Dev Team Notes
- Mark Cerny pitched that there was a vacuum in the PS market for family games
- Cerny wanted them to create a full 3d platform where the enemies focused on the player
- Craig Stitt suggested that they make a game about dragons
- “The greatest creature. Combines a t-rex, with wings & breathes fire, the best of everything”
- Al Hastings built a new engine focused on panoramic views to scale huge environments with little resources
- Not using fog effects
- Code loaded levels of layers depending on player distance (more distance, less polygons) (uses assembly draw routines)
- 7 different little renderers that work on different levels of detail
- Lifts used to add time for the levels to load
- Some sky boxes are 5000 polygons (no other console could do that at the time)
- 80% was created with hand-written code
- Engine was made to create longview (built off of Disruptor engine) of rolling green fields & more complex vistas
- Brian Hastings pointed out that “if it’s fun to run in circles, then it’s good”
- AKA: The toy factor
- Alain Mandrain (lead designer) decided on the enemies that were in the game
- Everyone contributed eventually afterwards & gave tons of weird enemies
- Charles Zambilas to create Spyro (also created Crash Bandicoot)
- Just gave notes that they wanted a dragon-based game
- Educated the team on how to create design appeal in a character (how to make a character more child-like & cuter for family audiences)
- Bratty 8 or 9 year old + appealing design of smaller looking dragon
- Used a sketch made in 2002 of Spyro for their “Reignited Trilogy” box art
- Developed by 6 team members, 1 dev animated all of the characters in the game
- Hired Matt Whiting (Nasa scientist) to help design Spyro’s glide mechanic
- Also helped create the camera controls, initially responded too quick and made players feel sea-sick
- Spyro is most like Chuck Suong, according to the dev team
- Very positive & comes back for more
Notes from Ted Price
- Ted Price said Gliding was what made the game different
- Ted Price thought Spyro would fail since it was released too late after the platforming boom (1st Spyro game didn’t initially sell amazingly)
- Didn’t initially click with consumers that a PS player could have family friendly games on the system until they started playing
- The reason the dev team moved on from Sypro was that the dragon couldn’t hold anything
- Could have been a joke, but they did transition over to Ratchet & Clank right after Spyro (where Ratchet holds a ton of different weapons)
- Al Hastings wanted to make a loading screen that was different than the usual black screen (hence the gliding transition between world levels)
- Needed fodder in each level (sheeps, frogs, etc) as health for Spyro/Sparx
- Illustrate the differences between enemies via armour (chrome)
- Helped build some of the levels (Stone Hill). Built in Maya (MEL)
- Ted & Al came together through their mothers discussing the video game company that Ted created & and that Al was a world-class programmer
- The dragons all belong to different family types (Beast Masters, Swamp…somethings, etc)
- Focus group problems with people saying that games like Spyro are kids games
- Then, people who initially enjoyed the game alone, were pressured into agreeing so to not seem “un-manly”
Development
- Released Sept 1998
- Originally Universal was the publisher and sublicensed Spyro to Sony
- TV interview opening (they wanted a unique start to the game)
- Spyro name comes from pyro (fire) & spiro (to breathe)
- The dev team didn’t want Spyro to be green so he didn’t blend into the environment
- In every, single place that you can super dash, there is a secret place that you can get to (challenge to hardcore players)
- Japanese title actually gave the developers the idea for the boss for the 2nd game
- The kanji looks to have spelt “Ripto”
- Poem held in the code
- They always end with “And I always get the shemp”…
- Fake Shemp – actor who has their back turned to the camera
- Boss in Spyro 1
- Gotta hit his back to beat him
- Originated as a developer-in joke; when something didn’t go according to plan, the devs would say “You got the Shemp”
- They always end with “And I always get the shemp”…
- 6 worlds created, one for each member of the team
- Aristans, peacekeepers, magic crafters & machinists were the themes as opposed to fire, ice, water, etc
- Originally designed as a grown up dragon but thought it wouldn’t resonate with kids
- Combined the best attitudes of the current platforming big shots: Mario & Sonic
- Sparkle from a gem can be seen at any distance
- Bright vivid colours were chosen to stand out from the bland colour palettes of the time
- Gems are the collectable since it was accepted that Dragons love treasure
- Original storyline was about Spyro thinking he was a slightly larger dragonfly & figuring out he was a dragon after the village was attacked & trying to defend & rescue everyone
Music
- Stuart Copeland (of the Police) created the soundtrack
- 1st video game soundtrack done
- Step 1: beat the level (not so easy for Stuart)
- Step 2: within the atmosphere, have a lot of changes happen (give inter complexities more complexities to survive repeat listenings)
- Used input quantize to play poorly but it outputs quite well
- Combine with looping, this makes composing fairly straightforward
- Keeps layering on sounds to create those complexities
- Also can transpose sections up an octave to provide a transitionary bridge within seconds
- Composing for PS has full CD bandwidth
- No limits to what can be used to create soundtracks (even uses full orchestras sometimes)
- All about creating & releasing tension through different instrumentation
- Wizard peak was used as the closing theme for the Amanda Show
- Jacque level was featured on his Anthology album
Voice Acting
- Initial feedback on Spyro personality “called him a cocky bastard”
- “entitled little jerk” lol
- later games changed his writing to be more light & friendly
- Carlos Alazraqui (voice actor for Crash Bandicoot & Taco Bell dog)
- Voice they settled on for Spyroc was “a mixture in-between the two styles (high pitched kid & ‘cool older dude’) go-getter kind of guy & kinda tough but really kinda nice”
- Clancy Brown (Starship Troopers, Highlander)
- Voices for some of the dragons & major NPC’s
Marketing
- Avg age of PS players was decreasing since the price of the of consoles became cheaper and more popular
- Reverse Kirby effect
- Relates to Kirby being a cute character that was marketed as ‘cool’ whereas Spyro was ‘cool’ but marketed as cute
- Original name was Pete but Disney would have had a huge problem considering they just released the movie “Pete’s Dragon”
- Product marketing manager, Amy Blair, suggested putting an “S” in front of their original idea for the dragon’s name “Pyro”
- Marked as number #39 in terms of top video game characters in the Guinness book of world records
- Launched with a suggested retail price of $14.99
- Adjusted for inflation, that’s about $22
References
- Levels paid tribute to famous movies
- Beastmakers hub – Apocolypse now
- Cliff Town – Star Wars
- Multiple levels referenced Indiana Jones
International
- Japanese version of Spyro
- More sounds for Spyro
- Sign posts with hints
- A different camera angle
- Slow down issues
- Voiceover (Akiko Yajima) provided more dialogue while gliding or charging