2002 – 2003 | Heavy Iron Studios | THQ | PlayStation2 | XBox | GameCube | Platformer
It should probably be illegal for a project to be as much fun as Spongebob was.
Being a huge fan of the cartoon series definitely helped, but the people I worked with were the real icing on the sponge cake.
As far as work is concerned: I created the environmental geometry for a number of levels (particularly Kelp Forest, Dutchman’s Graveyard, and Goo Lagoon). Kelp Forest also served as the first real “soak test” for the robust referencing/instancing pipeline we ended up using in the game.
I did quite a bit of texturing, set-dressing, and lighting, and developed a whole range of production techniques and Maya tools to support the art team.
All in all, I’m very proud of Spongebob, I believe it’s easily one of the most fun license-based titles (and quite possibly one of the most competent platformers) ever made.