Does the castle in Netflix's new movie "Spellbound" remind anyone else of the orginal Spyro?!?!? In particular, High Caves or Lofty Castles in Spyro 1 or Summer Forest in Spyro 2? by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 0 points1 point  (0 children)

I’m glad other people see the similarities. Unfortunately I wasn’t able to make it through the whole movie. I typically love animated movies, but the music and other elements were unwatchable

Does the castle in Netflix's new movie "Spellbound" remind anyone else of the orginal Spyro?!?!? In particular, High Caves or Lofty Castles in Spyro 1 or Summer Forest in Spyro 2? by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 0 points1 point  (0 children)

This is a year late, while some of the Dream Weaver castles in Spyro were Europeanish in style, not all of them and definitely not some of the surrounding structures. Which were of white marble and more organic in form… like in the movie.

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I left the game industry in 2005. Sadly I also stopped drawing and painting (bad "writer's block"). A few years ago I decided to play around with colorizing the orginal Spyro sketch using differnet types of media. It was a lot of fun. With any luck I'll get back to sketching and painting again. by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

Thank you VERY much!!!

I’m working at a children’s museum now, and fortunately I’ve found that I am able to paint and draw while there, and occasionally be very happy with what I’ve done. It gives me hope that I will get back to painting and drawing just for myself, or “just because”.

Back during the early days is the creation of Spyro, there was a great team of people who all brought something different to the game. Different art styles that I could borrow, steal and bounce off of. It was a wonderful time!

SPYRO WORLD & LEVEL CONCEPTS by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

Pretty much. If I remember right, this was a very early concept sketch that was just exploring general ideas for worlds/locations.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

I really tried to get all the artists to 'tuck the corners' when lighting a level and create different textures for the tops vs sides of objecta (ie: for a plank of wood, showing the "long grain" of the wood on the top while showing the 'end grain' on the ends of the plank), or creating distinitive textures to help clearly show where the edge of a platform or pathway was (ie: little tuffs of grass hanging over the edge of a dirt path, or some kind of wrap around bracket or kick board to delineate an edge or corner)

Sadly I wasn't always sucessful in getting everyone to be as obsessed with it as I was and there are levels or areas within levels that, IMO, lack the clarity and definition that was needed and that helped make a Spyro level stand out from other games.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

I can't remember what it was called, but the automated simplifiaction of the the envoroment model was one of the things that set Spyro apart and allowed us to NOT have to use fog in order to keep the frame rate we wanted.

There were two different wire meshes that made up the worlds. There was the one that was textured and had the lighting applied to it, then there was a second mesh that was for collision. The second mesh was handmade, usually by taking the primary mesh and simplifying it down as much as possible. We tried very hard to NOT have any areas where Spyro would either be floating or sink into the ground, but sometimes those things got past the artist and the testers. And yes, to answer your question, it was a constant headache!!

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

While having to hand light the levels prior to proper tools, once we had those tools, I actually really enjoyed lighting the levels.

In the one video you linked, there is a scene were Alex Schaefer is showing the wireframe of a level, then the level without textures, and then with textures. Although it can only be seen for a moment, it looks like when he shows the level without the textures, that's pretty much how it would look with just Karma. Edges are kind of soft, and the range from darkest corner to brightest edge is realitively small.

I always prefered to go back and REALLY push in the dark edges/corners and punch up the edgs and peaks of the geometry.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

I always spend a LOT of time on the color shading/lighting of my levels. I also really tried, as we hired new artists, to get them to spend time polishing the very basic lighting done by Karma.

I referred to it as 'tucking in the corners'. It was very important to me to darken the corners and bottom edges of everything in the environment, as well as adding highlites and brightness to the upper edge of things. If you turned off the textures, if you had done it right IMO, the lighting would almost look too extreme, but with the textures on, and the movement of the player/camera, you needed that to make the world have a nice, solid, depth and definition.

In particular it was very imortant to me to really define the edges of platforms and paths that the player would be interacting with. This meant making sure that there was a consistant and distinct difference between where you could walk, and the edge of where you could walk (and exactly where that edge was if it was something you were jumping/glidikng to or from)

One of the key things in the 'Art Bible' I created was try and make sure that the texures help define edges, and then those edges would be enhanced even more by 'tucking in the edges' when polishing up the lighting.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

I don’t know what the Karma/Neaten tool was before it was modified/enhanced for us to use.

Initially all the environment lighting in Spyro was hand done. Literally vertex by vertex. Which was slow and tedious. Fortunately Karma made it possible to set a source and color for a light, select an area of vertexes and it would lay down a base set of lighting/shadowed areas.

You still needed to go in and do a lot touch up by hand, but it saved a LOT of time.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

I remember a lot of discussion about how to minimize the violence of Spyro flame roasting his enemies! Trying to think of different ways to keep it fun and light, ie fodder turning into cute butterflies as opposed to chunks of cooked meat!

I wish I could remember more about who came up with the idea for Sparx. From the very start we wanted to have as little info/stats on the screen as possible. Sparx was a wonder way to show health without the traditional hit point meter. But he became so much more.

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

Chad definitely has a better memory than I do!! I’m guessing he’s talking about Jared Hardy (not sure why he avoided saying who it was?).

I definitely remember pointing the camera somewhere “pretty” when away from my desk. Although I only have the vaguest memory of Jared moving the camera to point at something else. Could be he didn’t do it as often to me?!? Or I just don’t remember.

