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| HARRY POTTER AND THE PRISONER OF AZKABAN |
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| Published | ||||||
| June 2004 | ||||||
| Publisher | ||||||
| Electronic Arts | ||||||
| Developer | ||||||
| Electronic Arts UK | ||||||
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| My Role | ||||||||
| Sony PlayStation 2 | Lead Design, Voice Script | |||||||
| Nintendo Game Cube | ||||||||
| Microsoft X-Box |
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Having completed Harry Potter and the Chamber of Secrets it seemed almost a matter of days before the challenge facing us was how to follow it up with the next Harry Potter videogame – Harry Potter and the Prisoner of Azkaban. The requirement was to create a sequel that felt like a logical continuation of the established series but with enough new features that it would become a different adventure with a feel of its own.
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Prisoner of Azkaban featured Harry, Ron and Hermione as playable characters. |
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In addition to all of this character-switching gameplay, a number of other features were added – the ability to control Harry’s owl, Hedwig (and the ability to train an owl on the Gameboy version of the game and bring it across to the Nintendo GameCube to fly it) the inclusion of Buckbeak, the Hippogriff, as well as a series of excellent Potter-themed Eye Toy games that were created by designer Matt Birch and his small band of art and coding wizards.
As the game design was
formulated we realised not only that there was power in being able to
have a group of characters working together but also in being able to
isolate those characters from each other. This meant that the player
would be presented with situations that would play differently
depending upon which of the characters were together at any given time.
This resulted in the game having an interesting ebb and flow, with
Harry, Ron and Hermione being together in certain situations and then
being split up either on their own or in pairs. Interesting scenarios
could then be played out, for example, engineering it so that Ron would
inadvertently trap Harry in a level and then seeing what would happen
when he and Hermione were left alone to solve a puzzle together. Of
course, true to character Hermione and Ron would bicker while being
forced to cooperate to solve a puzzle if they were ever to save Harry. |
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Switching between characters was an essential part of the game. |
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My role in all of this as Lead Designer was to coordinate the structure of the story and along with designers Andy Kerridge and Richard Evans, design the various game elements (controls, spells, creatures, reward systems) and levels (including an even more fictionally accurate rendition of Hogwarts.) In the final months this also included working on the game content itself, alongside our massive team of talented programmers, writing in the game’s own custom scripting language to control the logic behind the many conversations and gameplay scenarios that arose within our interactive Hogwarts.
Most of our voice lines
required a number of variations but there are only so many ways to
write a line that says “come over here” to a player. In the
end though, the really cool thing about all of this was seeing the
characters come to life with my words, the various scenes I had written
being turned into movie sequences by our team of expert animators and
hearing my narration read by the voice of the Harry Potter audio books
in the UK, actor, Stephen Fry.
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Harry takes to the air on Buckbeak, capable of flying anywhere around the grounds of Hogwarts.. |
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Eventually, after many months of the combined and concerted efforts of a huge and incredibly talented team of artists, programmers, designers, animators and audio folks, Harry Potter and the Prisoner of Azkaban hit its deadline and came out in Summer 2004 to coincide with the release of the movie.
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| Design Credits | ||||||||
| Guy Miller | Head of Harry Potter Design (All Formats) | |||||||
| Andy Kerridge | Designer | |||||||
| Richard Evans | Designer | |||||||
| Owen O'Brien | Producer | |||||||
| Matt Birch | Designer (PlayStation 2 Eye Toy Games) |
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| TEXT © SIMONPHIPPS 2009 |
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