At long last, here it is - our final major Crash Bandicoot 4 portfolio update. Crash 4 was a huge project for us, and we thought there's no more fitting choice for this post than going with artworks that bracket everything else we've published.
The first five images in this gallery are visual development artworks that were created in a very early stage of production to establish the general look & feel/mood of some locations and set-pieces. If you've played the game, you'll instantly recognize some of them. The airplane chase, of course, got adapted as it became the climax of The Crate Escape.
The other five images are artworks that were created during the final stages of production - you'll get to see them in the epilogue once you achieved a 100% completion rate in Crash 4. Which y'all surely did, riiiiiiiight? 😊 Important note here: design, composition and line art on those were done by Nicola Saviori, and we took them from there.
Johannes Figlhuber (Lead)
Simon Kopp (Lead)
If you're not familiar with our work on Crash 4 yet, knock yourself out! https://www.artstation.com/airbornstudios/albums/2720504
One more time: gigantic shout-out to all the 2D & 3D artists who contributed on our end for knocking it out of the park! If you've followed our previous updates, you know their names - and if you didn't, you'll find them listed here: https://www.artstation.com/airbornstudios/blog/OmrE/in-which-we-talk-about-crash-bandicoot-4 . Same goes for all the other terrific artists we got to work along with throughout the production. Been a blast!
Of course, all of this wouldn't have happened to begin with without Activision and the great folks of Toys for Bob - and we can't thank them enough for having us along for ride on this from vis-dev phase on. It's been a mindboggling honor and joy for all of us - and a dream come true for some of the artists for whom the original Crash Bandicoot was a formative part of their journey into the world of videogames. Big kudos to their Art Directors (Josh Nadelberg & Amber Long) and their internal art team for having us - and, of course, to all the game designers, audio specialists, programmers, people on the producer side of things, QA ninjas, and the IT crack team who made Crash 4 the sweet game it is. It's no small feat to create the collaborative environment that yields these results - and Toys for Bob deserves all the credit for this. 🥰
Lastly, a heartfelt shout-out to all the Crash fans out there! Thank you so much for all the kind feedback, shares and comments! Everyone working on the game enjoyed and fed off the radiant enthusiasm that preceded and followed the reveal of Crash 4. And seeing how much of a good time the community seemed to have once it was released was amazingly rewarding. Once more: THANK YOU!
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