Skip to main content
LittleBigPlanet cover

LittleBigPlanet

GameBy Media Molecule · Released Oct 27, 2008

Documents about LittleBigPlanet

Cover of Embracer Acquires Tarsier Studios: Investor Presentation
Presentation7 pages

Embracer Acquires Tarsier Studios: Investor Presentation

Embracer Group has finalized the acquisition of Tarsier Studios, a Malmö-based developer, to bolster its portfolio of original intellectual properties.

  • Embracer Group acquired Tarsier Studios for a total purchase price of SEK 99 million, comprised of SEK 88 million in cash, SEK 11 million in B shares, and a ten-year earnout capped at SEK 44 million.
  • Tarsier Studios will operate as an autonomous entity within the Goodbye Kansas Game Invest sub-group, shifting its strategic focus from external work-for-hire to developing and owning original intellectual properties.
  • The studio employs over 60 staff members with an average of eight years of industry experience and a track record of developing million-selling titles like Little Nightmares.
Embracer GroupDec 2019
Cover of Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet
Whitepaper15 pages

Editors of Play: The Scripts and Practices of Co-creativity in Minecraft and LittleBigPlanet

Editors of Play examines how editor games such as Minecraft and LittleBigPlanet blur the boundary between playing and building, positioning them as "co-creative" sandbox experiences that demand new analytical approaches.

  • The study's central thesis is that design decisions act as inscribed 'scripts' (drawing on Akrich) that actively structure how players create and cooperate, so understanding participation requires observing play as it unfolds rather than analysing design or text alone.
  • A praxeological, media-ethnographic method is proposed as essential for studying 'co-creative' editor games like Minecraft and LittleBigPlanet, because it attends to both designed affordances and how users actually implement them.
  • In a workshop of nine participants reconstructing a digital replica of Castle Wahn, LittleBigPlanet's jump'n'run scripts, freely adjustable elements, and rewind-based editing encouraged spontaneous, playful building but often caused frustration.
DiGRAJan 2015
Cover of Retro Evolved: Level Design Practice Exemplified by the Contemporary Retro Game
Whitepaper14 pages

Retro Evolved: Level Design Practice Exemplified by the Contemporary Retro Game

"Retro Evolved" examines level design practice in contemporary independent "retro" games through a qualitative analysis of selected titles combined with the authors' reflections on their own design work.

  • The paper argues that contemporary retro games treat level design as a deliberate craft, building play experiences on established core mechanics rather than treating levels as incidental content.
  • The authors propose qualities of good level design: a balance of difficulty and flow, tension between freedom and constraint, risk and reward, alignment with narrative, and effective player guidance.
  • The authors argue these five practices overlap rather than compete, and identify balancing repetition with variation as the key to sustaining player flow.
DiGRAJan 2011
Cover of Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming
Whitepaper10 pages

Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming

This study investigates what motivates players to create content within digital games, focusing on two titles promoted as accessible creative experiences: Spore (PC and Mac) and LittleBigPlanet (PS3).

  • Players who create content in games tend to be highly engaged: over 81% of survey respondents had used a level editor, and roughly one in five had contributed to game development in some form.
  • Challenge was the highest-scoring motivation among respondents, followed by Arousal and a newly introduced Create construct, which correlated strongly with both Challenge and Arousal.
  • Players are broadly omnivorous in genre preferences, with first-person shooters, action-adventures, and racing games ranking highest among respondents.
DiGRAJan 2011