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"Cortex Island & N. Sanity Island" Color Environment
Study
The world of Crash should feel logical. Progression through
levels
is based on the topography of three mythical islands.
(UCS) (G)
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"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
here.
(AE) (Acr)
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"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
together
stylistically.
(AE) (Acr)
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"The Jungle" Color Environment Study
This painting set the direction for Crash's jungle levels.
The
"3-D path" gameplay is evident here.
(AE) (Acr)
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Jungle Environment Sketch
We first sketched each environment, just as feature film
animators
do for their backgrounds. We were focusing on harmony and
style
here. Later, additional individual elements were designed and
created.
(AE) (P&P)
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Ruin Environment Sketch
Naughty Dog wanted an overgrown, organic look for Crash. We
worked
to completely avoid straight lines and 90 degree
corners.
(AE) (P&P)
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Castle Interior Environment Sketch
Dr. Neo Cortex's castle was created atop the highest mountain
in
the islands. The castle has to reflect his twisted
nature.
(AE) (P&P)
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Village Interior Environment Sketch
The islands Dr. Cortex chose to use as his headquarters are
not
deserted. The local villagers descend from the ancient
civiliaztion that created the ruins littering the island
chain.
Their style and subjects have not changed, but their
technological
regression has led them to carve wood instead of the stone
their
ancestors worked witih.
(AE) (P&P)
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Sketches 1
A Naughty Dog artist sketched every single background object
in
Crash before it was modeled. The artists had to make the best
use
of textures, and aggressively reduce geometry.
(ND) (P&P)
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Sketches 2
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
sure
they could play by light value alone.
(ND) (P&P)
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Sketches 3
Note how the top image in this sketchbook page shows intended
use
of light and shadow to guide the player into the log. The
bottom
sketch shows how visual flow can be achieved. Players' eyes
are
guided upwards from the path toward the gameplay-relevant
boulder.
(ND) (P&P)
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Artist
(ND) Naughty
Dog: Art done by Charlotte Francis,
Bob Rafei, Jason Rubin,
or another Naughty Dog...but never a programmer...we
promise.
(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
Medium
(P&P)
Pencil, Pen, and Paper
(Maya) Alias | Wavefront Maya on SGI or NT (PA)
Alias | Wavefront PowerAnimator on SGI
(Acr) Acrylics Paints
(G) Gouache
(PS) Photoshop on the Macintosh
(NPS) Naughty Dog's Proprietary Renderer
(SGI) game backgrounds grabbed from SGI version of
Crash
Bandicoot
CRASH BANDICOOT |
CRASH 2 |
WARPED |
CRASH TEAM RACING
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