Matt (Lead Artist) explains the reasoning behind Rilla Roo’s addition in Crash Bash

If any character is any more underused or underappericated, it has to be crowned for Rilla Roo, a new character specifically introduced in Crash Bash as part of Uka Uka’s evil team. Some fans have expressed making some jokes about his infamous “HOO!” shout from the game and some others that don’t need to be mentioned. Anyways, a fan by the name of Haris (The Wumpa Zone), has gotten a hold of Matt Dixon, a Lead Artist who worked at Eurocom for Crash Bash’s development. Have a look at what he had to say regarding the following:

Haris: Hi, my name is Haris and I’m a huge fan of Crash Bandicoot.

I come asking about the development of Crash Bash, more particularly about the creation of the Rilla Roo character. How did he came to be and why?

Matt Dixon: That was a very long time ago!

As I remember it, Rilla Roo was added as there weren’t enough suitable playable characters in the Naughty Dog developed titles. Mark Cerny was the lead designer on the project and I think the concept for the character was his. The actual design was handled by the lead character artist, a guy called Steve Bamford. I hope that’s useful information.

Source: The Wumpa Zone



Interview with the Artist: Crash Bandicoot Funkos Unboxing

Funko Sculptor and Designer, Ryan unboxes our new Crash Bandicoot Pop!s that he designed and sculpted!

[LINKED] Excerpt from Game Informer’s Eric Hirshberg Interview (Activision)

How’s the Crash Bandicoot N. Sane Trilogy doing for you guys?

It’s off to an incredible start, even bigger and better than we thought. This is a game that, first of all, I have a huge personal attachment to. I grew up playing it. Some of my fondest gaming memories are around Crash and my dad and I in my basement. There’s been a lot of energy on social media and like, “When are they gonna do this?” And it’s one of those where you never know. Is that like a vocal minority? Is that a tiny audience who’s just Crash crazy or is there a real audience here? And it’s very hard to find that out. I’m so glad we finally figured out a way to get it on the slate, to get a great team.

To call it a remaster is really an understatement – it’s really a recreation, because the technology has come so far. It feels and looks and sounds like Crash, but we really had to recreate most of those elements from the ground up. So, I’m just thrilled that there are so many people who feel like we do and who appreciate the effort. It’s another one where – overwhelming amount of value: all three games, beautifully remastered, great price – it’s exciting.

This interview contains a whole lot of talk about Activision’s performance, upcoming games such as Call of Duty WWII, Destiny 2 and more, read more of it!

Bonus: Looter Love – Crash Bandicoot N.Sanity Beach Tee by Loot Crate

IGN: How Crash Bandicoot’s Lost Level Was Brought Back to Life

Game Designer Dan Tanguay explains how Stormy Ascent, an ultra-hard 20-year-old Crash level, was given another chance to infuriate players.

[LINKED] PlayStation Blog: Dan and Taylor Stormy Ascent Interview

Taylor Kurosaki, formerly one of the original members of the Crash Bandicoot team at Naughty Dog, joins the Crash Bandicoot N. Sane Trilogy Game Director, Dan Tanguay, from Vicarious Visions to talk about the notorious Stormy Ascent level. The previously unreleased Crash Bandicoot level, Stormy Ascent, is now coming to life in the Crash Bandicoot N. Sane Trilogy.


Stevivor: Interview with Nicholas Ruepp on Crash Bandicoot N. Sane Trilogy

Ahead of Crash Bandicoot N. Sane Trilogy‘slaunch on PS4 tomorrow, Stevivor sat down with Nicholas Ruepp, Executive Producer at Vicarious Visions, to discuss the remastered bundle of Crash Bandicoot, Crash Bandicoot 2: Cortex Strikes Back and Crash Bandicoot: Warped.


BONUS: UK Charts for June 2017 –