Keith Webb Profile Banner
Keith Webb Profile
Keith Webb

@WebbstaWebb

1,101
Followers
23
Following
78
Media
211
Statuses

Concept artist for Crash Bandicoot: Twinsanity, Super Monkey Ball Adventures and developer of Go! Go! Kokopolo (and more). CEO of @TanukiiStudios

Oxford, UK
Joined July 2021
Don't wanna be here? Send us removal request.
Pinned Tweet
@WebbstaWebb
Keith Webb
3 months
What's this? A 20th Anniversary "Crash Twinsanity" developer reunion party!?!!? 😱
Tweet media one
Tweet media two
Tweet media three
Tweet media four
31
123
409
@WebbstaWebb
Keith Webb
3 years
You all seen these before right? @PavelSadovnik did you actually come up with the concept for "Minions" years before they became mainstream?
Tweet media one
Tweet media two
23
309
1K
@WebbstaWebb
Keith Webb
3 years
And also some concept sketches from 2004(?) for "Cortex Chaos". (might have been 2005?). Don't think these had ever been seen before?
Tweet media one
Tweet media two
27
219
840
@WebbstaWebb
Keith Webb
3 years
Just uploading this one again (cause everyone likes this one 😎👍) It's "Hyper 8-Bit Memories"!! What's the most obscure character or reference you can spot?
Tweet media one
28
173
517
@WebbstaWebb
Keith Webb
3 years
One of the original plans for the Battleship stage was to have it actually traversing the ocean whilst you moved through the stage (rather than it being stationary). There was an idea that you'd pass by these two stranded on a desert island as a cameo appearance...
Tweet media one
9
97
379
@WebbstaWebb
Keith Webb
3 years
A few people were asking about the artwork for the Level Titles. Most of them were cobbled together using existing concept artwork, but some were sketched up specifically for the titles. Cavern Catastrophe was one such one.
Tweet media one
Tweet media two
4
93
364
@WebbstaWebb
Keith Webb
3 years
A very early sketch of the Psychetron - I think we were just quickly sketching ideas out here, hence the roughness of it...
Tweet media one
5
63
321
@WebbstaWebb
Keith Webb
3 years
Here is a missing piece of Crash Twinsanity concept art that I think you've likely never seen (though feel free to let me know if I'm wrong). As far as I can tell this would likely have been for early concepts of "Rock-Slide Rumble".
Tweet media one
14
71
280
@WebbstaWebb
Keith Webb
3 years
This - I have seriously no memory of, but I found it and scanned it. Likely it was never going to actually feature in the game, but was just an idea. Some sort of "Character Archive" apparently? @PavelSadovnik , doubt you even remember this, or even what it ever would have been?
Tweet media one
11
55
244
@WebbstaWebb
Keith Webb
3 years
Taking a short break from the Twinsanity "rejected" storyboards today...instead here's an unseen(?) sketch from Nina's Dorm Room in the Academy of Evil. This would have been the starting point of the training area to learn the basic Nina mechanics...
Tweet media one
5
57
237
@WebbstaWebb
Keith Webb
3 years
Couldn't wait till Wednesday, so here are a few more. 👍Someone asked for the Dingodile sketch from the banner - this is the line art, but it was also accompanied by a Cortex sketch, so I think(!) that they may have originally been part of the same image.
Tweet media one
3
48
232
@WebbstaWebb
Keith Webb
2 years
Here's a few sketches I found regarding the 3 original Crash islands in the normal dimension. At one point the idea was that they would all be connected to the Iceberg Lair, and the Lair would have been accessible directly from N.Sanity beach without the need for a boat..
Tweet media one
4
45
193
@WebbstaWebb
Keith Webb
3 years
Starting to uncover a few more random forgotten concepts from the Twinsanity development days. I'll post more as I find them!
Tweet media one
Tweet media two
Tweet media three
6
51
190
@WebbstaWebb
Keith Webb
3 years
Some sketches for the environment and the Evil Twins parrot forms for the Young Dr Cortex flashback cut scenes. The Evolvo-Ray was "devolved" a little bit to show an earlier version in terms of chronology! 👍And then what looks to be an early suggestion for the Twin doorways?
