{"id":428940,"date":"2025-11-05T18:17:41","date_gmt":"2025-11-05T18:17:41","guid":{"rendered":"https:\/\/news.xbox.com\/en-us\/?p=162121"},"modified":"2025-11-05T18:17:41","modified_gmt":"2025-11-05T18:17:41","slug":"cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd\/","title":{"rendered":"Cracking the Code to Level Design in Rubber Bandits, Coming To Xbox December 2nd"},"content":{"rendered":"\n<p>With the upcoming party brawler soon launching on Xbox Game Pass, we go behind the scenes of <em>Rubber Bandits<\/em> with gameplay and level designers Bo Strandby and Noel Toivio, into the world of game level design at Flashbulb Games.<\/p>\n<p><strong>How Did You Decide on the Concept of <em>Rubber Bandits<\/em>?<\/strong><\/p>\n<p>\u201c<em>Rubber Bandits<\/em> began as a ragdoll controller similar to <em>QWOP<\/em>\u201d, says Strandby. \u201cPlayers had to independently move their arms and legs to pass each level.\u201d<\/p>\n<p>\u201cWe developed in different stages, from rampaging Godzilla-style through a tiny city being shot at by tanks, to a physics-based brawler where characters smashed environments and fought with proper weapons.\u201d<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd.jpg\" alt=\"screenshot\" class=\"wp-image-162078\" \/><\/figure>\n<p>\u201cIt was originally going to be a knight-themed brawler called <em>Just A Flesh Wound<\/em>, like Monty Python\u2019s \u2018Holy Grail\u2019movie\u201d, adds Toivio.<\/p>\n<p>\u201cThat\u2019s true,\u201d laughs Strandby, \u201cThen Lasse (Middelbo Outzen, Lead Artist at Flashbulb Games) came into the office really excited one day and announced, \u2018We\u2019re going to call it <em>Rubber Bandits<\/em>, and it\u2019s about cops and robbers.\u2019 He came up with the idea of collecting loot, and we built it up from there.\u201d<\/p>\n<p><strong>How Did You Start Designing the Levels in<em> Rubber Bandits<\/em>?<\/strong><\/p>\n<p>\u201cWe had five levels to start with,\u201d Strandby begins. \u201cWe had a dodgeball level, a hurdles level, and one where players had to rush gold bars from a tank to a truck.\u201d<\/p>\n<p>\u201cThe level is supposed to be a canvas for the gameplay,\u201d says Toivio. \u201cWhile we had some level design ideas already, we wanted the themes to come second to the gameplay.<\/p>\n<p>\u201cThe team decided it would be more fun if you could interact with environmental elements in the game, like cars. So, we created the \u2018Streets\u2019 city level with high-speed obstacles to avoid.\u201d<\/p>\n<p>\u201cWe had to be careful with <em>Rubber Bandits<\/em>, though,\u201d Toivio continues, \u201cas many popular games have these big shifting levels, like factories, that didn\u2019t work with the theme of bandits.\u201d<\/p>\n<p>\u201cI mean, who\u2019s trying to rob a factory?\u201d laughs Strandby.<\/p>\n<p>\u201cExactly!\u201d agrees Toivio. \u201cIf it didn\u2019t correlate strongly with the theme, we just didn\u2019t use it. Instead, we adapted this into an airport level, which uses conveyor belts, luggage, and jet engines as obstacles instead.\u201d<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd-1.jpg\" alt=\"airport screenshot\" class=\"wp-image-162076\" \/><\/figure>\n<p><strong>What Level Design Aspects Changed Most During Development?<\/strong><\/p>\n<p>\u201cPreviously, we used a countdown for remaining players when one player escaped the level,\u201d explains Strandby. \u201cThen, Mikkel (Thorsted, Creative Director at Flashbulb Games) had the idea of re-introducing players as cops to take down other bandits.\u201d<\/p>\n<p>\u201cNoel &nbsp;was skeptical,\u201d Strandby continues, \u201cbut then it helped to enforce the cops-and-robbers theme. Sometimes you imagine it differently in prototype, and then it makes more sense when you play it.\u201d<\/p>\n<p>\u201cThe cops aspect also plays into the players\u2019 instinct to protect their own win, and take down their friends,\u201d explains Toivio. \u201cPeople <em>really<\/em> want to win, and they don\u2019t realize just how much.\u201d<\/p>\n<p><strong>What were the Biggest Obstacles When Creating the <em>Rubber Bandits<\/em> Levels?<\/strong> \u201cWe struggled with telling people that they\u2019re still playing, even if they think they\u2019ve finished,\u201d says Toivio, regarding players\u2019 changeover from bandit to cop. \u201cWe tried to keep attention with UI, text elements, countdowns, and other ways to hold attention to the character.