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User:PHlL EGGTREE/Prerelease:Crash Twinsanity/Early Models

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Characters

Crash Bandicoot

Crash's model was created during the Evolution stage of the game by Jaqui Bursnall, Jonathan Derby, and Paul Gardner. Several things are different about this version of the model, such as the textures (notably the light fur transitioning into the dark fur instead of being a straight line) and the lack of gloves.

Dr. Neo Cortex

This rather unsettling model of Cortex's face is a model from early in the game's development when the game's art style had not yet been finalized. It was created by Paul Gardner, based on concept art by Duke Mighten.

Nina Cortex

Nina (possibly based off Crash Bandicoot Worlds's Reo Cortex character) was originally created for Traveler's Tales Oxford's cancelled Crash Team Racing sequel that became Vicarious Vision's Crash Nitro Kart. When the character Foofie was removed from Evolution/Twinsanity, the developers decided to bring in Nina as a replacement, giving her the same moveset that Crash would have had with Foofie.

This model was created by Paul Gardner using Jonathan Derby's Dr. Cortex body as a base. She was never meant to have a labcoat, as even her initial concept art depicts her with her final schoolgirl uniform - the uniform seen here was merely used as a placeholder so the developers could quickly see how she would look in-game. One difference between Nina's head here and her final head is the lack of more intricate texturing, resulting in her having solid colors for textures. She also has a different color palette, with auburn hair, pitch-white skin, and a black "n" on her forehead. In addition, she is seen with goggles in one photo.

Evil Crash

At one point, Evil Crash had green eyes and red pupils.

Levels

Objects

Cavern Catastrophe Boards

The wooden boards with skull shapes on them in Cavern Catastrophe were originally meant to leave holes in them in the shape of Crash and Cortex. This effect was replaced with the boards breaking in half because it allowed the camera to move through the map better and was easier to see[1]. This effect was implemented in the March 9th build of the game.

References