ComingSoon spoke to Outright Games Production Director Chris Rose about The Patrick Star Game. The SpongeBob SquarePants spin-off video game is out today on consoles and PC.
“It’s Patrick’s moment: see the world through his starry eyes to create new wacky, physics-defying adventures, meeting his friends along the way and taking on many fun-filled individual quests. Clear Squidward’s third favorite sun-bathing spot by throwing deck chairs, firing a water cannon, and blowing visitors away by burping; or go on a Skydiving challenge with Sandy and use Gliding Wings, a Parachute, or Parasol to drop through targets and land on a moving landing zone. Throughout the game, fans will additionally be able to unlock multiple costumes and spot hilarious Easter Eggs from the series as they progress, including the grave of Smitty Werbenjägermanjensen, Squidward’s infinite sunglasses, bubble pies and much more,” says the official description.
Patrick Star is a very unserious character, and the game does a great job of capturing it. Can you speak to the character-first gameplay? A goofy physics-based game makes perfect sense for him, unlike a more traditionally structured platformer.
Patrick’s carefree, unpredictable nature makes him perfect for a physics-based sandbox game. We wanted players to feel like they were experiencing the world as Patrick does – where everything is a bit silly and chaotic. A structured platformer wouldn’t capture his goofy antics the same way. The sandbox approach lets players embrace his playful side and create their own fun, just like Patrick would in his “anything goes” world.
There’s a wide range of gameplay, but it all starts with the physics engine. Most realistic isn’t always the most fun, though. How was it finding the right spot that was best for gameplay?
It was all about balancing fun and absurdity. We didn’t aim for the most realistic physics – Patrick’s world doesn’t follow the rules, and neither does our gameplay. We focused on making sure that interacting with objects felt goofy and unpredictable, but still intuitive. Through testing, we found that players had the most fun when they could push the boundaries of what’s possible, while still having a sense of control over the chaos.
So much of Bikini Bottom is iconic at this point. How was it incorporating familiar locales and Easter eggs into The Patrick Star Game for fans?
It was a blast bringing Bikini Bottom to life in 3D. We worked closely with Nickelodeon to ensure we captured the charm of the show while adding our own twists. Fans will recognize famous spots like Jellyfish Fields and the Krusty Krab, but we’ve also hidden plenty of Easter eggs from classic episodes. From Smitty Werbenjagermanjensen’s grave to Squidward’s infinite sunglasses, we wanted to pack in moments that fans of all ages would appreciate.
How was it working with the voice of Patrick, Bill Fagerbakke? He seems up for anything.
Working with Bill Fagerbakke was an absolute joy. He brings such energy and enthusiasm to Patrick, and his love for the character really shines through. One adorable moment that stands out was during a remote recording session when one of our team members’ kids walked into the room. Bill immediately started speaking to the child in character as Patrick, and it was such a fun, spontaneous interaction that really shows how he embodies Patrick’s playful and lovable nature. He’s always up for trying new things and adding that extra bit of charm to every line.
While it is Patrick’s game, we get to see a lot of familiar faces. How was it figuring out how to fit them naturally into the world, given the looser structure?
It was really important for us to bring in familiar faces from Bikini Bottom, but in a way that felt organic to Patrick’s world. Since the game is more open-ended, we had the freedom to let characters like SpongeBob, Squidward, and Mr. Krabs pop in for missions or fun interactions without being tied to a strict structure. Each character brings their own humor and personality, and that helped guide how they fit into Patrick’s chaotic, playful adventures. We wanted their appearances to feel like part of Patrick’s day — unpredictable and fun — just like the character himself.