Astro Bot enthusiasts are well-acquainted with the iconic sponge power-up's origin story, but did you know that Team Asobi, the game's developer, also experimented with even more outlandish abilities? From a coffee grinder to a roulette wheel, these were among the quirky ideas that surfaced during the game's development. This fascinating insight was shared by Team Asobi's studio director, Nicolas Doucet, during his GDC 2025 presentation titled "The Making of 'ASTRO BOT'". Doucet delved deep into the creation process of the PlayStation mascot platformer, showcasing a variety of early prototype visuals and content that didn't make the final cut.
Doucet kicked off his talk by revisiting the initial pitch for Astro Bot, crafted in May 2021, shortly after Team Asobi started its prototyping phase. The pitch went through 23 iterations before being presented to top management. Notably, it was delivered in the form of a charming comic strip that highlighted the game's core concepts and activities, which ultimately proved to be a winning strategy.
Doucet then shared how Team Asobi generated ideas through extensive brainstorming sessions. They formed small, diverse groups of 5-6 members, blending various disciplines. Each participant contributed ideas on sticky notes, leading to a visually stunning brainstorming board that Doucet proudly displayed.
However, not all ideas progressed to prototyping, with only about 10% making it through. Yet, the importance of prototyping was emphasized by Doucet, who noted that every team member, including those from non-design departments, was encouraged to experiment. A notable example involved audio designers creating a theater within Astro Bot to test haptic controller vibrations synchronized with different sound effects, such as various door mechanisms.
Prototyping was a key focus for the Astro Bot team, with dedicated programmers exploring non-platforming concepts. This approach led to the development of the sponge mechanic, which used the adaptive trigger for a squeezing effect, ultimately becoming a beloved feature in the game.
Doucet also showcased an array of prototypes that didn't make it into the final game, such as a tennis game, a walking wind-up toy, and the aforementioned coffee grinder and roulette wheel, alongside successful elements like the balloon and sponge.
Discussing level design, Doucet explained that each level was crafted to offer unique gameplay experiences, avoiding repetition. He illustrated this with examples of levels that were cut due to similarities with existing ones, such as a bird flight-themed level that echoed the mechanics of the Go-Go Archipelago level and another in Astro's Playroom.
Doucet concluded his presentation with a discussion on the game's final scene, warning of spoilers. In the original ending, players were to reassemble a dismembered Astro Bot, but feedback led to a less distressing version where Astro Bot was slightly more intact.
Doucet's talk was rich with insights into the development of Astro Bot, a game that received high praise, earning a 9/10 in our review, and celebrated for its inventive platforming and deep connection to PlayStation's heritage.