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Published: 2016-04-20 04:40:27 +0000 UTC; Views: 33604; Favourites: 871; Downloads: 252
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Description
Fire, Ice, Earth, Electricity... Aether; the power of each can be attained and mastered by the Purple Dragon of Legend. In the coming pieces of art from TLoS I'll explain (as best I can!) the principles behind each elemental ability class, building as we go to that most enigmatic and legendary ability class that is by far the most powerful, and perhaps most misunderstood; Aether. We have to eat our greens so to speak before we come to that rare delicacy, so bear with me if you can. The Elemental Power-up device you see here went through a few variations before settling on this, but it was always built upon a solid circular layout. In TLoS the circle is a strongly established and widely used shape convention, especially in Dragon architecture, (note doors and archways) and for me and the art team it was important to continue this theme going forward to best showcase all the breath/elemental abilities.No one ability of the four primaries is technically 'more powerful' than another, nor is one more important than the next, and since a circle has no end, one was perfect for what was needed. To readily identify elements from eachother quickly, a strong, contrasting colour key was needed, in addition to the sigils and glyphs now widely known. Here one can see the four elements co-existing on the device wheel, centered about a core of light, a resevoir of power that was to represent Spyro... the embodiment of yet another power, one not of terrestrial orgins...
From the outset, although many were not aware, the sigil pertaining to Spyro's Aether ability class (and it's dark counterpart) was prevalent throughout ANB and TEN. The hard 'double edged' spiral glyph that surrounds the rim of the device repeatedly was intended to be to Dragon lore what the 'Yin and Yang' symbol is to Chinese Taoism. Because I am fond of naming things (everything), this sigil I dubbed 'The Aethercrest' for my own entertainment towards the end of ANB, and stands representative of Spyro and the 'Purple Dragon' itself; a prophetic symbol, both light and dark halves depicted, that speaks of the balance needed to truly master the Aether ability...
Using the Elemental Power-up device here, Spyro could draw from his inner reserves (powered by the numerous Spirit Gems he'd collected) and transfer energy to bolster his primary elemental abilities. Each ability class has three main aspects that dragons can improve and master, those being: a primary expression (for close quarters use), a secondary expression (usually of longer range), and a 'Fury' (the ultimate expression of that elemental class.) An interesting note: at one stage I'd hoped to make the device the feature of an actual location set deep within the Swamp. The idea was that therein this huge metallic disk was to be discovered by Spyro, tangled and overgrown, but time did not allow for it.
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Comments: 149
Kylecope [2016-04-20 06:18:51 +0000 UTC]
We are soo lucky to have you now. You are the closest thing to true canonical lore knowledge. Before, all these years, people would have to make up their own lore.
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That-Spyro-Guy In reply to Kylecope [2016-04-20 12:01:13 +0000 UTC]
Thanks Kylecope, I'm fortunate to be here and it's great seeing all these comments rolling in The fact that people are creating lore proves they care about it all, and that is a encouraging thought
The beauty of mystery is that one gets to fill in the voids, and there is certainly room for that amongst the fans. I'll defitely do my best to share what I know, and my own thoughts and experiences so as to help with any blanks, but far be it from me to strip fans of any imaginative nuggets they've forged with the powers of their own reasoning
There's some truly wonderful stories out there... you guys are all amazing. Keep on creating people
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LegendaryGriffin [2016-04-20 05:47:56 +0000 UTC]
I loved the element upgrading layout ^^ and the range of abilities gave so much choice with the situation. For instance when up high on tall planes the electric breath was most useful since you could shove enemies of the edge XD
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Insane-Randomness In reply to LegendaryGriffin [2016-04-20 06:38:41 +0000 UTC]
You could do that just about anywhere though. I was having issues defeating bats on dante's freezer, and while looking for options on the power up wheel to help out he suggested I use electricity to just throw them off the edge.
I haven't used anything else since. Tall plains and dante's freezer have crevices and canyons, and munitions forge has lava everywhere. And Cynder's castle is just tall.
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LegendaryGriffin In reply to Insane-Randomness [2016-04-20 06:55:19 +0000 UTC]
It really is handy ^^ but fire and earth are still the strongest in terms of fighting normally. I almost never used ice now that I think about it...
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Insane-Randomness In reply to LegendaryGriffin [2016-04-20 10:09:33 +0000 UTC]
Another handy element. Being able to freeze your enemies solid was important to that power, as it let you simply roll them off the edge or into the lava. Or use them as a battering ram against other enemies.
