Spyro Reignited Trilogy is a compilation remake of the first 3 original Spyro titles, and was a whirlwind 14-month project that we were incredibly proud of.
Our engineering team was able to create a standalone tool (called Spyroscope) that could run the original games via an emulator and scan the game in realtime, saving out pertinent data like enemy spline paths and gem placement locations. We were also able to get 3d models of the original games’ level geometry, allowing us an incredibly solid starting point.
Since the original games’ designs were already set in stone, the design challenge for us was how to quickly create Unreal-based systems that would allow us to recreate those classic games in a timeline that wouldn’t kill us. I worked closely with our engineering and character teams to gather consensus on scope, and delivered blueprint-driven common objects that allowed us to standardize cinematics, dialogue, quests, and savegame systems across all our levels. I was particularly pleased with the NPC dialogue system, which shaved two months off of our original projected timeline for having our cinematics blocked in.
In addition to leading the team and creating the systems, I also was responsible for these levels:
Spyro 1 levels: Artisans, Sunny Flight, Night Flight, Crystal Flight, Wild Flight, Dream Weavers, Dark Passage, Lofty Castle, Haunted Towers, Icy Flight, Jacques
Spyro 2 levels: Colossus, Ocean Speedway, Breeze Harbor, Scorch, Metro Speedway, Icy Speedway, Metropolis, Canyon Speedway, Dragon Shores