Tweet media one
Tweet media two
Tweet media three
4
35
178
@WebbstaWebb
Keith Webb
3 years
Batch 2 (of 10) continuing the "rejected" Crash Twinsanity intro storyboard scans. Again, we have no clue who the artist on these storyboards was... but am I imagining it or does Cortex's motorbike have a brain sealed inside of it?!
Tweet media one
Tweet media two
Tweet media three
Tweet media four
5
51
176
@WebbstaWebb
Keith Webb
3 years
Batch 1 (of 10) of the never-before seen "rejected" Twinsanity intro sequence. Disclaimer, this art was not created by me, but rather an unknown external production company that Vivendi-Universal would have commissioned half way through the Twinsanity Development cycle.
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
47
165
@WebbstaWebb
Keith Webb
2 years
The 2nd Island would have been home to the Giant Tree stage that Nina would have climbed (although possibly not though if she was only unlocked later in the game?) and at one point a racecourse was being considered hosted by the Komodo Bros!
Tweet media one
8
37
164
@WebbstaWebb
Keith Webb
3 years
An early idea for the N.Brio monster transformation, and then the later revised one that made it into the final game 👍
Tweet media one
Tweet media two
2
36
156
@WebbstaWebb
Keith Webb
10 days
Oops - Almost missed the Twinsanniversary!!! Been a tad busy recently but hope to get back on here soon with some more posts and concept art etc, I'll keep everyone updated !! In the meantime hope everyone has a great 20th Crash Twinsanity anniversary - the time has flown by!!!
8
35
149
@WebbstaWebb
Keith Webb
2 years
Just a handful of Twinsanity battleship / "High-Seas Hi-Jinks" sketches I found. Most of these would have just been quick sketches thought-up during gameplay meetings, just useful for quickly visualising ideas that we would have been discussing /considering at the time...
Tweet media one
Tweet media two
Tweet media three
2
31
141
@WebbstaWebb
Keith Webb
2 years
The 3rd Island would have been accessible once the stage "Gone A Bit Coco" was cleared, and the Crash team would have needed to break into Cortex's old castle to steal back the airship. A large security gate would have blocked their path, so Coco would have hacked in...
Tweet media one
4
24
137
@WebbstaWebb
Keith Webb
2 years
Found a few quick random "Ant" sketches from back in the day when it looks like we we're just playing around with possible gameplay ideas. Oddly enough here they are sometimes referred to as "termites", but I don't recall us ever referring to them as that during development...
Tweet media one
Tweet media two
Tweet media three
4
45
129
@WebbstaWebb
Keith Webb
3 years
Interestingly on other notes I found, the "Twin Zoo" was considered to be Level 12 at some point, and you can see remnants of where it would have been located in this piece of concept art
Tweet media one
3
26
122
@WebbstaWebb
Keith Webb
2 years
A few more of the unused Twinsanity intro storyboards. Art by Perry Zombolas ( @alltwistedup )
Tweet media one
Tweet media two
Tweet media three
Tweet media four
3
25
125
@WebbstaWebb
Keith Webb
3 years
Batch 06 (of 10) of the unused intro Storyboards. Here we are introduced to Foofie and I think the later scenes depict some of the mechanics that were going to be introduced back when it was Crash Evolution.(artwork by @alltwistedup )
Tweet media one
Tweet media two
Tweet media three
Tweet media four
3
25
121
@WebbstaWebb
Keith Webb
3 years
I have absolutely no memory of this, but from the note in the top left hand corner it looks like it would have been an enemy in the "Twin Zoo" area of the 10th Dimension
Tweet media one
3
18
116
@WebbstaWebb
Keith Webb
3 years
Don't think this was ever built or used in the game, but looks to be an early idea for the N.Sanity Tribesmen masks? Possibly this would have been to allow for a bit of variation, or there could have been a gameplay mechanic associated with it?
Tweet media one
3
23
114
@WebbstaWebb
Keith Webb
3 years
Even though that never happened, eagle-eyed viewers did spot a reference to it hidden on one of the map concept art pieces (which was a collaboration between myself with line art, and color by one of the other concept artists @rmalbon )
Tweet media one
2
20
108
@WebbstaWebb
Keith Webb
2 years
Random Artwork
Tweet media one
2
13
109
@WebbstaWebb
Keith Webb
3 months
Tweet media one
3
16
112
@WebbstaWebb
Keith Webb
3 years
Batch 03 (of 10) - You might as well also have a few more of these Storyboards from the un-used Twinsanity intro sequence as well. We think we tracked down the original artist - Perry Zombolas? @alltwistedup but we can't be 100% sure?
