Thrillville - Developer Diaries Week Three
Crazy Coaster!
It's rarely admitted, but people love throwing up. Think about it: why else would everyone on the planet have a throwing up story? You've got one. We've got several. It's one of life's gross little mysteries.
In fact, the only thing people love more than throwing up is almost throwing up, but not quite. Which is where amusement park rides come in. This week, we'll hear from one of the minds in charge of bringing you to the edge without pushing you over.
Cameron Suey, Script Writer/International Production Lead at LucasArts
Working on Thrillville, one of the most satisfying things to do is to build the craziest, curviest, fastest, wickedest coasters you've ever seen. The kind of coaster that gets that thrill meter (some might call it a "nausea meter" - depending on how much your stomach can take) through the roof. Over the past few months, I've gained a reputation among the staff here for creating some of the wickedest rides of anyone - and here's how I do it.
First, what's the most important thing a coaster has to do?
...OK, I suppose "stay on the rails" is the most important... But what's the second most important?
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