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C R A S H   B A N D I C O O T   :   W A R P E D
b a c k g r o u n d   s t u d i e s

"Arabian Days" Color Environment Study
Crash 3's time-travel-around-the-world theme allowed Naughty Dog artists to stretch beyond the limits imposed by the island themed setting of the previous games. Each time theme has distinctly unique structures and color palettes as evidenced here by our Arabian levels.
(ND) (P&P, PS)
"Arabian Nights" Color Environment Study
When revisiting a time period on a later level, color can greatly add variety even when the structures remain mostly the same. As seen here, simply re-coloring the same sketch from day to night can demonstrate the effect that color has on the mood of an environment.
(ND) (P&P, PS)
"Jurassic Swamp" Color Environment Study
Sketches like these got us excited about creating a highly detailed and active organic environment for Crash 3's prehistoric levels. Then we added a huge lumbering triceratops, tons of steaming vents, dozens of creatures, breakaway logs, boxes...and EVERYTHING had to reflect!
(ND) (P&P, PS)
"Medieval Times" Color Environment Study
One of the ways we wanted to visually distinguish Crash 3 from the previous games was by opening up the environment, allowing for greater distances to be visible...without draw-in or fog. To achieve this image of endless rolling hills and distant castles, we needed to introduce new technologies into our game engine and change the way we constructed some of our background elements.
(ND) (P&P, PS)
"Medieval Twilight" Color Environment Study
Again, the time of day provides a color palette with a distinctly different feeling.
(ND) (P&P, PS)
"Egyptian Tombs" Color Environment Study
The decorative Egyptian artistry required some of the most detailed textures in Crash 3. Of course, Cortex had his more talented minions alter the paintings in his own image.
(ND) (P&P, PS)
"Neo York" Color Environment Study
A glimpse of the future under Cortex's rule? Perhaps. Like any city of tomorrow, this one is dense with tall buildings, neon signs, reflective windows, and endless elevated walkways. The only thing missing was traffic.
(ND) (P&P, PS)
"Roadside to the Horizon" Environment Sketch
Sketching an endless highway may make for a boring image, so we sketch the roadside details. What would a desert highway be without endless catci and telephone poles?
(ND) (P&P)
"Distant Mesas" Environment Sketch
The silhouttes of distant mesas help break up the horizon, but seem forever out of reach.
(ND) (P&P)
"Last Chance" Environment Sketch
To give the desert highway some character, we opted for the flavor of 1950's America. Full service gas stations and the diners dot the roadside.
(ND) (P&P)
"Crash's Home" Environment Sketch
For the first time in the Crash Trilogy, we get to see the jungle dwelling that Crash and Coco call home. Although these bandicoots enjoy their technlogical toys, Naughty Dog felt that Crash and his sister should live in a more organic setting.
(ND) (P&P)
"Another Brick in the Wall" Environment Sketch
The Great Wall of China seemed the perfect setting for Crash's famous animal-riding antics. This time, however, Coco and her tiger pal would get to have the fun. Portraying the wall as under construction allowed for some visual variety while providing obvious gameplay obstacles.
(ND) (P&P)
"Submerged Atlantis" Environment Sketch
The Atlantis theme was one of the more difficult looks to achieve as no one could agree to how Atlantis should be portrayed. Ideas varied from an ancient Roman-esque city in ruins to a high-tech submerged city of alien origin. But despite those initial uncertainties, everyone agrees that the resulting underwater environments are among the most visually striking of the Crash series.
(ND) (P&P)

    Artist
    (ND) Naughty Dog: Art done by Charlotte Francis, Malcolm Hee, Eric Iwasaki, Erick Pangilinan, Bob Rafei, Jason Rubin, Rob Titus, 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
    (Oil) Oil Paints
    (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
    (P) Painter on NT
    (PS) Photoshop on NT, Mac, or SGI
    (NPS) Naughty Dog's Proprietary Renderer
    (SGI) game backgrounds grabbed from SGI version of Crash Bandicoot

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