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Archive for Doctor Neo Cortex

Crash Valentines

Feb14

In honor of Valentines, I share with you both a cute fan pic, courtesy of die hard fan Daisy Parker, and fan Aaron White’s latest masterpiece stop motion Crash Bandicoot fan video: Rise of the NeoBots.

And the best thing — which makes this oh so apropos — is that they’re a couple!

Enjoy!

Cortex Valentines

Related posts:

  1. Crash Live Action Tribute
  2. Game Shop Crash
  3. Crash Bandicoot Fan Film
  4. Crash Launch Commercials
  5. Capo Valentines
By: agavin
Comments (25)
Posted in: Games
Tagged as: Crash Bandicoot, Doctor Neo Cortex, fan art, fan film, Rise of the NeoBots, valentines day

Video Games, Novels, and Ideas

Aug01

Since I’ve created thirteen video games and written two novels I’m often asked how the process compares between the two. This is a complex topic, but here goes one stab at it, focusing on the generation of the idea.

The idea part 1: The What

Both games and novels start with a basic idea, and it’s essential to focus on what’s important. In both cases, this is a creative process, imagining something blurry and only partially formed that calls out to you.

Games are about gameplay, so this is then a question of gameplay genre. Not the Horror vs Mystery type of genre, but what kind of game is it. Generally you start with one of the proven gameplay types: Platformer, shooter, driving game, sports game, etc and then try to bring something new to the table. For Crash Bandicoot, this was “character platform game in the vein of Donkey Kong Country, but in full 3D” (there were no 3D platform games when we started).

This was not easy in 1995!

With novels, the core idea is also genre, but the meaning of this is different. In starting The Darkening Dream, I had this image come into my head – and some might consider me disturbed – of a dead tree silhouetted against an orange sky, a naked body bound to it, disemboweled, and bleeding out. The sound of a colossal horn or gong blares. The blood glistens black in the sunset light. Bats circle the sky and wolves bay in the distance. But sacrifice isn’t just about killing. It’s a contract. Someone is bargaining with the gods. Complex ideas are the intersection of multiple smaller ideas. To this I brought a desire to reinvent the classic Buffyesque story of “a group of teens fight for their lives against a bunch of supernatural baddies trying to destroy the world.” But the twist is that I wanted to ground all of the magic and supernatural in “real” researched historical occult. This defined the book as a kind of supernatural thriller from the get go.

The idea part 2: The Who and Where

Part 1 gives you a core, or germ, of the project, but to start moving with it you need setting.

Again, looking at The Darkening Dream I had this disturbing image in mind. This was a vampire moment, but not exactly your typical one. For years, I’d been noodling on my own private vampire mythos, grounded in a kind of religio-historical thinking. Coppola’s Dracula, for example, has Vlad’s dark power grounded in rage and the Christian god forsworn. But I liked the idea that the most ancient of vampires was far older than Christ, perhaps older than civilization itself. This got me thinking about Neolithic religion. Pre-civilized peoples were essentially shamanistic. The shaman (sometimes called a Witch Doctor) interfaces between the people and hidden powers, both wondrous and terrible. What if one of these men, millennia ago, struck a dark bargain: blood for life. And so was born the idea of the vampire blood gods, dark deities of old forests, of sacrifices bleeding on trees, of gnashy gnashy teeth, slick with blood. This held the key to a ancient vampire explanation grounded in belief. Gods created and fed on faith, instead of the other way around. And the blood gods are not alone. Other ancient gods might still linger, diminished, but still powerful. There seemed a natural synergy between their fate and the syncretistic quality of human religion. As the belief changes, so does the object of said belief. 

