Fans of Astro Bot are familiar with the beloved sponge power-up, but did you know that Team Asobi, the game's developer, also experimented with even more whimsical abilities? At GDC 2025, IGN had the opportunity to attend a talk by Team Asobi's studio director, Nicolas Doucet, titled "The Making of 'ASTRO BOT'". Doucet provided a deep dive into the creation process of the PlayStation mascot platformer, revealing early prototypes and cut content that didn't make the final cut.
Doucet kicked off his presentation by discussing the initial pitch for Astro Bot, which was drafted in May 2021, shortly after Team Asobi started prototyping. The pitch underwent 23 revisions before being presented to top management. It was uniquely presented as an adorable comic strip that highlighted the main pillars and activities of the game. This approach evidently struck a chord and paved the way for the game's development.
Doucet then delved into how the team generated ideas, emphasizing extensive brainstorming sessions. Team Asobi formed small, interdisciplinary groups of 5-6 people to foster creativity. Each member contributed ideas via sticky notes, resulting in an impressive brainstorming board.
Not all ideas progressed to prototyping, with only about 10% making the cut. Doucet highlighted the importance of prototyping across all departments, not just game design. For instance, audio designers prototyped haptic controller vibrations corresponding to different sound effects, like the varied ways a door can open and close.
Prototyping was crucial to the development process, with dedicated programmers reserved for experimenting with non-platforming mechanics. This approach led to the creation of the sponge mechanic, which utilized the adaptive trigger for a fun and engaging gameplay experience.
Doucet shared an image showcasing various prototypes, including the balloon and sponge, which were incorporated into the game, as well as unimplemented ideas like a tennis game, a walking wind-up toy, a roulette wheel, and a coffee grinder.
The talk also covered how levels were selected and designed around specific mechanics. Doucet emphasized the goal of ensuring each level offered unique gameplay experiences. While reusing power-ups was possible, the execution had to be distinct enough to maintain variety. He cited an example of a cut level themed around bird flights, which was too similar to existing levels, ultimately leading to its removal.
Doucet concluded by discussing the game's final scene, which contains **spoilers**. In the original version, players were presented with a completely dismembered Astro Bot, a concept that upset some testers. The final version opted for a more intact Astro Bot, enhancing the emotional impact of the scene.
Doucet's presentation offered fascinating insights into the development of Astro Bot. IGN has previously interviewed Doucet about the game, which we highly praised in our review, giving it a 9/10 and describing it as "A fantastically inventive platformer in its own right, Astro Bot is particularly special for anyone with a place in their heart for PlayStation."