Tweet media one
Tweet media two
Tweet media three
Tweet media four
2
29
107
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
2
33
104
@WebbstaWebb
Keith Webb
3 years
References to "Foofie" in the text suggest that this was drafted prior to the inclusion of Nina in the game. My guess is that Vivendi put this together without having a sense of the full narrative we were working on, hence the Twins being aliens. @PavelSadovnik would you agree?
Tweet media one
Tweet media two
Tweet media three
Tweet media four
4
32
105
@WebbstaWebb
Keith Webb
3 years
Batch 04 (of 10)-More Storyboards from an early proposal for the Crash Evolution intro sequence (before it became Twinsanity). Art by Perry Zombolas ( @alltwistedup ) who must have been commissioned to draft these up by Vivendi-Universal themselves before we had finalised the story
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
23
103
@WebbstaWebb
Keith Webb
3 years
Batch 05 (of 10) of the unused early storyboard ideas for a Crash Evolution/Twinsanity Intro sequence. As these progress you'll soon see the introduction of "Foofie" and also hints of the Twin's original plan in the early stages of Crash Evolution. (Artwork by @alltwistedup )
Tweet media one
Tweet media two
Tweet media three
Tweet media four
2
22
101
@WebbstaWebb
Keith Webb
2 years
The Jousting Knight one must have been a rough idea for the variations that rode the Ant-Mechs at some point earlier in development. Some of the Ants the final game were created by one of the 3D Modelers, Chris Abedelmessiah, and I think he put some MegaMan influences in them!
Tweet media one
Tweet media two
Tweet media three
Tweet media four
0
26
100
@WebbstaWebb
Keith Webb
3 years
And something else - I believe for a very brief period of time there were discussions about adding in other Rollerbrawl sections to the game, specifically to some areas involving the Tribesmen. I think these are rough game mechanics ideas from those discussions... @PavelSadovnik ?
Tweet media one
Tweet media two
7
22
90
@WebbstaWebb
Keith Webb
2 years
Here's a few scans from some "Cortex Chaos" notes from circa 2004. @PavelSadovnik have you ever shared these before? The name must have been "The All-New Cortex show" at one point, and then "Cortex Chaos" considered a little bit later, but this details bits of the gameplay ideas
Tweet media one
Tweet media two
Tweet media three
4
35
86
@WebbstaWebb
Keith Webb
2 years
...for example this potential snake-in-a-barrel enemy that may possibly have utilised a new mechanic where a spinning wheel and a chain could have been used to hook it and remove the obstacle from your path...
Tweet media one
Tweet media two
Tweet media three
1
13
85
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
0
18
88
@WebbstaWebb
Keith Webb
2 years
Continuing the Storyboards for the unused Twinsanity intro sequence. Art by Perry Zombolas @alltwistedup . Here we got Foofie doing some stuff, presumably the point where the two would have met if we went with that iteration of the storyline!
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
24
76
@WebbstaWebb
Keith Webb
3 months
Tweet media one
Tweet media two
Tweet media three
Tweet media four
2
10
81
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
21
75
@WebbstaWebb
Keith Webb
3 years
(The actual rough color version in the actual game omits Cortex - maybe because the Boss fight didn't actually feature Cortex in the final game)
Tweet media one
2
9
72
@WebbstaWebb
Keith Webb
2 years
Some of the unlockable cards from the PSP version of Super Monkey Ball Adventures. These were just mock-ups / placeholders for the real thing. Not sure if the bios changed for the actual release?
