There’s always a lighthouse, a boy, and big bread.

That, in turn, led to some explanation of the infamous dancing bread boy from the first-person shooter.

Frey believed the Paris scenes were “too static and needed more motion.”

“I was populating the Paris scene with ‘chumps’ (skeletal meshes of humans with no AI).

Any animations she wanted to use had to be pulled from things already made for Infinite’s main game.

The bread boy’s dance around a cylinder-shaped object was necessary to prevent collision issues with the player.

The giant baguette above the boy’s head came next.

The boy was clipping through the environment since the proportions were different from the adults.

A giant baguette was added, which somehow just made it all work.

(It’s probably the yeast.)

Compromises forged from a lack of resources and/or time are common in game design.

We see it all the time but don’t always know it because of creative people like Gwen Frey.

Cliff Bleszinski and I both think the story of Bread Boy islegendary.

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