to stall types/shop types will we have the ability to chose or perhaps change using a modular building or upgrade system the appearance? I.e. start with a small burger stand with one employee but eventually need to be able to accommodate more customers/employees and either expanding using modular add-ons or clicking an upgrade button (for a fee/resource amount) to change it's appearance and staffing.

I am extremely excited for this game and I signed up the day this was announced as I was a part of the Elite Dangerous Alpha/Beta test and have enjoyed seeing that game grow and develop as time has gone by.
 
What's the one path feature Planet Coaster can't do without?
Diverse Path Types - ie types, colors and possibly widths, including stairs would be huge to.

My questions:
1. We all want to know why type of coaster building system do you plan to have for us? A spline editing system, piece by piece, or some type of hybrid system that can bring to two together or even better something completely new that will blow our minds?
2. Will we have any advance features when it comes to the rides/stalls/shops/coaster being built? Will we get to see any great construction animation, something that would let us watch the entire coaster or building/ride being built?
3. What will the building types/stalls feature? Will we be able to build things piece by piece to make our own buildings, and also will we get to see any new restaurants/larger buildings such as sit down restaurants?

Thanks for this, very excited about the game. Pretty sure I had to be in the top 10 for the first people to at least by the game/beta access! Can't wait!
 
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*What's the one path feature Planet Coaster can't do without?

Underground and stair path with different width!

Question:

1° I want to know if the management aspect will be one of the main core of the game?

2° Since when did you actually really start the game?

PS: i hope my English question are in good English... (google translate help me sometimes, lol)
 
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Will we be able to build things peace by peace to make our own buildings!
You made me laugh, hopefully its peace by peace :)

seriously now:
What's the one path feature Planet Coaster can't do without?
Not being limited to paths. When looking on satelite images of Parks you notice that they do not only consist of paths, but plaza or just random shaped walking space. Like this view of the WDS:

udjxw58a.jpg

That would be great [up]

My other question is regarding scenery. I hope for piece-by-piece building and i was wondering if you could shed some early light on how this system will be advanced and in which ways it will offer new possibilities :)
 
You made me laugh, hopefully its peace by peace :)

seriously now:
What's the one path feature Planet Coaster can't do without?
Not being limited to paths. When looking on satelite images of Parks you notice that they do not only consist of paths, but plaza or just random shaped walking space. Like this view of the WDS:

http://fs5.directupload.net/images/151104/udjxw58a.jpg
That would be great [up]

Oh yeah, this too. Being able to do something like that would be great.
 
1, Will you be able to build paths and roller coasters underground?
2. Will water rides be in the game?
3. How many flat rides you planning to have in the game.

What's the one path feature Planet Coaster can't do without?
Different widths, curves, more colour choices,/themes is always good.

Thanks for you time

One thing Zac Thursday October 5 at 5PM GMT is a bit far away now lol just under year [big grin]
 
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Just of few questions about programmation:

A As of friend of mine is web designer (he gave me ideas of what I could learn during free time (for example the language of programmation Python or just reading a book about web design from Gauchat: "HTML5 for masterminds...")) I just want you to ask (I know you are art director) for an excerpt of programmation, how this looks like, an example if you can give this to us.

B Which language of programmation you are using? I know you use your own Cobra engine.

Sorry I´m a noob.

C How much time is needed to create a character?

D Is character animation (or will be) transferable to different characters or does this need a totally new work?

Just to get know these things. Thank you John :)

PS. About your question: I agree to Knoxvegas and Diabo44, the variety and scenery building; the curved paths which Liquidcrystal raised. And sure peeps walking on it lol
 
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B Which language of programmation you are using? I know you use your own Cobra engine.
I obviously can't speak for the developers, but as I understand it the COBRA engine is written in C++ and runs a Lua interpreter for some game logic.
 
Awesome info, glad to be meeting the team so quickly.

