![]() But more than anything, we knew that we were working on something that was going to mean so much to people whose memories of Spyro were formative and profound." The book is full of insights into character and world design choices, the process of creating Spyro himself, and explanation for many of the choices the artists made in adapting those PS One characters for a new life on modern consoles. "We had the most delightful source material to work from that anyone could possibly imagine, an amazingly talented team, and an organization who believed in us and supported us every step of the way. Playing classic games on the original PlayStation today is like getting hit by a nostalgia freight train.14 Images "Making Spyro Reignited Trilogy was a leap of faith - full of exhilaration, hope, wonder, fear, and doubt," art director Josh Nadelberg writes in the book's introduction. ![]() For many, Sony’s first gaming console recalls collecting hundreds of colorful Wumpa Fruit as Crash Bandicoot, while others can still hear the sound of Spyro’s fire breath. In terms of gameplay, both Naughty Dog’s Crash Bandicoot and Insomniac Games’ Spyro the Dragon hold up to their storied legacies.īut let’s be honest: Our memories of these classic characters don’t exactly match up with reality. However, the 20+-year-old blocky visuals of the ‘90s aren’t exactly a feast for the eyes these days. Game developer Toys for Bob was given the chance to update these iconic characters for new and old fans alike, first with Spyro Reignited Trilogy in 2018 and again in 2020 with Crash Bandicoot 4: It’s About Time. Finding a balance between how millions fondly remember mascots from their childhood and creating something fresh is the ultimate task for any creator working with established IP, so being a fan from the old days can’t hurt. Artist Nicholas Kole, who served as a character designer on both titles, is one such fan, with roots that go back to his childhood. “I had one particular childhood friend named James,” Kole said. ![]() That was the first place I played Crash Bandicoot, and I think it was the first place I played any Spyro as well.” “He was the one with the PlayStation, and I would go over to his house, and he would try to blow my mind with all these games that I just didn’t have access to at home. Kole and his sister eventually got their hands on a PlayStation of their own, further cementing a fondness for Spyro and dragon designs in general. Later during his time in college, Kole would have the unique opportunity to work with the very company that helped instill a love for colorful characters. Insomniac Games was accepting concept art internship applications, and with a love for the studio’s work on Spyro and Ratchet & Clank, Kole was eager to take his shot. ![]() However, it didn’t turn out quite like he had expected. “When they gave me my assignment for the application, it turned out to be an audition for Resistance: Fall of Man, which was the first big departure for Insomniac, away from that world of colorful platformers,” Kole said. So, I did actually turn it down even though I felt this enormous excitement to work on Ratchet and maybe something Spyro-related someday.” “I did it, and they did offer the internship to me, but the work was so bleak, like, the experience of just designing it put me in a dark place emotionally, as silly as that might sound. It wasn’t until around a decade later that a past art director reached out with an opportunity to work on Spyro, and as Kole said, “I tried very hard not to completely freak out.” However, characters like Spyro and Crash aren’t just held in high regard the two mascots represent a pivotal moment in gaming history. To add on to that history meant that Toys for Bob had to find that perfect middle ground between fresh and familiar to meet fans’ high expectations. “It’s an intimidating task at the beginning, especially when you look at all the different ways (Spyro and Crash) have been interpreted,” Kole said. “Even in their original form, there’s the PlayStation 1 model, but then there’s the version of Spyro that’s on the covers of the PlayStation games, and that’s even different than the version of Spyro that they used for magazine advertisements, and that’s different than Charles Zembillas’ original concept art – and you’re wondering, ‘Which Spyro are we adapting? You know, what are the specifics?’”
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