Tweet media one
Tweet media two
Tweet media three
3
13
69
@WebbstaWebb
Keith Webb
2 years
This rough map seems to show early ideas of how they might join together, with the IceBerg Lair acting as a sort of hub, with different icy pathways or corridors leading to each separate island. This was when both the 2nd and 3rd Island were being considered...😱
Tweet media one
1
12
67
@WebbstaWebb
Keith Webb
2 years
And here's a few more of those "unused intro" concepts from earlier. There's still a few more to go on these, but pretty soon you should have the whole set and be able to see the whole storyboard sequence in order 😎👍 Artwork by Perry Zombolis @alltwistedup
Tweet media one
Tweet media two
Tweet media three
Tweet media four
3
14
66
@WebbstaWebb
Keith Webb
2 years
You've probably seen this rough side-on sketch of the IceBerg Lair layout before, but what's interesting is there is a level list that we jotted down next to it, with a list of stages being considered and an early order for them. "Porko Porko panic"? I have no idea what that was!
Tweet media one
Tweet media two
1
9
67
@WebbstaWebb
Keith Webb
3 years
@alltwistedup - Feel free to share any memories you have on the time you worked on these, maybe back in 2003/2004, and what info you were given about the game as a starting point to work from if you can recall 👍
Tweet media one
Tweet media two
Tweet media three
Tweet media four
0
18
67
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
0
14
60
@WebbstaWebb
Keith Webb
2 years
Had a few requests for some more Super Monkey Ball Adventures info. There really wasn't a lot of concept work created for that game compared to the vast amounts for Twinsanity, but the environments and map layouts was one of the main areas of focus.
Tweet media one
Tweet media two
Tweet media three
3
10
56
@WebbstaWebb
Keith Webb
2 years
It's official!! The "Go! Go! Kokopolo Anniversary Collection" will be available to pre-order from Limited Run Games on Friday 2nd September! Please note, copies are limited in quantity, and will only be compatible with NTSC Nintendo 3DS systems!
Tweet media one
Tweet media two
Tweet media three
Tweet media four
6
12
54
@WebbstaWebb
Keith Webb
2 years
So, looks like I might be releasing the final ever physical official Nintendo 3DS games... in the form of the 2 Kokopolo games. I was always worried these would be lost to obscurity (with the eShop closing) but now that they can be preserved is a huge weight off my shoulders!!!
@TanukiiStudios
Tanukii Studios Limited
2 years
It's official!! The "Go! Go! Kokopolo Anniversary Collection", possibly the very last set of physical Nintendo 3DS games coming 2022 from @LimitedRunGames . More details to follow!!
13
18
66
3
3
54
@WebbstaWebb
Keith Webb
2 years
Another rough map sketch I found of the 2nd Island here showing the basic location of where several of the levels may have been accessed from...
Tweet media one
1
8
55
@WebbstaWebb
Keith Webb
10 days
Here's one for you @PavelSadovnik - Happy Twinsanniversary!!!
@lostsparx
kbera21
10 days
Today is the 20th anniversary of Crash Twinsanity, one of the most mysterious and amusing game in the Crash franchise! 🎈 I have made an OOAK doll for Nina Cortex by that date. Please enjoy it, and happy anniversary! #CrashTwinsanity #Twinsanity #Monsterhigh
Tweet media one
Tweet media two
Tweet media three
Tweet media four
8
30
112
1
10
53
@WebbstaWebb
Keith Webb
2 years
Tweet media one
Tweet media two
2
7
45
@WebbstaWebb
Keith Webb
3 years
Here are renders and artwork of the final version of the Naysayers from Super Monkey Ball Adventures. Artwork by me, CGI models by Chris Abedelmassieh, based upon initial concepts by @PavelSadovnik
Tweet media one
1
7
44
@WebbstaWebb
Keith Webb
2 years
And then a few more pages from a separate doc...
Tweet media one
Tweet media two
0
9
40
@WebbstaWebb
Keith Webb
2 years
...at which point the stage "Security Insanity" would have been playable, where Coco would have used her moveset in a "Matrix-like" environment with Lab Assistants behaving like Matrix-Agents! I'm pretty sure a sandbox area to test out Coco's moves was in there during development
1
2
38
@WebbstaWebb
Keith Webb
2 years
A couple of the people responsible have reached out to me, so I'm going to delete those posts and solve the issue with them away from Twitter. Thanks for all the kind words and support everybody, and I'll give them an opportunity to explain to me in person what that was all about
3
0
37
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
1
37
@WebbstaWebb
Keith Webb
2 years
...And the in-game character line-up...
