Island Xtreme Stunts (LEGO Island 3) Timeline

Overview

The development on the third LEGO Island title began shortly after Dogs of War was released when Team 3 realized it’d be the next game LEGO wanted. The first version of the game consisted of a tech demo in which the Island’s heightmap could deform in real-time before the team worked on LEGO Island 2 GBA. Later, they began working on a concept for an Adventurers’ themed LEGO Island title known as the Silk Road before the theme got temporarily shelved. Finally, the game reached the final focus of tying into the Island Xtreme Stunts setline around July 2001.

2000

Late June: Rich Hancock, Darren Drabwell, and Lara Sweeney fly to Billund, Denmark to work on the Island Xtreme Stunts setline.

Somewhere from June to September: Silicon Dreams’ Team 3 team begins work on an early tech demo for LEGO Island 3 once it becomes clear Dogs of War wasn’t going to be getting a sequel. The build features LEGO Island morphing into different shapes, using tech where the heightmap could deform in real time.

July 14th: A technical design document is completed by Phil Harris, Sam Swain, and Matt Richie.

TBD (Late 2000): Dean Roskell and other producers at Silicon Dreams begin having discussions with the LEGO Group about upcoming themes, with the intention of featuring them in LEGO Island 3.

TBD: Tim Green approaches Silicon Dreams with the idea of making a game based on the Silk Road, an early version of the Orient Expedition LEGO theme.

TBD: Rich completes a concept for a perpetual RPG based around the Silk Road idea.

September 1st: Dean Roskell completes a document of subgame ideas for the Silk Road.

October 12th: Version 0.1 of the LEGO Island 3 design document is completed by Dean Roskell.
A LEGO Island Subgame Ideas document is completed by Dean Roskell and Phil Harris.
A Subgames document is completed by Dean Roskell.

October 14th: A “Hide and Seek” subgame is designed by Dean Roskell.

October 16th: An Idea Document for LEGO Island III is completed.

October 17th: Version 1.0.1 of LEGO Island Sub-game Ideas is completed by Phil Harris, Dean Roskell, and Jon Phillips.

October 20th: A Trinket document is completed by Dean Roskell and Jonathan Phillips.
A second document for LEGO Island 3 subgames is completed by Phil Harris.
A blank template for subgame design is created by Dean Roskell.

October 25th: A design document for LEGO Island 3 subgames is completed by Phil Harris, Dean Roskell, and Jonathan Phillips.

October 31st: Philip Harris completes a document of subgame ideas.

November 9th: A document describing changes to subgames is completed by Rich Hancock and Dean Roskell.
The Centrifuge Minigame is cut from the current design and put in a separate file.
A document detailing a Mountain Rescue minigame is completed by Dean Roskell.

November 10th: Dean Roskell completes a document of subgame ideas with Darren Drabwell and Rich Hancock contributing.
A separate document of subgame ideas is completed by Dean Roskell.

November 13th: Jonathan Phillips completes a document of subgame ideas.

November 14th: A document of subgame ideas is completed by Dean Roskell and Phil Harris.

2001

January 7th: Version 1.0.69 of the Collectable Card Game is completed by Phil Harris and Andrew Lee.

TBD: After delays to the development of the Orient Expedition theme inside the LEGO Group, the Silk Road concept is abandoned. The furthest progress made on the game includes documentation for characters, level design, and dialog.

TBD: While Silk Road is being pitched, Silicon Dreams works on a new engine and minifigure model which are used for the final game.

TBD: Dean Roskell and the other Silicon Dreams designers work on another version of LEGO Island 3, focused around the Adventurers, that possibly was a version of the Silk Road with the elements of the canceled namesake theme removed.

January 12th: Dean Roskell, Andrew Lee, and Jonathan Phillips complete a character document for LEGO Island 3.

TBD: A new concept for LEGO Island 3 based on an extreme sports theme is pitched to the LEGO Group. Early drafts of the concept feature over fifty mingames, the majority of which would later be cut for scope, and a larger LEGO Island, which was shrunk due to engine limitations.