\u201d<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd-2.jpg\" alt=\"screenshot\" class=\"wp-image-162075\" \/><\/figure>\n<p>\u201cWe learned to create a fun level design that doesn\u2019t \u2018take over\u2019. If your character swings a weapon, you don\u2019t want too many tight spaces. Otherwise, the weapon collides with the environment, rather than the opponent. Frustrating!\u201d<\/p>\n<p>\u201cAnd we didn\u2019t want to fatigue players,\u201d Toivio continues. \u201cThere\u2019s a few \u2018breath of fresh air\u2019 levels to the gameplay per theme. The breaking floor level in the Museum is ambitious and needs lots of new stuff, but also keeps players on their toes.\u201d<\/p>\n<p><strong>What were Some of Your Favorite Levels that Didn\u2019t Make the Full Game?<\/strong><\/p>\n<p>\u201cWe got rid of the hurdles,\u201d says Strandby. \u201cThat was one of the hardest levels to kill for me.\u201d<\/p>\n<p>\u201cIt\u2019s difficult to know when to stop as a developer,\u201d agrees Toivio. \u201cHurdles were there before the <em>Rubber Bandits<\/em> idea even came about. But it didn\u2019t fit the theme.\u201d<\/p>\n<p>\u201cSome levels are cut-out remnants of the old hurdles level,\u201d Strandby continues, \u201cso at least it lives on.\u201d<\/p>\n<p><strong>What was Your Favorite Level to Design?<\/strong><\/p>\n<p>\u201cThe trucks level,\u201d says Strandby. \u201cMovement is an illusion &#8211; only the trees are moving properly, so you\u2019re constrained to throwing stuff at other players, or catching what they throw.\u201d \u201cI liked the Bouncy Castle level,\u201d laughs Toivio, \u201cbut all 25 of them were fun to make.<\/p>\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd-3.jpg\" alt=\"screenshot concept\" class=\"wp-image-162077\" \/><\/figure>\n<p>\u201cMy favourite is the Bank hatch level. You flip a switch to flip the bridge over and make players fall. It uses interesting interactive mechanics that feel unique to <em>Rubber Bandits<\/em>.<\/p>\n<p>\u201cPlus one super secret spicy level at the end of Arcade mode\u2026\u201d<\/p>\n<p>&#8212;<em>Rubber Bandits<\/em> launches on December 2nd 2021 for Xbox consoles and Xbox Game Pass.<\/p>\n<\/p>\n<p>Related:<br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/11\/30\/generation-zero-arrives-today-with-xbox-game-pass\/\">Generation Zero Now Available with Xbox Game Pass<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/11\/30\/aliens-fireteam-elite-available-december-14-with-xbox-game-pass\/\">Aliens: Fireteam Elite Available December 14 with Xbox Game Pass<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/11\/29\/mind-scanners-available-today-on-xbox-game-pass\/\">Mind Scanners, a Retro-Futuristic Psychiatry Sim is Available Today on Xbox Game Pass<\/a><br \/> <a href=\"https:\/\/news.xbox.com\/en-us\/2021\/11\/30\/rubber-bandits-coming-to-xbox-december-2nd\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>With the upcoming party brawler soon launching on Xbox Game Pass, we go behind the scenes of Rubber Bandits with gameplay and level designers Bo Strandby and Noel Toivio, into the world of game level design at Flashbulb Games. How Did You Decide on the Concept of Rubber Bandits? \u201cRubber Bandits began as a ragdoll controller similar to QWOP\u201d, says Strandby. \u201cPlayers had to independently move their arms and legs to pass each level.\u201d \u201cWe developed in different stages, from rampaging Godzilla-style through a tiny city being shot at by tanks, to a physics-based brawler where characters smashed environments and fought with proper weapons.\u201d \u201cIt was originally going to be a knight-themed brawler called Just A Flesh Wound, like Monty Python\u2019s \u2018Holy Grail\u2019movie\u201d, adds Toivio.&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/cracking-the-code-to-level-design-in-rubber-bandits-coming-to-xbox-december-2nd\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":428941,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-428940","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-xbox-wire"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Cracking the Code to Level Design in Rubber Bandits, Coming To Xbox December 2nd | Arcader News<\/title>\n<meta name=\"description\" content=\"With the upcoming party brawler soon launching on Xbox Game Pass, we go behind the scenes of Rubber Bandits with gameplay and level designers Bo Strandby\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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