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I need someone who is going to get things done.’” “But at the same time, I think that if I was coming at it purely as a pleaser, they’d go, ‘You’re not going to get s*** done from me.
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You want to please them, and have them be proud of what they’re working on, so there is a level of that – wanting to impress them,” Schroeder says. Schroeder would be the one to tell Trey and Matt no when necessary. We set up the shot so they can slam it in. They’re going to handle the big punchlines. “We are kind of the straight man,” Menzel says, “They’re going to handle all the big jokes. Ubisoft makes changes in those scripts as necessary, but recognizes their technical role in the process. “I guarantee you they started using it in college and just never stopped.” Outside of the dialogue, those scripts have stage directions in them, which are translated to gameplay. It’s like the precursor to Final Draft,” narrative designer Jolie Menzel says. The script for the game arrives from Trey and Matt, and it’s written just as they write the show. Schroeder describes seeing Trey pace around the table in these meetings, just as he does in 6 Days To Air, outlining what he would want to see in the game, while Schroeder would outline the feasibility of his ideas. In the early stages, Schroeder and select team members would visit South Park Studios for a few days twice a month and have frequent video conference calls. Senior producer Jason Schroeder and director of design Paul Cross discuss working with Trey Parker and Matt Stone.įrom there, the game started to take shape. For Fractured, Ubisoft adapted its Snowdrop engine (which was used to build The Division) so that it could take the art assets directly from South Park’s animators and artists and insert them into the game with little to no need for adaptation. For Stick of Truth, Obsidian essentially translated all of South Park’s animation into its engine by re-animating it. The answers to those questions were outlined, and Trey and Matt went off to start the design process, while Ubisoft started making decisions about the technical side of development. “From the first brainstorming meeting we asked, ‘What story do you want to tell? What game mechanics were you unhappy with in the last game? What things do we look at from the last game that were definitely successes, but where do we want to iterate?’” senior producer Jason Schroeder says. Trey and Matt enjoyed their time finishing up Stick of Truth with Ubisoft, preferring that process to their earlier work on Stick of Truth, which helped them make the decision to pursue a second game. We spoke with Ubisoft San Francisco about what it’s like to work with the award-winning duo, and how it is translating their work ethic into a video game. The game has been in development for years, but that does not mean Trey and Matt are abandoning their fast pace or penchant for last-second changes. It proved the creators of South Park, Trey Parker and Matt Stone, are brilliant, hard-working, fast, and maybe a little bit insane.įractured But Whole is not being made in six days. The documentary was a showcase for how South Park comes together every week and detailed the presumed impossible process of conceiving, writing, and animating a television show in six days. In 2011, Comedy Central aired a documentary called 6 Days to Air: The Making of South Park.