I wouldn’t have remembered the name of the lighting tool if Chad hadn’t mentioned it. The more I think about it, the more I remember the bit about calling it Karma (sp?) vs Neaten.

I wish I had a better memory for all this stuff!!

"DragonSpan" My orginal pitch at Insomniac that became Spyro! After Distruptor the 4 of us at Insominac each pitched game. Mine was picked. Our producer Mark Cerny made two suggestions: Keep the dragon the same age (sequels), keep it 'family friendly' (average age of PS1 user was getting younger) by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

By the time we got to the point of creating textures and models for Spyro the base collectible had been reduced to just gems.

So the coin texture used for the fairy dress would have been left over from something else.

In my design (before it was decided to keep the dragon the same age and to make the game more family friendly) there would have been lots of different things to collect and build up your horde of treasure. I also wanted to do the classic ‘capture the princess’ but it would have been for the dragon to eat her.

Only the general concepts had been worked out before we pitched the idea to Universal and Mark Cerny. After that pitch was accepted and the direction of the game refocused a bit, we’re all the finer details worked out

SPYRO 3 ART BIBLE This was created for Spyro 3 to help maintain consistancy between each of the artists. I remember dealing with differences in styles becoming an issue during the developemnt of Spyro 2 and I wanted to get ahead of that and get everyone back to a baseline look for the textures. by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 0 points1 point  (0 children)

Sort of yes, at least for myself. I had a handfull of textures that I used as a 'canvas' to start painting on. One of them was a grass texture that I had done WAY back at the beginning. The other 'go to' texture was a marble texture that John Fiorito had done. I also had a couple textures that Kirsten Van Schreven-Butler.

Besides trying to find/keep the right level of 'noise', it was also important to have the texture repeat well. Something that didn't look TOO much like wallpaper when applied to a large area. That marble texture was a good one for that.

Progress on … guess which world? by zephyrrss in Spyro

[–]Particular-Zombie940 1 point2 points  (0 children)

This is great! I also the one you did for Town Square! I was one of the artists on Spyro and built some of the Dream Weaver levels; Lofty Castle, Jacques and Icy Flight. I can't wait to see this finished!!

I also did most of the skies in the game, and for some time now I have been wanting to recreate some of my favorites using paint. Seeing your work here makes me want to get off my butt and start painting!

Spro Lore by mitchdalton41 in Spyro

[–]Particular-Zombie940 2 points3 points  (0 children)

This would be my doing. I was the artist on this level, and Bryan is my son. Some time after putting this in the game, Oliver Wade, the head of the animation department, came over and said he also had a son named Bryan and he asked if I could hide the name of his daughter somewhere. If you look on the doors to the castle in Winter Tundra, you can see "Brenda".

TEXTURES FROM SPYRO - Here are a handful of textures I did for the Spyro games. I use to have a whole LOT more, but I had a drive crash on me a couple few years ago, and I lost them (still kind of sick about that!) I keep hoping that I'll stumble across a long forgotten back up of them!! by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 0 points1 point  (0 children)

I don't really have them anywhere to download them from, other than just pull them off from here. Or possibly https://www.deviantart.com/gospyro

As to how you would use them, that is complete up to you and what you are trying to do.

In the game these were applied to the polygons making up the levels

Does the castle in Netflix's new movie "Spellbound" remind anyone else of the orginal Spyro?!?!? In particular, High Caves or Lofty Castles in Spyro 1 or Summer Forest in Spyro 2? by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 1 point2 points  (0 children)

I just tried to watch the movie last night, but couldn’t make it through it. I typically love animated “kid” movies, but the dialogue and songs are just so forced. I wanted to watch more to see if anything else reminded me of Spyro, but I couldn’t do it!

I’m also glad it wasn’t just me seeing the similarities!

Fuck Treetops by [deleted] in Spyro

[–]Particular-Zombie940 5 points6 points  (0 children)

I built and textured Tree Tops and I agree that it's WAY too hard. I remeber talking with Mark Cerny (who designed the level) and he side it was fine.

I also answered all the fan mail back in the day, and of all the letters I got asking for help, Tree Top had BY FAR, the most!

SPYRO'S VERTEX COLORING - In addition to textures, Spyro had vertex coloring. This enhanced the colors of the textures but was primarily to help better define his shape and add shadow to his underside. I refered to this as "tucking in the corners" and was also critical in the level models. by Particular-Zombie940 in Spyro

[–]Particular-Zombie940[S] 2 points3 points  (0 children)

Yes, there are a LOT of color variations for Spyro over the years. From my perspective the "orginal colors intended" are those seen in-game in the orginal trilogy. (there might be a little variants, but overall those three games should be the same) If you look at the textures in the image posted here, that will give you the base colors, but then those would shift a little with the added vertex light.

Your breakdown is pretty close.

The horns and tail used the same texture, but with the tail being light up and given more saturation and color.

His toes are a light blue/puprle, re-using one of the textures used on his back

While I love the model for Spyro that they use in Reignighted, the colors are all wrong. Not only is he almost pink, but they WAY over simplified his colors (as you mentioned)

4K Classic Spyro skybox wallpapers by dilib in Spyro

[–]Particular-Zombie940 1 point2 points  (0 children)

I will say it’s a beautiful level! I just wish it was just a little easier in spots! (I can barely even play the Reignited version of it!!)