July 11th: A version of the Island Xtreme Stunts Design Document has started by this point.

July 13th: The Design Document is updated to include the fact the game will be using some FMV.

July 19th: A document detailing Sub Games and Sub Quests is completed.

July 23rd: The Design Document is updated to include a Helper Section in the Script’s section, along with the GameCube master’s date.

July 26th: A document detailing LEGO Island III subquests is completed by Dean Roskell and Mike Garry.

August 2nd: The Design Document is updated to include a character section and information about the FMV/Cutscenes.

August 6th: The Design Document is updated to include a section about the Palm Pilot.
Version 3.2 of the Sub-Quest Bible is completed by Jonathan Phillips and Dean Roskell.

TBD: Due to a variety of factors, including 9/11, LEGO Software places additional limits on the content allowed in their games. These limitations include not being allowed to show smoke or fire, and the removal of banana projectiles in LEGO Island 3.

August 16th: A document detailing the rewards system is completed by Dean Roskell.

August 15th: A LEGO Island Scale System document, describing movement speeds, is created by Mike Garry.

August 24th: The Design Document is split into separate documents for PS2, PC, and GameCube. The Holomanic section of the PS2 version is also updated.

August 27th: The PS2 Design Document is updated to include information about Pepper’s abilities, the Tri-Brickulating Machine, inventory system, journal, high score table, status screen, Brickamals menu, control changes, localization. Quick drawn and building interiors sections are removed.

August 30th: The PS2 Design Document is updated to include a high score table mockup and information about the rewards system.

September 11th: The PS2 Design Document is updated to include a map section, information about characters teaching abilities, Nuremberg Toy Fair information, an Attract Mode section, Menu changes, and FMV changes. Character greeting/pointing in the tutorials section is removed.

September 12th: The PS2 Design Document is updated to include traveling score and hiding HUD information are added to the HUD section.

September 20th: The PS2 Design Document is updated to include changes to the Slidey Puzzles being made to show evidence against the Brickster, the removal of a “scooby game,” a scientific conference being moved to the Hotel from a Titanic ship, and the additions of grind and tutorial sections.

October 1st: The PS2 Design Document is updated to include changes to the control section.

October 11th: A document detailing storyline and speech placeholders is completed by Andy Lee.

October 10th: Version 0.5 of the Playstation 2 Design Document is completed by Darren Drabwell, Lara Sweeney, Rich Hancock, and Dean Roskell.

October 15th: A progress report, describing work on LEGO Island, Xtreme Tower, Skateboarding, and the Plane Chase minigame, is completed by Phil Harris and Dean Roskell.

October 18th: The PS2 Design Document is updated to include changes to the Plane Chase and Arcade Mode design. The FMV section is also updated.

October 19th: The PS2 Design Document is updated to include changes to the Skateboard tricks list.

November 1st: The PS2 Design Document is updated to include changes to the Car Chase (Freeway Frenzy) design.

November 11th: Version 0.9 of the Playstation 2 Design Document is completed by Darren Drabwell, Lara Sweeney, Rich Hancock, and Dean Roskell.

November 12th: Freeway Frenzy “Car chase” GBA and Wave Catcher “Jet Ski” Beat Board documents are completed by Dean Roskell.

November 27th: Skate Park and Plane Chase GBA Beat Board documents are completed Dean Roskell.

November 28th: A Motorbike Mayhem “Stunt Bike” GBA Beat Board document is completed Dean Roskell.

December 7th: A report for a meeting with LEGO is completed by Dean Roskell.

December 13th: An excel version of the script bible is completed by Jonathan Phillips and Dean Roskell.

December 17th: Subgame List and Breakdown documents describing needed features for subgames are completed by Dean Roskell.

December 19th: A LEGO Script updates – to do – document is created by Dean Roskell.

TBH: Mark Hyett approaches Jon Dobbie to do music vocals while the game still is under the title of LEGO Island 3 and they spend a day recording audio for the tracks “Plastic Fantastic” and “Minty Fresh”.