This meta-idea is very complex, a kind of world setting rooted in history, but reaching back to basics, novels are fundamentally about protagonist and the drama generated by the obstruction of their desire by opposing forces (often antagonist). I tend to think of the antagonists first, but this is a little backward. I knew I wanted a teenage girl, mostly for reasons of contrast with these sinister villains. She too, should be a dabbler in some school of occult-religious power. I like the idea of magic involving hard work and study, call it bookworm power, so I conceived of this studious girl, kind of an older Hermione Granger, daughter of a scholar father with a hidden past. As a heroine, she seeks to use her growing skills to “do the right thing” but all such power if fraught with danger, and her naivety gets her in way over her head.

This magical-religious thinking lead me to a conflict between the old (superstitious?) way of thinking and the modern (technological?) world. I was drawn to a number of cusp points, but settled on the eve of World War I. That war changed the human political landscape, completing the process of casting down King and Church that had been ongoing since the Reformation. It also provided an era with significant room for sequels (WWI, WWII, cold war, etc.) and a freedom from cheap plotting shortcuts like mobile phones and the internet.

The first real Crash

With Crash Bandicoot, the notion of setting was much simpler, but no less important. Back in 1994 when we were visualizing our 3D platform game we wanted to follow in the tradition of using a quasi-animal character. Various factors led us to a sort of Looney Tunes style character design and world. In the early 90s, voice for video game characters was technologically dicey and tended to be cheesy, so we thought to convey strong personality through animation.  We also liked the idea of taking a real animal that had a distinct name, yet one rare enough that few people knew what it looked like. In this way, we hoped to “hijack” the animals name and have our character become representative of this real animal. This quest for a cute, well named, and rare animal led us to the Bandicoot, and hence to an isolated island setting full of exotic animals. In the cartoon space it seemed natural for the villain to be an evil genius, misunderstood, surrounded by idiot minions that bungle his brilliant plans :-). Doctor Neo Cortex was born. Since normal rodents are a bit mousy, and not necessarily that cool, we gave him the Evolve-O-Ray program in which he was “enhancing” the animal life of his island. Crash took form as the goofy “bungled” product of these experiments, fighting, in his goofy way, to protect the natural world from this renegade scientific program.

Snowball on the hill

Once you work out the basic creative concept for a big project, the rest of the ideas tend to flow outward from these first principles.

In world of The Darkening Dream I drew on historical and religious settings, people, magics, and sects to provide allies and enemies, creating their motivations out of their own peculiar frameworks. With Crash, the cartoon style of the world and the practical needs of the platform game drove decisions. Platform games (and many other game types) have Bosses and Sub-bosses. If Neo Cortex is the boss, then he needed henchmen (mutated animals and lab assistants) and middle management (the various Sub-boss animals). His island needed varied settings (read variety), but it was a jungle island, so this led us to island-compatible settings like beach, jungle, caves, etc.

In previous posts I discussed the differing importance of story to novels and video games, the origins of the magic in The Darkening Dream, and the history of Crash Bandicoot. Sometime in the future, I’ll probably continue this series by talking about production itself.

Related posts:

  1. How do I get a job designing video games?
  2. Games, Novels, and Story
  3. Making Crash Bandicoot – part 2
  4. Crash Bandicoot – Interviews “R” us
  5. So you want to be a video game programmer? – part 2 – Specs
By: agavin
Comments (15)
Posted in: Darkening Dream, Games
Tagged as: Andy Gavin, Bandicoot, Crash Bandicoot, Doctor Neo Cortex, Donkey Kong Country, Fiction, Games, Hermione Granger, Ideas, Neo Cortex, Platform game, The Darkening Dream

Making Crash Bandicoot – part 2

Feb03

CONTINUED FROM PART 1 ABOVE.

So what was it that Sega and Nintendo had in 1994, but Sony didn’t?

An existing competing mascot character. Sega had Sonic and Nintendo had Mario (even if the N64 was just a rumor at that point). But Sony product slate was blank.

So we set about creating a mascot on the theory that maybe, just maybe, we might be able to slide into that opening. I’m still surprised it worked.

