of roughly half familiar LBP themes and half new ones we came up with for this game.  For the familiar ones, we knew the big 'wow' would be to see a familiar level style from one of the other games and then drive right through it in 3D. But therein lies the problem. The whole LBP aesthetic is puppet theatre; everything hangs on that. It's all based on telling a story on a shallow stage. So what happens when you try to have the same aesthetic in a wide open space? You fail a lot. First, we tried to use all 3D objects, but it just wasn't LBP. We discovered that the 2D props were key to the look and feel. Ultimately, we retuned the core visual statement for our new context: if LBP is a puppet theatre, then LBPK is a puppet theme park, because a theme park ride is really a stage show that you drive through. That ended up informing a lot of the decisions we made, especially around staging the levels. How did you balance established LBP concepts with your own unique ideas? When it came to creating our own themes, the challenge was even more daunting.  Our goal was to create something that was unmistakably LBP, which is insane! When you play LBP 1 or 2, you find yourself saying, "How did they come up with this?!"At first glance it all seems so random, but at the same time it all fits together.  It's coherent