Crash Bandicoot Evolution - Earth

Islands
Islands

Islands

You can spot Crunch and Fake Crash stranded on a small island. This is a nod to an unused idea that involved Crash using a boat owned by Capu Capu, a local tribesman, to go from island to island. During his travels, piranhas would try to jump onto the boat, and Crash would have to spin them back into the water. This resulted in a cutscene where Crunch and Fake Crash would be chased by the deflected piranhas on a nearby island. The concept was drawn by Keith Webb (who would produce most of the concepts and designs for Crash Twinsanity) and colored by R. M. Albon.

R. M. Albon: This painting was a combination of two artists work. A new concept artist had started and redrew the Crash islands. The design was in monochrome and I felt it would look good if coloured, so I did so.


Coco's Brain

Coco's Brain

The official Vivendi Universal Games Forum had an obtuse image area limitation enforced by the moderators, which explains why this picture is so small. Fortunately, R. M. Albon posted the rest of them before the standard nagging was put into practice.

This level actually almost made it to Crash Twinsanity. It was going to be called Gone a Bit Coco.

R. M. Albon says: Here is the concept of the CoCo brain level. Its small (sorry size restrictions, the original was 3000x2000) but there were to be these candy floss towns floating on islands in a pink candy space that was her mind. The islands were populated with crazy cute animals that hunted Crash in packs... guys, the level was almost finished and was pulled at last minute!!!


Volcanic Grounds

Volcanic Grounds

R. M. Albon says: Crash's island was going to be more volcanic toward the final stages. I beleive there was even going to be time travel with Twin Tech as Crash explored the island years in the past. Crash Bandicoot's best ideas came from a designer called 'Dax', an Australian man whom I had the pleasure of working with for a year or more. He was the driving force behind nearly all of the ideas of the game and all of the ideas I have mentioned. Crash Twinsanity/Evolution was going to be a bold, fun epic new adventure for Crash and it had him travelling through time and space to stop the alien menance of the Twins. Only working with Cortex could Crash save the day (an element that made its way to the version you have today). Dax was the ideas man behind iNinja and has moved on to pastures new as well. His latest project will probably be just as good :)


Academy of Evil

Academy of Evil

R. M. Albon says: Next comes the very first concept to be created for the school. I am betting that all of you have played it to death by now, this is where it all started some years back .

The quick painting of the school (about a day at max) was the beginning of a large project that would take some months. From the first concept to isometric designs to level design to level model, texture and lighting. Just one level like the school will take many weeks to complete with a number of people working on it. These were just the beginnng.


Academy of Evil (Isometric)

Academy of Evil (Isometric)

R. M. Albon says: This is the isometric design that helped show the rough layout of the school. This was to be used as inspiration for level designers and world artists. I hope it did its job :)


Classroom

Classroom

R. M. Albon says: Also, here is the concept painting for the classroom in the evil school.


Industrial Plant

Industrial Plant

R. M. Albon says: The industrial plant where Cortex makes his toxic goo.


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