Prerelease:LittleBigPlanet

This page details LittleBigPlanet's development. In no specific order are the builds, but generally they should go from earliest to latest on this page.

Craftling Builds
These are the earliest pieces of footage of LittleBigPlanet. Sackboy's model looked more plump, he had stubbier legs, and his model overall looked different. He was also referred to as a "Craftling" and not "Sackboy" yet. The game does not look like it had any sort of create mode, and the following all probably took place while the engine was being created.

Gamecity 3 Slideshow
This screenshot, seen in the Gamecity 3 slideshow, seems to be possibly one of the earliest screenshots in existence. It has some debug information towards the bottom of the image which is unreadable, alongside what appears to be a completely blank level with an extremely early HUD. The HUD (as seen in some later gameplay videos) would say how much time you've got left in the top left of the screen in a red bubble, and all 4 players' scores would be shown at the right of the screen in green bubbles. Sackboy/Craftling's model looks absolutely nothing like his final, as he looks rather fat and has stubby legs. The lighting on the craftling also appears to be different. He also appears to be missing eyes.

milestone5_small.mov
9_Wujs3v-0c Possibly the earliest build with video footage. Where this video was shown off is unknown.
 * Has rendered videos instead of an actual pod in place, probably a placeholder/concept.
 * Gameplay itself looked very underdeveloped.
 * The HUD is different. (see above)
 * All the costumes seen in this video are unavailable in the final game.
 * "Sackboy" is referred to as a "Craftling"
 * The level itself appears to be in a blue void, while the craftlings are standing on mushrooms of some sort.
 * There is a single car, most likely to test physics.
 * The Craftlings' arms and body move according to a little dot glow, most likely there for debugging / testing.

Gamecity 3 (FIRST HALF ONLY)
J6DX2bnaOS0 The first half or so of this video is the same video as above - or atleast the rendered video beforehand.
 * Has a more shaded version of the above video. Looks like it has more texture, almost, for example in the pod there seems to be more shading involved.
 * No gameplay is seen. (not including the second half of the youtube video)
 * The narration is different from the above video.
 * The video cuts to what would apparently play after the level was over, directly after he enters the level.
 * The narrator mentions "collecting sponge" to "get creative" - referring to the original game mechanic of creating your levels on a budget of Sponge.

Pre-GDC 2007 Builds, New Sackboy Model
These builds were presumably before the first showing at GDC 2007. The footage from these builds mostly comes from trailers or early gameplay shown far after release.
 * The sackboy model in these builds looks more like the one in the final game, but still retains the bobbly head.
 * Each of these builds takes place in a background that looks like cardboard hills. Probably due to lack of better textures.
 * It is unknown if there are any other backgrounds in these builds.
 * The level begins with a large sign saying "Start!" pointing down, with a wire behind it leading to who knows where.
 * Almost everything in these builds looks as if it could be a model and not made out of materials, but this is unknown.
 * The debug / level select screen is a pink screen with a sackboy in the corner. It is only seen in these builds and the files for it are not in the final game.
 * It's interesting to note that some elements of this build are still in the game.

Gamecity 3 Sackboy Creation Demo
7MIoT_jpTrI A video shown off later at Gamecity 3, detailing the creation of the new sackboy model. The level itself is the same as the following build.
 * You can see some buttons on a screen to the right, which could possibly be the LittleBigPlanet level editor.

LittleBigPlanet Community Meet
O2AEUxJIXM8 A build shown off at a LittleBigPlanet Community meet in 2011. "WHAT'S THIS? Pesky little pip squeaks. I hope you aren't thinking of interfering with my plans.......... I'll be keeping my eye on you."
 * The level starts out with a robotic creature coming down and saying something unreadable followed by "The player with the most sponge wins!".
 * The level ends with a metal robot type monster which is seen in a lot of concept art. He plays an animation and says:
 * The boss appears to be walking forward towards the end, but in the video the audience apparently finds grabbing a key more interesting, so what he did is unknown.

"New LittleBigPlanet Footage"
EKAUPkOd0vs Video taken from GameTrailers. Dated April 2007. There isn't much to see.
 * There are more than 4 sack people bobbing their heads around. It's likely that they are just bots for testing.

GDC 2007 First Public Demonstration
oS0eaRnbC6Y The first major build of the game, hence it being shown off at the GDC.
 * This build takes place in the Gardens theme.
 * There is an "Empty Level"-esque box.
 * This level is not in the game.
 * The level formed into "Skate to Victory" over time.
 * Sackboy's model is the same model as the final game, but with the old skeleton and bouncy head.
 * Sackboy's movements seem more fluid and wacky.
 * There are cloths on sticks in the creative area. They react to stickers being placed on them.
 * The Pop-It user interface is much different. It is shaped like a balloon. The Pop-it icons go from the Goodies Bag, to Configuration, to Publishing (presumably).
 * Placing, scaling and rotating objects is all done from an XMB-Like menu.
 * Placing down materials is first by selecting shape, then selecting material, where the final game it's vice versa.
 * There are more than 3 layers for creation.
 * The garden gnome seen in the Gardens background appears to be an object you can place down, rather than a static background object.
 * The Hit-box on the cog is a perfect circle, allowing for sackboy to walk on it while it rotates. This is not possible in the final game.
 * Everything is grabbable, or at least we can assume.
 * There are different Pop-it sounds.
 * The cog rotates without a motor bolt.
 * There is an Evel Knievel costume for Sackboy.
 * Importing stickers from the PS3's hard drive is mentioned, but never saw the light of day.
 * The orange (or any spherical object for that matter) can be grabbed and rolled without sackboy getting squashed like in the final game.
 * Sackboy has extremely long arms when grabbing things.
 * There is a lot of blur when things get focused on, which gives a very nice effect that was removed.
 * There is no gnome in the background (hence why he's a spawnable object. He's in a different place and rotated more, so we can assume he was spawned for the level.)
 * The blue moon on the stick's internal filename is "moon_on_stick", therefore the stick attached in this video to the moon is part of the model.
 * The collectable material is sponge.
 * There is no consistency with the layers - every player by default is in the middle layer, and is positioned based on nearby objects.
 * The brown burlap blocks are squishy like the tree object's leaves.
 * There are more rocks, shells, and stones lying about.
 * There is a rather ugly flower material/object with sponge lying on top.
 * There is a 3d house object, turned to its side, with a redundant house sticker on top of it.
 * There are clay signs with stickers on them, such as the Wheel of Fun sticker.
 * A material-based house is slanted to the side which is not possible with materials in the final game.
 * The wobbly tree looks like it's made out of materials rather than the one that looked more like a model from the previous build.
 * To pick up the jetpack you had to press O.
 * There are more coloured stars.
 * There is a shield with a fork and knife in the castle. Its texture is still in the game.
 * The ramp at the end of the video doesn't look like it's made out of materials.
 * There are smaller flags on the ramp.
 * There are multiple hills with houses on them behind the ramp.
 * The game's auto-screenshot tool paused the game while it showed you the screenshot it took.
 * Said screenshot would go to the bottom left of the screen after you saw it, then fall away.
 * The gnome at the end is in an object layer and the skateboard nearly collides with it.

Press Build 18596
QXOy5OkKKPw Differences from the final game:
 * 'Edit Mode' box in top-left. Unknown what the meters mean.
 * Ice Hazard. Removed from the final game due to network issues (it didn't work online and it loaded every time it was activated)
 * Different pause menu