The first real Crash

Next we had to find a creature to hang our hopes on. We wanted to do what Sega had done with the hedgehog and Warner Bros had done with the Tasmanian Devil and find some kind of animal that was cute, real, and no one really knew about. We bought a copy of “Tasmanian Mammals – a field guide” and flipped through. The Wombat, Potoroo, and Bandicoot fit the bill. For the meantime we went with Willie the Wombat, as both Jason and I like alliteration. We never considered it a real name as it was too dorky. And just a month or so later someone told us about some other non-game property with the same name, so it remained a working title. By October 1994 the character was a Bandicoot as far as we were concerned.  We loved the word, but we kept calling him Willie, and the game Willie the Wombat until spring of 1996. It wasn’t really worth it to sort out a final name – some marketing department would probably change it anyway.

In September and October of 1994 we were busy trying to figure out who this Willie guy was. We felt he should be goofy and fun loving, and never talk — on the theory that voices for video game characters were always lame, negative, and distracted from identification with them.

But the villain gelled faster than the hero.

Dr. Neo Cortex — pissed

I remember it clearly. The four of us were eating at this mediocre Italian near Universal and I had this idea of an evil genius villain with a big head. Obviously brainy cartoon villains have big heads. He was all about his attitude and his minions. Video games need lots of minions. Jason had become very fond of Pinky and the Brain and we imagined a more malevolent Brain with minions like the weasels in Who Framed Roger Rabbit. A villain, all full of himself, unable to conceive of ever doing anything the simple way, but constantly (in his eyes) betrayed by the incompetence of his henchmen.

I put on my silly villain voice and intoned, “If you had three neurons between you, you couldn’t make a triangle!” With this attitude, his name, Doctor Neo Cortex, popped instantly into our heads.

For “Willie” was to be – in our minds – a game that tried to combine the game play of Mario or Donkey Kong Country with the animation and cartoon sensibility of a Looney Tunes or Tex Avery cartoon.

To that effect, we took the very unusual step of hiring real “Hollywood” cartoon designers to help with the visual part of the production. This was Mark’s idea at first, although Jason and I saw the brilliance of it immediately. In those days we were enamored with the idea blending the best of Hollywood into game making – creative synergy if you will. In the long run, we would be disabused of much of the synergy notion. However, production design, sound design, voice acting, and later motion capture, were to be the areas in which Hollywood resources proved valuable to video game teams.

A Crash that wasn’t

The guys we brought on were Charles Zembillas and Joe Pearson. Charles was principally character, and Joe background. These two were instrumental in developing the look of Crash Bandicoot, particularly prior to us hiring Bob Rafei in January 1995. Bob was an extremely talented young artist who would eventually come to head the art design at Naughty Dog. But in 1994, what Charles and Joe did was provide the fleshing out, or visualization, of ideas pitched mostly by Jason, myself, or Mark. In essence, they translated into cartoon sensibility.

Charles in particular was a very fast sketch artist, with a real knack for capturing cartoon emotion. So we would just say things like, “Cortex has a huge head but a tiny body, he’s a mad scientist, and he dresses a bit like a Nazi from the Jetsons” and in 2 minutes he’d have a gray and blue pencil sketch. We might then say, “less hair, goofier, crazier” and he’d do another sketch. Repeat.

The jungle, concept

Joe did the same for the backgrounds, but as landscapes have more lines, on a slightly longer time scale. Given that “Willie” was Tasmanian we set him on a mysterious island where every possible kind of environment lurked. Evil geniuses like Dr. Cortex require island strongholds. So we had lots of environments to design. Jungles, power stations, creepy castles, evil natives, sunset temples, spooky caves, etc. At some point early on we hit on the “tiki” idea and thus: goofy Easter Island tikis everywhere.

 

Jason’s comments:

When we started designing Crash, or Willie as he was first known internally, we decided that there need be no connection between the real animal and the final design — hey, all mammals, uh marsupials.  A Wombat looks nothing like Crash.  He is closer to a Bandicoot, maybe, but that was pure luck.  Instead the design of the character was determined 51% by technical and visual necessity and 49% by inspiration.