Your question about paths: Making them come to life! Waiting lines Paths (specially coaster lines) have had such a boring atmosphere in any game. It's always been difficult to making it fit to my theme. Paths themselves of course are boring but when you look at parks that are about life rather than just coaster (six flags vs Disney) the atmosphere is important. Having plain boring paths to a cool themed Egyptian ride kills the vibe and no matter how many animations you make it will seem that the game is on a standstill. One of the problems are that Paths in the past have a lot of issues when working around them so there needs to be flexibility building scenery ON it rather than around it. If I want my entrance to be a cool cave I need a path flexible and not have too many constraints on how close items can be to them. It's about having an entrance that as soon as you enter you feel it, its not just a ride but an experience from the beginning.

my questions:
What game mechanic do you think will be the most challenging to implement?
What are you looking forward to the most in the development process?
Lastly, in that picture are those new mascots?? Or some Alien Hybrid People? (The one in the middle and far left)
 
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D Could we get a video about a designers creating a character? This would be awesome. But you are awesome enough [yesnod]
 

Zac Antonaci

Head of Communications
Frontier
1, Will you be able to build paths and roller coasters underground?
2. Will water rides be in the game?
3. How many flat rides you planning to have in the game.

What's the one path feature Planet Coaster can't do without?
Different widths, curves, more colour choices,/themes is always good.

Thanks for you time

One thing Zac Thursday October 5 at 5PM GMT is a bit far away now lol just under year [big grin]

Haha! You get the "noticed the deliberate mistake" award. It's this evening at 5pm. :)
 
Awesome info, glad to be meeting the team so quickly.

Your question about paths: Making them come to life! Waiting lines Paths (specially coaster lines) have had such a boring atmosphere in any game. It's always been difficult to making it fit to my theme. Paths themselves of course are boring but when you look at parks that are about life rather than just coaster (six flags vs Disney) the atmosphere is important.
+100000000000 [up][up][up]
 
As themed queues, with preshows become more and more common and more popular, id like the ability to do something similar. A queue line with multiple stopping points and large crowded rooms and interactive elements. Disney and Universal are really fronting this is real life, but even cedar fair is getting in on the action with knotts newest dark ride and six flags asqell with their 4d adventures.

also, I want to know if staff will be as detailed as characters, and as emotionally expressive. And what is the scope of employees available in the game? We've seen store/ride operaters, mascot style costumed characters, and I'm assuming security, mechanic, and janitor. I work at a park that has a large emphasis on guest in interaction in both 3rd person (welcome to this area if you have any questions let me know) and 1st person interpretation (costumed characters that fit the atmosphere, not.mascots). Is there any chance we'll see more options for workers?
 
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What's the one path feature Planet Coaster can't do without?
Lighting. Simple thing but I really like good lighting and you could do some great stuff with RCT3 however it was hit and miss at times.
I am assuming this was due to limitations at the time. Has this been taken into account (and be available at launch) when doing the art or will it come later as I know Cities Skylines had it after the event.

How long is a day/night cycle?
 
E Are you planning to add the RCT3 "piece by piece" structure building system?

F Will you develop a really sophisticated management simulation. So that you have to earn money in order to afford a new attraction?

G Will there be research in the game?

H Will the player be able to raise the amount of salt for every portion of fries sold?

I Will tere be a big variety of attractions in the game?

J Do you plan add-ons? Or Content which you have to pay for later on like in the Sims 4?


Thanks John in advance for your answer [noob]
 
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E Are you planning to add the RCT3 "piece by piece" structure building system?

F Will you develop a really sophisticated management simulation. So that you have to earn money in order to afford a new attraction?

G Will there be research in the game?

H Will the player be able to raise the amount of salt for every portion of fries sold?

I Will tere be a big variety of attractions in the game?

J Do you plan add-ons? Or Content which you have to pay for later on like in the Sims 4?


Thanks John in advance for your answer [noob]

+1 answer these questions for sure! [big grin]
 
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