Thursday, 26 July 2012

Crash Bandicoot - Concept to Game


I stumbled across a website recently for one of my favourite game series of all time.
Of course I'm talking about Crash Bandicoot, it was the first 3D game I ever played, on the original PS1, and it's always stuck with me till this very day.

I found a lot of the original concept work for the original PlayStation games.


The games are bright and colourful, which is the typical sort of games everyone played as a kid especially in the 90's. It has great environments as well as character designs. Back in those days (mid 90's) graphics were very limited, there's no bump and specular maps (and all that fancy stuff as far as I'm aware) to be found in any of these games (though I think they should go back and add them now just to see what they'd look like) it was pretty basic modelling and texturing. The PS1 alongside the N64 back then where the main two 3D games consoles.

What I like is the concept works of these games though, they are just neat, simple and straight to the point of what they wanted to try and create within the games themselves.



Videos I've also found include interviews and the making of the games themselves. The creators sort of explain how they changed the game engine, instead of making Crash 1.5 (after the first game) and using the same engine for new levels, they scraped the entire thing and made Crash 2 giving it different game play, more level of detail using polygons on their models and basically just expanding the game to fit more in.



They talk about how they were able to animate more things such as the characters, using the polygons to gain better animations through their being more space available, having someone texture and people voice acting etc which they were unable to achieve in the last installment.


Even the racing is something totally different,  they talk about how the level design is made to suit the type of cart racing genre that it is, people are addicted to finding secrets, shortcuts and how to gain the most height/hang time to make you go faster.


The art work is great too because shows their intentions of how they want to build these levels, what they want them to look like and some of the obstacles/hazards that are in them. One thing that you have to remember is that all games need difficultly factor and building just a plain boring track with no hazards wouldn't make it that entertaining to play.




(posted this video before but there's more to talk about)

In Crash Bandicoot 3 they talked about how in previous Crash games you could see polygons about 70 meters away from where the camera is and the player is standing, in the new game you can see up to 700 meters which is a huge improvement and shows how they've developed their game engines as each game has progressed. When you game a game you are basically making a specific type of engine that will play the game that you're attempting to create on the chosen platform/platforms that's intended to be played for, in other words it's a piece of software made for a machine to run in its own unique way. Talking about things like perspective etc you can see things in the background of the game that get bigger and bigger the more you move forward. For example the castle they talk about, you can see this in the concept art itself.

When they are concepting the levels they start out with prep sketches, much like we do in out Visual Design studies, they turn this into line art by picking the best elements of their prep work.
By doing this you can start rendering the work, just the same as we do with our digital work, you can apply textures, lighting, and use a colour palette that works well within the environment itself and then turn that into a day or night setting if you want.




Once you have all this you can create an overhead view/orthographic  view of the level design itself, and use the arrangement of objects/assets and making the use of space and how much is around you when playing to fill and populate the game levels. From this you can white box model and test and interact with the levels making changes etc if need be before applying the final textures to it.

Another interesting thing about the website I found is that it tells you the medium of how the art/concept work was made, which I think is kind of unique, almost all art works you look at don't come with a medium list. 

Medium list:

(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 Porprietary Renderer
(SGI) Game Backgrounds grabber from SGI version of Crash Bandicoot
(Oil) Oil Pa
Basically the keys to the symbols that appear next to the images.

Example:
(ND & P&P)


What I like is that it's just simple line work that they start off with to create these environments and characters etc, they can use the same drawing/silhouette to make many variations of the characters and enemies. I did the same thing for my reef character in the first year.






They can then (when they are happy with it) take that to a texture artist to render and get a final result which obviously again once happy with it can be made in 3D and again textured and from there obviously animation happens and coding etc.

One last thing they talk about it how animation and coding is quite a complex thing to put together and only through persevering they were able to put together some of the environments and effects that they thought weren't possible to create on the PS1. Animation and programming isn't my area but I do remember reading (can't find where) that the creators of the Crash games did hack the PlayStation to make the graphics better, which is what makes the game stand out more than any other at the time in my opinion. Which possibly argues a point that better graphics make a better game, but I don't believe that for one second. I think that it's the game play, the lovable characters and the level design that makes it, the graphics (if they are good) are just an added bonus, which kind of makes it the 'perfect game' almost. I've talked enough and that is something I want to talk about in another entry.

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