A (very) partial list of the Necessities:

Why is Crash Orange?  Not because we liked it, but because it made the most sense.  First I created a list of popular characters and their colors.  Next I made a list of earthly background possibilities (forest, desert, beach, etc.) and then we strictly outlawed colors that didn’t look good on the screen.  Red, for example, tends to bleed horribly on old televisions.  At the time, everyone had old televisions, even if they were new!  Crash was orange because that was available.  There are no lava levels, a staple in character action games, because Crash is orange.  We made one in Demo, and that ended the lava debate.  It was not terribly dissimilar to trying to watch a black dog run in the yard on a moonless night.

Why is Crash’s face so large?  Because the resolution of the screen was so low.  Some people think we were inspired by the Tasmanian devil.  Perhaps, but it was the necessity of having features large enough to be discernable that caused us to push for the neckless look.  The move made it a little harder to turn his head, and created a very unique way of moving, but it let you see Crash’s facial expressions.  And that was to be very important.

Why does Crash have gloves, spots on his back, and a light colored chest?  Resolution, bad lighting models, and low polygon counts.  Those small additions let you quickly determine what part and rotation of Crash you were looking at based on color.  If you saw spots, it was his back.  Yellowish orange was the front.  As the hands and arms crossed the body during a run the orange tended to blend into muck.  But your eyes tracked the black gloves as they crossed Crash’s body and your mind filled in the rest.

We were wrestling with these design constraints the entire process.  Joe and Charles, with all their talent, were free to do anything that they could imagine on paper.  But Bob and I were the artists that eventually had to ground that back in the reality of calculator strapped to a TV that was the PlayStation 1.

Charles would hand us a sketch and we would start the math:  240 pixel high screen, character 1/6 to 1/4 of the screen height, character 40 to 60 pixels high, proposed hat 1/8 of height of Character, hat 5 to 6 pixels high, hat has stripes.  Striped hat won’t work because the stripes will be less than 1 pixel high.

Take the image Andy posted titled “A Crash that Wasn’t.”  I can tell you immediately that the tail and any kind of flappy strap was immediately shot down because it would have flickered on and off as the PlayStation failed to have pixels to show it.  And that little bit of ankle showing beneath the long pants would have been an annoying orange flicker every few frames around the bottom of his pants and shoes.  Shorter pants would have to prevail.  Crash did end up with a belly button, but it would be about 2x as big.

The first sketches of Crash as we know him

Charles would look at us like we were speaking Swahili.  But then he’d go off and draw something totally cool and all would be well.

Cortex had few of these issues.  We could make him totally improbable, un-animatable, and just keep him bigger on the screen.   He didn’t show up too often anyway.  He could never really walk with those short legs.  He had to do a weird thrusting tra-la-la dance.  But he looked cool so we just kept him stationary most of the time.

Cortex was my favorite.  I think Andy preferred Crash.  They fit our differing personalities!  Andy has the original ink Crash sketches and I have the original Cortexes.  Both are a true testament to Charles Zembillas’ skill as a character designer. [ NOTE from Andy: I love both, but I too have a secret fondness for my brainchild — he’s just funnier, and he takes himself way too seriously to ever dress in drag. ]

 

CONTINUED HERE WITH PART 3 HERE or

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Caves, concept

Castle Cortex

Related posts:

  1. Making Crash Bandicoot – part 1
  2. How do I get a job designing video games?
  3. On Writing: Passes and Plots
By: agavin
Comments (94)
Posted in: Games
Tagged as: Andy Gavin, Bob Rafei, Character Action Games, Character Design, Charles Zembillas, Crash Bandicoot, Doctor Neo Cortex, Games, Jason Rubin, Joe Pearson, Mark Cerny, Nintendo, Playstation, pt_crash_history, Sega, Sony, Tex Avery, Video game, Video Games, Who Framed Roger Rabbit
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