Disney threw open the floodgates, basically. You know, honestly, the hardest part was just the massive amounts of information we had. What was the hardest part for you and the team while working on this game? The story, the gameplay, the controller? No one's gonna make that game but me and my team." So that was kinda how it started. They said, "You don't have to use any of these ideas," but I said, "Man, there's no way I'm not - they're genius. So, some of those foundation elements were there right at the beginning. Even the idea of Mickey being kidnapped by the Phantom Blot started at Disney. The idea of bringing Oswald the Lucky Rabbit back started with Disney. The idea of Wasteland started with Disney. Of course, I was.Īs a Disney fan, and as a guy sitting there thinking, "My God, they're offering me the opportunity to work with a character as popular, as successful and recognizable as Mickey Mouse - yeah, I wanna hear that.” They had three or four core ideas that are still in the game today. One of the publishers I pitched was Disney, and they weren't interested in what I was pitching, but they asked if I was interested in hearing their pitch for a Mickey game. I was an independent developer at Junction Point as an independent, and I was out pitching publishers on a bunch of game ideas: a science fiction game and a fantasy game. Where did the idea for Disney Epic Mickey come from? I guess you have a lot of questions, so maybe I'll be quiet and we'll just get right to them. So that's kind of the core of the gameplay. You can remove pretty much anything painted from the game: characters, objects, walls, floors, you name it, and then restore them using the power of paint. We're reminding him he's a cartoon character, and cartoon characters are made of paint and ink, so we allow the player to dynamically change the world by drawing and erasing. In this game Mickey finds himself trapped in a world called Wasteland, a world of eighty years of forgotten creativity.
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