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horrorcrusher In reply to Insane-Randomness [2019-01-02 04:39:22 +0000 UTC]
Turning enemies into snowballs and rolling them towards certain death, it never gets old!
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LegendaryGriffin In reply to Insane-Randomness [2016-04-20 10:16:33 +0000 UTC]
I guess I preferred to fry everything XD but I used ice in TEN and DotD a lot.
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Insane-Randomness In reply to LegendaryGriffin [2016-04-20 18:44:40 +0000 UTC]
The only thing I used in TEN was earth. I discovered that when you used that flail, instead of spinning it around yourself which took time to build up speed and power, you could simply just hammer the power putton, and it would take off chunks of enemy health every time it shot out from your mouth. Combined with the slow time powers, and you could kill even groups of enemies in one usage of the power. Everything would normally be recharge for the next encounter by the time the next encounter occurred, usually.
TEN was a horrible game though. The art direction was the same as ANB, which was good, and the music was the same. But the controls were jerky, unresponsive, sloppy, and imprecise. Combat was repetitive, but by far the worst offender were the boss fights. The first boss fight took me a whole hour to complete. Which was rediculous because it kept on recharging health. It wasn't difficult, the only thing you had to do in the mean time was just not die. But it took forever.
The fight against Gaul took SIX HOURS! SIX!
This isn't final fantasy XII! My best friend who was there had to see it to believe it! And it's not like I died over and over again. I Died once, but I had to start from 3/4 of the way through and do the entire fight ALL over again. :headaches:
I prefered DotD to all others. It's controls were simple and easy to use. The boss fights weren't mind bogling, and there were some epic set pieces, like defending the wall of Warfang, or flying down the throat of the destroyer...
In fact, I'mma go play DotD right now...
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LegendaryGriffin In reply to Insane-Randomness [2016-04-20 21:23:37 +0000 UTC]
I agree with what you said about the game mechanics. The constant 'smash the circle button' got a little anoying unless you use elements only (which can be hard without the upgraded mana bar). As for bosses... These days I use the dark Spyro cheat to breeze through. The bossed last 10 seconds and makes everything a lot easier (especially the flying trick to bypass large areas like Scabb's fleet)
The final boss was deffinitely hard the first time I played. But once you know what your doing, it's not too bad. Now at most it takes me two tries to defeat Gaul.
But yes, DotD was my favourite too! The whole atmosphere of the game felt more 'real' in a sense and the graphics were amazing on PS3! I just wish another Spyro game was made with those mechanics.
Have fun playing DotD!
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Insane-Randomness In reply to LegendaryGriffin [2016-04-21 00:17:50 +0000 UTC]
I know what you mean. By far the best part was flying. It felt natural, not like it was shoehorned in at the last second. The first game had flying segments, but there wasn't nearly enough of them. I don't think the second had any flying at all...
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LegendaryGriffin In reply to Insane-Randomness [2016-04-21 00:25:42 +0000 UTC]
Yeah, I loved flying in the Destroyer level ^^ And the flying animation looked so fluent! Except, my PS3 version seems to lag a little when flying for some reason :/
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Insane-Randomness In reply to LegendaryGriffin [2016-04-21 04:58:02 +0000 UTC]
I never got that from my 360. Dunno whats going on there.
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LegendaryGriffin In reply to Insane-Randomness [2016-04-21 05:50:09 +0000 UTC]
It could be the disc, but I doubt it because it's only 2 years old :/
Maybe it just had a moment because of all the graphics (I notice it in Avalar)
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Insane-Randomness In reply to Jahuty [2016-04-21 00:16:05 +0000 UTC]
Beotch, I punk yo azz. Meat me on da feald in age of empires.
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Jahuty In reply to Insane-Randomness [2016-04-21 01:35:36 +0000 UTC]
Yuh don't frytun meee yu Englesh pigdog! Go and boil yur bottom under a silly persen! I blow meh nose ayt yu yu so called Random_Insaneness. Yu an yur silly Englesh kunnnnnnnigets.
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Insane-Randomness In reply to Jahuty [2016-04-21 04:58:59 +0000 UTC]
/b/tard
I laughed at this more than I should have actually...
