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.
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
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.
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.
Companies behind it
As the documents state it.
