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Being presented as rough, high contrast images, while not calling for explicit detail, meant that clarity of composition became very important, as well as clarity between components in relation to their distance in depth from the viewer. Closer objects became almost completely dark in terms of value, calling out the need for strong silhouette and breathing space between darker forms. Forms further from the viewer could afford to fade back, existing purely as roughly deliniated line and mere suggestion of form. Here Terrador drives back Ape forces, sending them reeling in the world of Tall Plains, which was his territory to defend.
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© 2016 - 2021 That-Spyro-Guy
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Kind of interesting that the guardians were at these place and yet they were dragged all the ways to the places where we free them in the game. Makes you wonder why they didn't just keep them there at those places, I would have to assume it had something to do with their elements. Now Terredor's turn to smashing into the scene of a display of environmental destruction. Like the depth focus of dark distance that's done in these.

Thanks so much! Generally I opperate under the rule that anything very close to the camera plane or viewer is in deep shadow, or is usually quite dark in terms of its value (Silhouette and composition then becomes vital in order to get a good read between foreground subjects) Use mid tone values for the midground, and then anything vanishing into the background plane keep to very light values (keeping the colour saturation value low so it drops back in visual priority.) Good breathing room between subjects and a strong composition helps, but its the light and dark values that push things back or call them forward in depth. Have fun 


So happy that you like! The vibe for the architecture was actually one of the more naturally occuring ideas that struck during the conceptual phase. Aztec design sensibilities, coupled with the idea of totems inspired by North American Indian Nations seemed logical to the team... solid cubed slabs of carved stone were to represent the totem aspect, with their stoicly etched faces a key design feature of the Tall Plains world. It was a rock solid theme... and we dug it. Thanks for commenting 


These storyscrolls are so dynamic, it's great to see them in high resolution!
I suppose if Terrador was in charge of defending Tall Plains, he must have had some sort of relations with the Atlawa. Speaking of the Atlawa, I have a teensy tiny question... Where did their name come from? It is mere gibberish? A mash-up of more than one word? Inspired by another language/culture (Aztec, perhaps)? Or is it just meant to be vaguely similar to 'llama' and 'alpaca'? It's something I've wondered for a long time.
I suppose if Terrador was in charge of defending Tall Plains, he must have had some sort of relations with the Atlawa. Speaking of the Atlawa, I have a teensy tiny question... Where did their name come from? It is mere gibberish? A mash-up of more than one word? Inspired by another language/culture (Aztec, perhaps)? Or is it just meant to be vaguely similar to 'llama' and 'alpaca'? It's something I've wondered for a long time.


Ah the proud Atlawa, yes
Great question. Most definitely we looked to draw from ancient and unique real world cultures for the design cues of many characters, and the Atlawa as you've hit upon were inspired largely by the Aztecs. A special mention must also be made for the 'Cynder-class' enemy types that were present in Tall Plains, for they were (no real secret here) Aztec inspired as well. We have the concept artist Mark Hansen (a good friend of mine) to thank for handling the Aztec theme for those 
Right. The Atlawa. The word has it's origins in both the word Llama and alpacca, being very much a mash-up of the two, but more than that, (to which our Exec Producer Mike Graham can attest) it sounds very much like the noise an uncontrollable sneeze makes when issuing forth at high speed...........and it all sounds very.... Aztec! (If you play ANB, on his way to Tall Plains you'll note that Sparx offers a hearty 'Gesundheit' at the mention of the Atlawa.) It was just a cheeky name designed in the service of that in-joke... I'm only glad we didn't call them 'Achooos'
Hope that anwers you MissRiverstyxx!


Right. The Atlawa. The word has it's origins in both the word Llama and alpacca, being very much a mash-up of the two, but more than that, (to which our Exec Producer Mike Graham can attest) it sounds very much like the noise an uncontrollable sneeze makes when issuing forth at high speed...........and it all sounds very.... Aztec! (If you play ANB, on his way to Tall Plains you'll note that Sparx offers a hearty 'Gesundheit' at the mention of the Atlawa.) It was just a cheeky name designed in the service of that in-joke... I'm only glad we didn't call them 'Achooos'

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