It sounds straight-forward now, but back then we had never made one before and there were a lot of challenges to figure out.
Shortly afterward, Craig Stitt who had been creating environment art on Disruptor said, ‘I’ve always wanted to make a game featuring a dragon.’ And we were off to the races.Īt the time, 3D platformers were still a relatively new genre, which led to a host of challenges Insomniac needed to tackle.īrian Hastings, Head of Creative Strategy, Insomniac Games: From a gameplay perspective, our goals initially were just to figure out how to make 3D platforming gameplay work. Our longtime partner and producer Mark Cerny pointed out that there was a notable vacuum in the family-friendly market on the PlayStation. Ted Price, President, Insomniac Games: We had just shipped our first game, Disruptor, and were brainstorming on what to do next.
To celebrate 25 years of Spyro, we sat down with both the original developers from Insomniac Games, as well as the team behind the remaster, Spyro Reignited Trilogy at Toys for Bob, to learn how the beloved dragon came to be. On September 9 1998, Spyro the Dragon made his mischievous debut on the original PlayStation, capturing the hearts of gamers of all ages.