Funko Fusion Devs Discuss Making a Playground of Popular IPs

Funko Fusion Devs Discuss Making a Playground of Popular IPs

As an ardent gamer and a self-proclaimed Funko Pop collector, I must say this interview with Dudley, Evans, and Parsons from the Funko Fusion team has been nothing short of exhilarating! The passion they’ve poured into transforming beloved characters from various franchises into a lively game is truly inspiring.


The game titled “Funko Fusion” is a dynamic, action-packed adventure that combines characters and worlds from various sources like movies, TV shows, comics, and video games. This unique amalgamation is designed by 10:10 Games as a tribute to fandom. In the game, players can choose from over 60 characters across more than 20 franchises, all presented in their distinctive Funko Pop! style. The latest trailer for “Funko Fusion” offers a glimpse into its blend of characters and universes, featuring an array of new and old favorites such as Jordan Peele’s “Nope,” “Jaws,” “The Thing,” “Masters of the Universe,” and many others. Players may be curious to learn about how 10:10 Games selected and developed the diverse IP landscape in “Funko Fusion.

In a recent chat with Game Rant, team members from 10:10 Games, including Arthur Parsons (co-founder), Wil Evans (lead designer), Andy Dolan (animation director), and Sean Dudley (lead character artist) shared insights on how they combined their selected intellectual properties and franchises in the game Funko Fusion. They talked about the experience of integrating contemporary, iconic, and new franchises into the realm of Funko Fusion, the process of selecting different IPs, and their goal to create an all-encompassing fan celebration within the game. For your convenience, this conversation has been condensed and clarified.

Debut, Modern, and Classic Franchises in Funko Fusion

How did it feel to introduce new video game franchises for the very first time, similar to how Jordan Peele introduced “Nope” for the first time in the cinematic world?

As a devoted fan, I can’t help but feel touched by the faith these franchises showed in us. It fueled our determination to repay their trust with every ounce of effort we put into making them proud.

Parsons’ statement: This chance was truly thrilling, and partnering with Jordan and his group at Monkeypaw was a pleasure. The dedication and passion they have for their film is evident, and they were incredibly open and innovative in their collaboration methods with us. The final product showcases everything that makes Nope great, and we are extremely grateful to the team for allowing us to translate Nope, Em, and OJ into Funko Pop! figures.

Funko Fusion Devs Discuss Making a Playground of Popular IPs

A: Was the impact of introducing contemporary series such as The Walking Dead significantly distinct from that of timeless shows like Xena: Warrior Princess?

In essence, no, because regardless of age or size, every franchise receives equal consideration. We strive to honor each one as best we can since we understand the joy of being a fan. Though many children might not recognize Xena, for those who do, it’s crucial that we accurately capture all its aspects, as fans ourselves, we know its significance.

The Role And Influence Of Jurassic Games And Horror Franchises In Funko Fusion

Has any of the series of Jurassic games, which have been released for quite some time, impacted the way you integrated elements from Jurassic World?

Evans explained that although several of the games were excellent, they didn’t impact our design process in any way. Instead, we focused on the impressive aspects of the movies and found a way to incorporate them into our game.

Parsons: When it comes to working with cherished franchises, our method remains consistent. We delve into the content, scrutinize it thoroughly, and then select significant scenes that we believe players would enjoy experiencing in the game, whether these are action scenes or moments ripe for a humorous twist. However, our creativity and inspiration stem from the original source material itself.

Funko Fusion Devs Discuss Making a Playground of Popular IPs

As a gamer, I’d say when it comes to horror franchises in Funko Fusion, the general strategy is to take those chilling elements and soften them up to create a friendlier gaming experience. It’s like transforming scary monsters into adorable toys that still manage to give you a bit of a scare!

Dolan: There is an element of that just by bringing them into the Funko world. They look cuter than perhaps they would otherwise with their big heads etc. But I like to think that, as far as they’re concerned, they’re still just as evil, violent, or nasty, it’s just that they now exist in a Funko world that has its own rules.

By narrating the story using Funko Pop! figures, we’ve added a bit of humor and lightness, but we haven’t forgotten about the horror that made those movies memorable. In The Thing, we aimed to recreate the atmosphere, suspense, and terror you felt while watching it. As a game, we can intersperse these intense moments with action sequences to give the player some relief, maintaining a careful balance.

Team Fortress 2, Five Nights At Freddy’s, and Knight Rider in Fusion Fusion

A: Why does Funko Fusion seem to feature just a few video game franchises (specifically Team Fortress 2 and Five Nights At Freddy’s)? Is it because they intentionally focus on comics, movies, or TV, or is there another explanation for the lack of more video game intellectual properties?