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That-Spyro-Guy In reply to LegendaryGriffin [2016-04-20 11:53:05 +0000 UTC]
It was tricky to create a balanced suite of elemental abilities, and the coders and designers on the project did a stellar job to round it all out and not favour a single element nor neglect another. TLoS was just a feel-good project where everyone did their best and there was a duty of care in place. There was never really any kind of hand-off between dependent departments on the title... it was encouraged among the concept artist's to follow up with the teams building from their art (props, environment, character and animation, lighting) and see what we could do better, and if the art we provided ended in a strong result... kind of like an 'after sales care' ethic. I highly recommend any concept artist embrace that ideology as it allows for great communication, improvement and strong working relationships (and even the best of friendships down the track )
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LegendaryGriffin In reply to That-Spyro-Guy [2016-04-20 12:58:32 +0000 UTC]
Wow the team really sounds like they committed to the entire project! I would love to work with others like that! I guess when I become an animator I'll look for working environments like that ^^
Also, one of my friends worked on ANB and TEN and I was wondering if you know him by any chance. His name is Scott Savage ^^
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nyro1 In reply to ??? [2016-04-20 05:34:30 +0000 UTC]
Awesome
there was only two powers in the elements
Yet Three powers in the elements That would have been Awesome
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That-Spyro-Guy In reply to nyro1 [2016-04-20 06:45:23 +0000 UTC]
Hi Nyro1, well spotted Yes indeed the game had only two elemental abilities that one could power up
What you see here is the concept art behind that process with the two known powers per element included. Originally part of the design specification was to include the Furies for each element in this power up process, so originally one could spend 'experience/spirit energy' and power up ones' Fury as well. After this concept art was created and sent for final approval the power up process was re-imagined in a less complex way... Furies were supposed to already be the ultimate expression of power in a given element, they were already supposed to be 'off the hook'... so the notion of spending energy to power up what was already meant to be overpowered became moot. The Furies were removed from the power up process, but the concept art was never reworked as it had already done it's job to illustrate the look and feel.
Often that is the case. One will create something and invest in it so completely that one cannot see beyond it. It becomes your baby of sorts, but it has to work in the grand scheme of things and be in line with what makes 'good game sence' and with what is achievable in the timeframe... sometimes the art we do sets only the overall precedence and not always the finished article That said it was a great opportunity to share some ideas with our publishers on Furies and elemental lore, and they were so high energy and fun to work with throughout the process.
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nyro1 In reply to That-Spyro-Guy [2016-04-20 21:22:45 +0000 UTC]
and there's The Fifth Element Spyro's Element that he used to Free Cynder from Malefor's Power
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XyronDerg In reply to nyro1 [2016-04-20 05:52:01 +0000 UTC]
Well, when you upgraded the two, you also upgraded the Fury in the end.
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nyro1 In reply to XyronDerg [2016-04-20 05:55:24 +0000 UTC]
that would have differently make The Legend Of Spyro even a Bigger Seller
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CarameliaBriana [2016-04-20 05:31:21 +0000 UTC]
HOLY MOTHER OF GOD! This looks so incredible and I never seen this
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That-Spyro-Guy In reply to CarameliaBriana [2016-04-20 11:33:42 +0000 UTC]
Glad you like Flashwing901! Enjoy
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That-Spyro-Guy In reply to MalsaraNightShadow [2016-04-20 11:41:51 +0000 UTC]
Kind thanks! My favourite part was delving into the possible lore and talking among the team about what we could do with it all. When I was developing with the team, I used to write scores of notes, key words that inspired feelings and these helped to drive the visual aspects. I'm a bit of an oddity among concept artists in that sence, for when I'm trying to realise a concept, I write about it in detail first, creating a story... then hit the sketchbook. The other guys I worked with are dicerningly visual thinkers, they think out loud with their pens and sketchpads, busting out sketch after sketch at light-speed to show their ideas in an impressive array of awesomeness. They're amazing Either way is a form of storytelling, both are highly communicative, but that's how I tend to roll. I'm a writer first, and a concept artist second, but so far it's stood me in good stead and I cannot complain
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Phaedrolous In reply to ??? [2016-04-20 05:26:38 +0000 UTC]
I don't remember it being this complex. What are those secondary ones on either side for?
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XyronDerg In reply to ??? [2016-04-20 05:10:36 +0000 UTC]
Honestly, I had pictured long-range to be a primary ability, and elemental melee as secondary.
And the Aether concept... awesooome!!
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That-Spyro-Guy In reply to XyronDerg [2016-04-20 11:32:20 +0000 UTC]
There's certainly scope for that x0007 My mention of the secondary weapons usually being long range was more of a guide really... that and perhaps my memory is failing me also! We'd originally started that way, based on what we saw in 'A Hero's Tail' with the Fire ability class; the first being a steady jet of flame, and the secondary I believe was a good sized fireball that Spyro could lobb at his foes in that particular title. (Does anyone out there know for sure on that score? I'd love to accurately know
) Thanks too! We're building to all things 'Aether explained' (so far), so not long now!
