"Cortex Island & N. Sanity Island" Color Environment
The world of Crash should feel logical. Progression through
is based on the topography of three mythical islands.
"Ruins at Sunset" Color Environment Study
Correct use of color was an important goal for Naughty Dog's
artists. Use of mutually accentuating colors is the theme
"Island Caves" Color Environment Study
Elements of this were used in Koala Kong's Boss round. The
ancient ruin elements in Crash tie different environments
"The Jungle" Color Environment Study
This painting set the direction for Crash's jungle levels.
"3-D path" gameplay is evident here.
Jungle Environment Sketch
We first sketched each environment, just as feature film
do for their backgrounds. We were focusing on harmony and
here. Later, additional individual elements were designed and
Ruin Environment Sketch
Naughty Dog wanted an overgrown, organic look for Crash. We
to completely avoid straight lines and 90 degree
Castle Interior Environment Sketch
Dr. Neo Cortex's castle was created atop the highest mountain
the islands. The castle has to reflect his twisted
Village Interior Environment Sketch
The islands Dr. Cortex chose to use as his headquarters are
deserted. The local villagers descend from the ancient
civiliaztion that created the ruins littering the island
Their style and subjects have not changed, but their
regression has led them to carve wood instead of the stone
ancestors worked witih.
A Naughty Dog artist sketched every single background object
Crash before it was modeled. The artists had to make the best
of textures, and aggressively reduce geometry.
We often juxtaposed dark and light elements to create visual
interest and to separate geometry. Naughty Dog artists would
squint when sketching, texturing, and playing levels to make
they could play by light value alone.
Note how the top image in this sketchbook page shows intended
of light and shadow to guide the player into the log. The
sketch shows how visual flow can be achieved. Players' eyes
guided upwards from the path toward the gameplay-relevant
Dog: Art done by Charlotte Francis,
Bob Rafei, Jason Rubin,
or another Naughty Dog...but never a programmer...we
(AE) American Exitus: Sketches done by Charles
Zembillas and Joe
Pearson, professional cartoon designers that worked with us to
design the characters, backgrounds, and atmosphere of Crash.
(UCS) Universal Cartoon Studios
Pencil, Pen, and Paper
(Maya) Alias | Wavefront Maya on SGI or NT
Alias | Wavefront PowerAnimator on SGI
(Acr) Acrylics Paints
(PS) Photoshop on the Macintosh
(NPS) Naughty Dog's Proprietary Renderer
(SGI) game backgrounds grabbed from SGI version of
CRASH BANDICOOT |
CRASH 2 |
CRASH TEAM RACING