Unveiling the Marvels of Illusion Island: A Fascinating Insight into New Stories, Innovative Gameplay, and Beyond

Unveiling the Marvels of Illusion Island: A Fascinating Insight into New Stories, Innovative Gameplay, and Beyond

Game Rant interviews Disney's Illusion Island creative director on crafting captivating narratives, innovative gameplay mechanics, and collaborating with iconic characters

Disney’s Illusion Island is an exciting new platforming adventure game that showcases the beloved characters of The Fab Four - Mikey Mouse, Minnie, Donald Duck, and Goofy. With its Metroidvania-style gameplay, players can expect a thrilling experience filled with interactive abilities, vibrant maps, and much more. Those eager to delve into Dlala Studios' latest creation can now obtain a copy for the Switch.

Recently, Game Rant had the privilege of speaking with AJ Grand-Scrutton, the creative director, about the process of introducing a fresh narrative to these beloved characters, the standout mechanics in the game, and other intriguing aspects. The following interview has been condensed and edited for clarity.

My name is AJ Grand-Scrutton, and I am the Creative Director for Disney Illusion Island. In addition, I also hold the position of CEO at Dlala Studios.

Q: Where did the idea for the game come from? Was it always the same and/or how did it change over time as you worked on it?

Grand-Scrutton: Upon partnering with Disney in 2019 and deciding to collaborate on a game, we immediately knew it would involve Mickey and Friends. Additionally, we had a clear vision of it being a 1-4 player cooperative platform game. However, at that stage, these were the only details we had. During the initial phases, we delved into the process of creating a modern Mickey game and identifying the desired gameplay. Early on, Kelsy (co-writer) and I commenced working on the story, outlining the structure of a Mickey Mouse narrative. Simultaneously, Grant (Allen, Lead Designer) and I secluded ourselves in my office, covering the walls with sticky notes, each containing a different potential direction for the game. The significant changes from the game's initial conception to what you see now in Disney Illusion Island are several.

Firstly, we initially lacked confidence in removing the concept of "combat" until partway through the pre-production process. Another significant change was the decision to reduce Monoth's biomes from 5 to 3. This adjustment was made for the purpose of scoping. It's safe to say that we had at least learned some valuable lessons from our experience with Battletoads (2020)!

Unveiling the Marvels of Illusion Island: A Fascinating Insight into New Stories, Innovative Gameplay, and Beyond

Q: These characters are unmistakably beloved and iconic Disney characters. How did you approach their character identities and strike a balance with the new elements introduced in the game?

Grand-Scrutton: Authenticity was at the heart of creating this game, right from the beginning. One of our main objectives for this project was to create an experience that was "Authentically Disney, Distinctly Dlala." This meant it had to capture the essence of a true Disney experience, while also reflecting the unique touch that Dlala brings. Ensuring that the Fab Four felt true to their original selves was crucial. We were fortunate to have Chris Painter (Lead Writer & Narrative Designer, Disney Games) working with us, who provided invaluable guidance in writing for these characters. He had a deep understanding of their nuances, the specific words they would use or avoid, and even the phrases that only Donald would say, for example.

Our Animation Director, Eric, worked closely with the team to ensure that the animations in the game were both fresh and fitting for the characters, while still retaining a sense of familiarity and emphasizing their personalities. It is our hope that when fans play the game, they will feel a true connection to the characters they love and thoroughly enjoy embarking on a new adventure with them.

As for the world of Monoth, our heroes find themselves there through a unique set of circumstances. Players can expect to encounter a diverse range of people and creatures in this world, each with their own distinct traits.

Grand-Scrutton: Each of the playable characters in Disney Illusion Island, including Mickey Mouse, Minnie Mouse, Donald Duck, and Goofy, possess unique abilities and interact with the world in distinct ways.

Grand-Scrutton: Grant and his team made numerous attempts to find the right balance. We experimented with different player speeds and jump settings, but found that it made it too easy for certain players to be left behind. We also considered giving characters specific abilities, but this meant that players would have to stop using their favorite character. Considering that our team members are passionate about specific characters, this was not ideal.

Instead, we decided to focus on maintaining equal balance and skills among all characters. However, each character still feels unique thanks to the fantastic work of Eric and his animation team. Each character was assigned a toy analogy: Mickey as a bouncing ball, Donald as a slingshot, Minnie as a paper airplane, and Goofy as a slinky. The animation team kept these analogies in mind while animating, resulting in Minnie feeling graceful and Goofy feeling loose, as if his body is struggling to keep up with itself. Additionally, each character has their own collection of unique items for their ability unlocks, all with distinct themes such as Goofy and food or Donald and facing challenges.

Q: How will the gameplay differ depending on whether players choose to play solo or co-op? What are the advantages of each style of gameplay?