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ThePackLeader In reply to ??? [2016-04-20 05:09:04 +0000 UTC]
I have always loved the circle theme, it felt more natural for the game in ways that I didn't really understand. I'm glad to finally see more meaning and lore into this X3 I love the Aethercrest idea too! It is symbolic to both Spyro and Malefor, showing the 2 sides of the same coin in a sense
I really wish I could have seen the idea with the metallic disk in the swamp, I think that would have been really interesting
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That-Spyro-Guy In reply to ThePackLeader [2016-04-20 11:22:12 +0000 UTC]
Yes I think being able to bring that idea home fullfilled would have been a highlight for me. I' d spent so long going back and forth on this particular design that it became a bit of an obsession to see it live up to it's potential and make a grand in-game appearance. I'm satisfied that the essence of the piece translated well enough... still there was opportunity there to anchor it into the mythology in perhaps a more tangible way. I deeply enjoyed working on this piece and seeing it through
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ThePackLeader In reply to That-Spyro-Guy [2016-04-20 11:42:22 +0000 UTC]
Haha I know how it is to become obsessed with an idea, but that just shows love much love and effort you put into it I think you should definitely go for the mythology idea for sure
Your enjoyment in the work shows!
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That-Spyro-Guy In reply to CelestialDragonSun [2016-04-20 11:11:56 +0000 UTC]
Thanks CelestialSunDragon
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JP-ZX-Shifter In reply to ??? [2016-04-20 05:04:58 +0000 UTC]
Duuudddeeee. That looks so cool.
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That-Spyro-Guy In reply to JP-ZX-Shifter [2016-04-20 11:17:35 +0000 UTC]
My thanks JP-ZX-Shifter!
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LunaSheWolf [2016-04-20 04:52:51 +0000 UTC]
beautiful device, that also looks like it could double as a clock.
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That-Spyro-Guy In reply to LunaSheWolf [2016-04-20 11:16:44 +0000 UTC]
Yes it does at that! I would have loved to actually have Spyro enter a space where something like this was functioning, very much like some kind of elementally powered clock. The Chronicler's enormous hourglass in TEN was to be something akin to that in regards to motion and scale, and we'd intended to add more visual cues pertaining to 'time' in his home on the White Isle, but we never really got to tease that thread out and polish it off completely. Maybe next time! Wishful thinking
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LunaSheWolf In reply to That-Spyro-Guy [2016-04-20 15:21:10 +0000 UTC]
Who knows perhaps a great clock tower with that device on the face once stood in warfang and it was rebuilt after the war with malefor.
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BlackDragonOfDeath-3 In reply to ??? [2016-04-20 04:48:22 +0000 UTC]
This power up menu was on the DS version of ANB. I didn't think you designed it. Too bad there weren't more techniques. I know those other ones are shields, but were there others ideas for elemental attacks besides these?
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CometStarfall In reply to ??? [2016-04-20 04:45:45 +0000 UTC]
It's beautiful, both the art and the thought/lore behind it!
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That-Spyro-Guy In reply to CometStarfall [2016-04-20 06:26:58 +0000 UTC]
My thanks CometStarfall Yes there was a bit of thought behind this one, and before I started there was a good deal of 'soft time', spent sitting and thinking how it could go together, before pencil hit paper. (Actual paper... everything was hand drawn on TLoS
) With this one I hit the design spec first to get those particulars as the team needed, but then my mind would wander and think on all sorts of things. The lore comes out of those moments. Beautiful artist's like my good buddy Ron Marc are specialist's in coming up with rich lore... he is an especially deep thinker and a fantastic creator of worlds. We've worked together for many years on and off at various places and in different capacities, but I'd dearly love to work with him again on something like TLoS (or actually TLoS!) ... our brain jam-sessions would be reason alone
He's a rare talent. Love your name too by the way.
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CometStarfall In reply to That-Spyro-Guy [2016-04-21 03:47:49 +0000 UTC]
Wow! That sounds amazing! I love the aspect of crafting the lore of a world and how it changes over time into something even greater. A lot of hard work was put into that and it shows. I also hope you and Ron Marc get a chance to work together again. Sounds like a great guy : ) Oh, and thanks XD
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