Parsons: Our selection of IPs for the game was carefully planned, aiming to create an exciting and varied assortment of genres and styles. We’ve designed a fun-filled gaming universe where players can discover franchises that initially attract them, but also fall in love with those they might not have encountered before. In terms of video game franchises, we wanted to provide a few that our gamers would truly connect with, which is why we included Five Nights at Freddy’s and Mega Man. The combination is intended to surprise players, and we hope they will appreciate the final product once they’ve experienced it.

Funko Fusion Devs Discuss Making a Playground of Popular IPs

Question: In what ways can video games introduce newer audiences to classic intellectual properties (IPs) like Knight Rider, which hasn’t had a significant media release since its TV series in 2009 (though a reboot was announced in 2016)?

Parsons: Regarding well-known video game franchises, we handle each one with equal care, whether it’s a primary world, brief appearance, or side quest. We’ve aimed to bring out the unique characteristics of the characters and what makes these franchises beloved by their fans. Our goal is to expose new audiences to some franchises while also reminding existing fans why they love them. Funko Fusion is a tribute to fandom and the wonderful IPs we have, and we’ve strived to give them life in the form of Funko Pop! figures, hoping that this will inspire people to explore the TV shows or movies connected with these franchises.

Community Requested IPs and Re-Creating IPs in Funko Fusion

Q: Have there been any surprising or standout IPs/characters requested by the community so far?

Evans appreciates it when the community speaks up about their preferences, as our opinions often align with theirs.

In the lead-up to the game’s release, it’s fascinating to observe how various fan communities respond to the content we unveil. Whether it’s traditional or modern content, what stands out is the deep-seated love these fans have for their franchises. This passion fuels our determination to do each franchise proud when we create new content. We’re always attentive to feedback from our community and eagerly anticipate hearing more from players once the game is launched.

How did the procedure go about transforming one of these IPs into a world within Funko Fusion’s universe?

Most of the time, we enjoyed working on the IP (Intellectual Property) since many of us were already fans or had colleagues who were. We rewatched the movies and shows to pinpoint essential scenes and traits. We determined the crucial moments for our cutscenes and considered how to make them more amusing without compromising the storyline’s brevity. As animators, we studied a character’s mannerisms like walking or standing and aimed to incorporate as much of that detail into our characters, even when they were using oversized and outrageous weapons.

Dudley: It’s fantastic to transform cherished characters across various series into a game format. We’ve managed to breathe life into Funko Pop characters in this game, but it was truly exciting to work on licenses that haven’t been represented as Funko Pops before, like The Thing and Hot Fuzz. Funko has a distinctive style, and we draw inspiration from the franchises to replicate them in the Funko aesthetic, making it seem as if they were all being produced as physical items.

Funko Fusion Devs Discuss Making a Playground of Popular IPs

Evans: Designing worlds for a beloved franchise can be incredibly challenging, even for fans, because we’re so eager to do it right. However, as designers, we must remember that this is a game, and there may be times when one aspect needs to take precedence over the other. The art lies in finding a balance between the two, ensuring they complement each other effectively while remaining true to the original source material. It’s enjoyable to play, yet faithful to its roots.

Q: Were there any IPs you wanted to include but could not for whatever reason?

User: I’ve been asked this question a few times while working on Funko Fusion, and it might seem like there were things we desired but couldn’t obtain, but surprisingly, everything we aimed to include in the game since its initial concept has been added, plus more. It’s been an incredible ride collaborating with our partners, and we are incredibly thankful for their creative ideas and faith in us to bring their characters and realms to life. We even succeeded in incorporating Colonel Sanders into the game, which was on my wishlist from week one over three years ago.

Choosing Iconic Moments for Funko Fusion

A: How difficult was it to choose which memorable events to feature in the game and then reproduce them in a game-like fashion?

Evans: Choosing the ideal instant in franchises that are filled with numerous options can be quite tricky! The secret lies in identifying those instances that aren’t just iconic, but also align perfectly with the game we’re creating, making them a blast to play. As a designer, witnessing moments from cherished franchises being brought to life by my team is one of the most rewarding aspects of this job.

Question: Simultaneously, Funko Fusion combines various licenses into one collection. Could you elaborate on the difficulties encountered when managing over 20 licenses and significant brands?

Managing just one franchise can be tough, but dealing with over 20 from various fields like TV, movies, games, and comics would undoubtedly be much harder. Yet, through Funko Fusion, we’ve been able to seamlessly merge these diverse intellectual properties into a harmonious experience that not only honors the original content but also develops its own unique identity. This is thanks to our past work on some of the world’s most popular franchises, our fantastic collaborators, our imaginative development team, and crucially, the Funko perspective we’ve used to tie everything together. What could have been a difficult and laborious task has instead become an exciting and creative journey.

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2024-09-12 21:24