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Full My Friend Barrington update
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What changed
- Gameplay
- Events
My Friend Barrington changes
Happy Friday, Tough Cookies!
We’re back with another dev blog. We hope you’re enjoying reading these as much as we’re enjoying writing them.
Today, we’re stepping into something that might surprise you a little: Full Motion Video (FMV).
Yes… actual live-action.
If narrative shapes meaning and mechanics carry tension, then the environment is where all of that lives. For My Friend Barrington, that meant thinking carefully about how we could represent both Jordan’s imagination and the reality that shapes it.
As a team with strong foundations in writing, design, art, film, and narrative and a heavier skillset in creative disciplines than technical ones, we knew early on that we weren’t trying to build a mechanic-heavy game. Instead, we focused on letting everyone’s strengths shine. That’s the beauty of our team.
Our producers, Ryan and Andre, understood that the best version of this project would come from leaning into what we’re passionate about. That meant building a game where storytelling, atmosphere, and visual expression could take the lead.
And that’s where our FMV team comes in.
Blending Film and Gameplay
Using live-action footage allows us to ground the story in Jordan’s reality. While the gameplay world is colourful, stylized, and expressive, the FMV sequences give players glimpses of the moments that influence why Barrington’s world exists in the first place.
Our videographers, Garrett and Kieran, wanted these moments to feel relatable and authentic. That meant paying attention to small details, including the toys that appear throughout the game and act as tools for Barrington during gameplay.
When it came to selecting toys, we leaned toward objects that carried a nostalgic ‘70s and ‘80s feel. Items like slingshots, whoopee cushions, and building blocks carry a playful familiarity while also reinforcing the emotional symbolism behind Jordan’s imaginative world.
Of course, blending film with a 2.5D platformer isn’t something you see every day, and it came with its own challenges. We had to carefully consider pacing and transitions so the shift between gameplay and live-action felt natural rather than jarring. The goal was never to make the player feel like they were jumping between two different projects. Instead, we wanted both worlds to feel connected, constantly influencing one another.
Working with FMV also pushed our team to collaborate in new ways. Designers, artists, and our video team had to think together about pacing, tone, and how a filmed moment could naturally flow back into gameplay. It’s a different process than building a level, but one that helped reinforce the emotional core of the game.
At the heart of it all, FMV reminds players that Barrington’s world doesn’t exist on its own. It’s shaped by Jordan’s experiences, his emotions, and the moments happening outside of imagination.
And honestly, getting to make a game and shoot live-action scenes in the same project has been a pretty fun challenge for a team of students. Not every platformer gets to say it brought a little film production energy along for the ride!
We’ll be back soon with more fun behind-the-scenes moments.
Until then... Stay tough, Tough Cookies.
— Tough Cookie Productions
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