drawings were the first pass in an attempt to find the character that would eventually
become Spyro. The creative direction was simple and basic. Draw a dragon that
a video game can be developed around. It didn't really matter what the dragon
looked like at this point. Decisions would come later based upon the sketches
that were generated as Charles embarked upon the creative journey. An important
factor in the concept design process was that the character would eventually
be modeled digitally and animated in a 3D program, so technical considerations
and the final medium were something that had to be kept in mind while the
conceptual sketches were in progress.
the first creative pass into the project, the producers came to their first important
decision. They decided that the dragon would be a character that appealed
to 8 to 10 year olds. The character had to be cute, but at the same time,
mischievous, bratty, unpredictable and something of an upstart. By the end
of this pass, the character design that would become the basis for Spyro was defined.
the central character had been designed, Charles spent some time coming up
with some supplemental concept sketches that could possibly serve as additional
dragon characters in the game.
supplemental characters were designed for the emerging video game. These characters
were called "gnorcs".
the last phase of the initial character designs for the project, Charles sketched
out a few suggestions for little incidental creatures that could inhabit Spyro's
world and which he could chase down and scorch.