Grand-Scrutton: Another key aspect we focused on was the concept of "Awesome Alone, Better Together." Our goal was to ensure that players who prefer single-player mode have an absolutely incredible experience, while also adding special elements to multiplayer mode that enhance the fun of playing with friends. It may sound a bit cheesy, but I'll stand by it. In multiplayer mode, the level design remains the same as in single-player mode, but we introduce a range of mechanics specifically tailored for multiplayer. These include Leap Frog, which allows players to jump further by leveraging a crouching teammate, Rope Drop, which enables any player to drop a rope down the full height of the level for others to climb, and Hug, where players can embrace each other and grant an additional heart of health. There might be another hidden mechanic waiting to be discovered, but I don't want to spoil anything!

Unveiling the Marvels of Illusion Island: A Fascinating Insight into New Stories, Innovative Gameplay, and Beyond

Q: In addition to its platforming mechanics, Illusion Island showcases a substantial narrative element. Could you shed some light on the seamless integration of the platforming adventure and storytelling, resulting in a comprehensive and engaging story?

Grand-Scrutton emphasized the need for a fresh Mickey and Friends adventure that also allows players to experience the sheer joy of movement in the game. The story is conveyed through two main methods. The first is through fully animated cutscenes, featuring the authentic voice cast, which have been showcased in the trailer. These cutscenes are strategically incorporated into the game. Additionally, in-game cutscenes, presented through speech bubbles and emotes, keep players immersed in the game without interrupting their gameplay.

During your journey, you will encounter a variety of unique and interesting new characters who possess their own quirks. These characters will assist you on your journey and provide quests for you to complete. The story and game were developed simultaneously to ensure that they not only work together cohesively, but also complement each other effectively.

Q: What sets these epic boss battles apart in the game? Do you have a favorite boss battle that you're excited for players to experience?

Grand-Scrutton: Unlike traditional boss fights in games, which I personally find unenjoyable, our approach was to create bosses that feel more like disguised levels. We wanted them to be challenging puzzles that players can tackle together in multiplayer. I particularly enjoy the boss interactions in Disney Illusion Island. While I can't reveal too much without spoiling it, I would say that my favorite boss battle is the confrontation with the third thief.

Q: More broadly, how does Illusion Island fit in with Disney games and animation, particularly those that feature the classic characters?

Grand-Scrutton: We see ourselves as a spiritual successor to the amazing games of the 90s, such as 'of Illusions' and Magical Quests, but with a modern twist and a Metroidvania structure. Our goal was to create an experience that feels familiar yet refreshing in terms of gameplay and story. This is a game designed for the whole family, not just for kids. It's a game that I can enjoy with my best friend, or I can adjust the settings and have a great time playing with my nieces and nephews.

Q: Being involved in developing new gameplay and animation for these well-known and time-honored characters, how does it feel?

Grand-Scrutton: It is an immense privilege, both in my personal life and professional journey. Being entrusted with such iconic characters is a responsibility we have all taken seriously. As an avid fan of Mickey for as long as I can remember, I approach this opportunity with utmost dedication, while embracing Mickey's playful and whimsical spirit.

Unveiling the Marvels of Illusion Island: A Fascinating Insight into New Stories, Innovative Gameplay, and Beyond

What was the experience of collaborating with Disney to reimagine these beloved characters? Did you have significant artistic freedom, or were the restrictions quite rigorous?

Grand-Scrutton: The amount of creative freedom given to us was truly astonishing. This can be attributed to our desire to stay faithful to Mickey and Friends and create an authentic experience. If we had attempted to alter their personalities and deviate from their established character traits, there would have been necessary discussions. What thrilled me the most was the opportunity to incorporate unexpected elements into the story and have them approved. Additionally, we were able to create our own unique designs for these iconic characters, a privilege that only a select few have enjoyed in the past century.

Q: Which aspect of the game are you most eager for players to encounter and why?

Grand-Scrutton: Can I share everything about it? No? Alright. The heart and soul of the game lies in its movement mechanics and the abilities you unlock. The team has done an exceptional job of capturing the essence of "Playground Parkour" that we aimed for. Another aspect that I personally adore is the concept of hugging. It's fascinating to see how the dynamic of this mechanic changes based on the player's style of play. Initially, we envisioned it as a way for experienced players to assist those who are less skilled. However, towards the end of development, during our attempts at completing co-operative runs with just one heart, we found ourselves, as fully grown adults, constantly begging for a hug every five minutes out of fear of losing that single heart!

Q: Is there anything about Illusion Island that you'd like to mention which we haven't discussed yet?

Grand-Scrutton: My ultimate wish is for everyone to experience true happiness while playing the game. The most challenging aspect of creating this game has been the process of letting it go. I have cherished the years spent with these characters and in this fantastical world built by my team. I sincerely hope that you derive immense pleasure from welcoming them into your own homes.

I deeply appreciate all the questions. It has been a delightful experience for me to respond to them!

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Disney’s Illusion Island is available to play today on Switch.