TBD: Electronic Arts gains the publishing rights to the LEGO games franchise, with LEGO Software producing. As a result, previously imposed content limitations are reduced, and the title is changed from “LEGO Island 3” to “Island Xtreme Stunts,” in an attempt to shift the focus away from edutainment, in favor of entertainment.

2002

January 8th: LEGO Island 3 Character Bible 0.2 is completed by Scott Mackintosh, Jonathan Phillips, and Dean Roskell.

January 9th: A word version of the script is completed by Andy Lee and Dean Roskell.

January 14th: A document detailing the gameplay of the Brickster Battle atop Xtreme Tower is finished by Dean Roskell.

January 15th: Documents discussing the functionality of the Blue Room and the Locations of Characters are finished by Dean Roskell.

January 17th: Motorbike Mayhem “Stunt Bike” GBA Beat Board and HUD design documents are completed by Dean Roskell.

January 18th: A version of the script is completed by Andy Lee and Dean Roskell.
A document containing reference images for building designs is completed by Dean Roskell.

January 21st: A Subquest outline document is completed by Dean Roskell.

January 22nd: A version of the script is completed by Andy Lee and Dean Roskell.

January 24th: A script for the Holomaniac is worked on by Dean Roskell.
A word version of the script is completed by Andy Lee and Dean Roskell.

January 25th: An idling Conversation document and a document for the rest of the script is completed by Andy Lee and Dean Roskell.

January 28th: A word version of the script is completed by Andy Lee and Dean Roskell.
A separate document for “Gust of Wind” is created by Dean Roskell.

January 30th: The first draft of Jingles for LEGO Island 3 is completed by Rich Hancock and Dean Roskell.
A document describing the results of a meeting relating to sound effects is completed by Dean Roskell.

February 1st: Documents discussing the HUD and its sound design are completed by Dean Roskell.
A spreadsheet detailing voice actors is completed by Dean Roskell.

February 2nd: A Script Spreadsheet Key document is created by Jonathan Phillips.
An edited version of the US English script spreadsheet is created by Jonathan Phillips.

February 6th: A game icon list and missing text documents are completed by Dean Roskell.

February 12th: The Casting notes document is completed by Rich Hancock and Dean Roskell.

February 13th: The LEGO Island casting notes document is edited by Rich Hancock and Dean Roskell.

February 14th: A Sub-Quest Mechanics document is created by Dean Roskell.

February 20th: The game icon list document is updated by Dean Roskell.

February 25th: A document detailing “What Characters do on LEGO Island” is completed by Dean Roskell and Jonathan Phillips.
A Delivery Game Notes Document is completed by Jonathan Phillips and Dean Roskell.

March 6th: A document discussing the gameflow is completed by Andy Bray and Dean Roskell.

March 7th: An edited Motorbike Mayhem “Stunt Bike” GBA Beat Board document is completed by Dean Roskell.

March 25th: A to be proofreaded word version of the “final” script is completed by Dean Roskell.

March 27th: An edited excel spreadsheet of the script is completed by Dean Roskell and Scott Mackintosh.

March 28th: A document detailing specific entries of the PDA’s journal is completed by Dean Roskell.

April 2nd: A later version of the March 28th document detailing specific entries of the PDA’s journal is completed by Dean Roskell.

April 4th: A document detailing the gameplay of Xtreme Tower is completed by Dean Roskell.

April 10th: A document discussing the creation of Brickimals is completed by Dean Roskell.

April 11th: Documents detailing LAFTA progression and Trading Cards are completed by Dean Roskell.

April 12th: Version 2 of a document discussing the PDA’s journal functionality is completed by Dean Roskell.

TBD: The Island Xtreme Stunts team moves on to work on a music based game for Microsoft.

November 15th: The game is released on Game Boy Advance in North America.

November 30th: The game is released on PC and Playstation 2 in North America.

December 6th: The game is released on PC and Playstation 2 in Europe.