PIGLET'S BIG GAME - INTERVIEW WITH PASCAL CAMMISOTTO

PIGLET'S BIG GAME - INTERVIEW WITH PASCAL CAMMISOTTO

Earlier this week I interviewed Pascal (game designer on Piglet's Big Game 2003) about the making of the title that has received a whirlwind of attention online recently. You can find more information in my video that's going up today on my channel: https://www.youtube.com/@eurothug4000/videos

How did the project come into existence?

At that time, Doki Denki studio was already working with Disney. 

We had released three PlayStation 1 games with them. Disney was working on the film Piglet's Big Movie and was looking for a studio to develop the video game alongside it. 

I don’t want to say anything inaccurate, but I believe it was, officially, our first PlayStation 2 game released on the market.

If the information I found online is correct, Piglet's Big Movie was released after Piglet's Big Game came out! Were you given any direction by Disney on what the game should be like and if it should be similar to the movie in any way? Or did you have complete freedom in designing the game (story, gameplay etc.) as you wish?

I’m not too sure anymore how everything came together, but I believe Disney didn’t give us access to the film's content. 

They were very secretive (and I think that was quite common at the time). They just wanted a ‘product’ to accompany the movie release. 

All we knew was that it revolved around Piglet. So the game’s story was developed by us (the game design team), as narrative designers didn’t exist back then. 

We had a lot of freedom, both in writing and game design, and I think that was partly thanks to Disney's producer, Risa Cohen. She really supported our decisions in the interest of quality.

What do you specifically remember working on for the game? (Certain levels, overall gameplay loop etc.?)

I remember several things: the horror gameplay, which was completely new for this target audience; the hour of real-time cinematics that I directed with the animation team; the cameras in each room that I placed as best as I could to follow the action; and finally, the overly difficult combat (which I wanted to tone down, but wasn’t allowed to. ^^). 

The atmosphere in the studio was fantastic, and I genuinely recall a sense of pride in what we were doing. 

Yes, it was a kids’ game, and yes, sometimes it was cheesy, but we still had so much fun making it, as if we were making it for ourselves. It was truly a great project.

Do you remember what the reception was to the game at the time of its release?

Yes, the game was very well received. It was considered by reviewers to be a very good children’s game. At that time, many licensed games (especially those for kids) were rushed and uninspired. 

That wasn’t our philosophy at the studio. We wanted to make a good game, even if the target audience was very young. 

I think that’s why the game surprised people with its strong approach and quality.

Have you seen some of the posts about Piglet's Big Game recently? What was your reaction to seeing them if so?

Absolutely not. I just found out, and of course, I’m thrilled that it’s being talked about again!

People online are talking about the "horror" aspects of the game, were these intentional? Was the aim to have a game that had elements of the horror genre?

When Disney spoke with the studio about this game, Marc Albinet (the head of game design, my boss) immediately wanted to make ‘a Resident Evil for kids.’ 

I believe he even went to Disney to pitch the idea, and he must have been convincing because they said yes. 

Since we didn’t have access to the movie’s script, we created a story centered around Piglet. It focused on his lack of self-confidence and the courage he would need to help his friends, who were asleep and trapped in a nightmare. 

The horror element was tied to these nightmares that the player would need to resolve.

Are there any links or anything that you'd like me to mention so people can find you online, or any projects you're working on?

You can find me on X (@KaMiZoTo), but I rarely tweet. Since my time at Doki Denki, I've gained quite a bit of experience, and now I have my own studio: 

http://drawmeapixel.com

We released in 2020 "There Is No Game: Wrong Dimension", which I recommend everyone try without watching any let’s plays to avoid spoilers! (The experience relies on surprise.)

There Is No Game: Wrong Dimension on Steam
store.steampowered.com
There is no game. So don't go messing things up by clicking everywhere. You don’t want to be kicked out of your video game world, do you? Of

We’re also working on a new secret project with the same meta spirit!

A big thank you to Pascal for taking the time to talk about the game!

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