Skip to main content

Infamous

Game

2 documents in the library are about Infamous, from writers such as Game Developers Conference and The Game Business. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Dec 2025

Connections

The documents about Infamous on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Documents about Infamous

Cover of Sucker Punch Co-founder Brian Fleming Steps Down from Ghost of Yotei Studio
Article

Sucker Punch Co-founder Brian Fleming Steps Down from Ghost of Yotei Studio

Sucker Punch Productions, the developer behind the Ghost of Tsushima and Infamous franchises, is undergoing a significant leadership transition.

  • Brian Fleming, co-founder of Sucker Punch Productions, is stepping down from his role as head of the studio.
  • Effective January 1, 2026, the studio will be led by Jason Connell and Adrian Bentley, with Nate Fox continuing in his role as co-creative director.
  • Sucker Punch’s latest title, Ghost of Yotei, launched in October 2025 and sold 3.3 million copies within its first month.
The Game BusinessDec 2025
Cover of Super Powering the Saints: Animation Direction of Saints Row IV's Super Jumping
25 min
Game Developers Conference25 min

Super Powering the Saints: Animation Direction of Saints Row IV's Super Jumping

The development of the super jumping system for Saints Row IV presented a unique animation challenge: integrating supernatural movement into a franchise defined by a "comfortable and confident" blue-collar aesthetic rather than traditional superhero tropes.

  • To maintain the specific 'Saints Row' identity, the animation team avoided traditional superhero tropes—which rely on character-specific posing—in favor of grounded, evolving motions that accommodate any player-customized character.
  • The team abandoned initial attempts to capture superhero jump reference footage because the results were either unrealistic or failed to convey a sense of momentum, leading them to instead use Olympic long-jumping as the primary reference for realistic, evolving body mechanics.
  • To prevent the animation from feeling repetitive during hours of gameplay, the team implemented a system that blends multiple jump states based on velocity and height, ensuring the character's movement evolves naturally from takeoff to apex and landing.
Game Developers ConferenceFeb 2018