Tweet media one
1
3
37
@WebbstaWebb
Keith Webb
3 years
Been a bit busy the past few weeks, but planning on uploading some more concepts etc hopefully this weekend! 😎👍
3
0
35
@WebbstaWebb
Keith Webb
2 years
Another concept artist who worked a TT-Oxford when SMBA was being developed, Tim Webster, did some great backgound artworks for the various loading screens, whilst I provided the characters. We worked together on some of the maps, and a lot of his designs were awesome!
Tweet media one
Tweet media two
Tweet media three
1
5
31
@WebbstaWebb
Keith Webb
2 years
I'll try and get back to posting more Twinsanity stuff thus weekend, have great afternoons / evenings all 😎👍
2
0
28
@WebbstaWebb
Keith Webb
3 years
Phase 06 - The Final Versions
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
2
28
@WebbstaWebb
Keith Webb
3 years
I've just noticed the guillotine above one of the beds - that's not very safe!
1
0
28
@WebbstaWebb
Keith Webb
3 years
@C0dey1 @CrashyNews @PavelSadovnik The Train Level idea was something that I don't think was ever developed any further than an initial concept, possibly being chucked around as an idea around March/April 2003. I can't even recall where in the narrative it may have fit - @PavelSadovnik , you remember anything?
Tweet media one
2
4
27
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
2
1
25
@WebbstaWebb
Keith Webb
3 years
So, a question - what would you like me to post next? Few options - a) A series of storyboards created by an unknown artist (not me) for an unused early Twinsanity intro sequence. b) Some more random concepts. c) That "Crabbit-enemy" picture again 👍
Unused intro storyboards
80
More random concepts
45
"Crabbit" picture again
10
5
3
26
@WebbstaWebb
Keith Webb
2 years
I think these maps were released in a magazine, or guidebook in the USA, or at least they were potentially going to be, just highlighting the areas where each of the various NPCs would be located throughout the stages.
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
4
25
@WebbstaWebb
Keith Webb
3 years
It looks like the bird-motif was used a lot in early concept work for the 10th Dimension, likely as a reference to the Twins being evolved from birds themselves. Looks like that aspect was phased out as the development progressed (or as time restraints loomed!)
2
2
26
@WebbstaWebb
Keith Webb
2 years
We partnered with @LimitedRunGames back in April 2021 and we didn't even know if we could pull it off in time as we knew Nintendo submissions were very close to closing for 3DS physicals. Just managed to scrape thru to pull it off in time before production runs closed forever!😱
Tweet media one
3
0
25
@WebbstaWebb
Keith Webb
3 years
So, the results of the poll are in - an overwhelming 59.3% voted for the "Unused Intro Storyboards" so stay tuned for Friday when I'll upload the first batch (maybe first 8(?) pages out of 80). These weren't created by me, but they are very interesting if they've never been seen!
2
1
25
@WebbstaWebb
Keith Webb
3 years
Phase 04 looks like we were still experimenting with various gameplay mechanic ideas, but they are beginning to resemble the final designs in some respects
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
0
21
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
0
20
@WebbstaWebb
Keith Webb
3 years
Phase 05 - looks like we had started to nail down which specific mechanics we were going to focus on here. I don't recall what the Generic Naysayers were going to do though
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
1
20
@WebbstaWebb
Keith Webb
3 years
Wow! A 2021 mention of Super Monkey Ball Adventure by SEGA themselves!
@SuperMonkeyBall
Super Monkey Ball
3 years
Super Monkey Ball Adventure featured many magical chants to help AiAi and friends get around and bop Naysayers — can you remember what YAY EI EI did? #SuperMonkeyBall #SMB20th
36
76
496
2
2
20
@WebbstaWebb
Keith Webb
3 years
@HazBlackslick Yeah I did, although I think back then I'd always assumed it was Charles Zembillas artwork - One of the first pieces I did back in 2003 was an attempt to try and replicate that style with all the twisting mechanics etc
Tweet media one
1
2
18
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
1
0
18
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
2
16
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
2
16
@WebbstaWebb
Keith Webb
3 years
I'll try and upload a few more concept pieces this Wednesday, and I'll also go through and answer as many of your questions as I can that you've posted so far 👍
1
0
14
@WebbstaWebb
Keith Webb
3 years
(edit: time constraints)
1
0
14
@WebbstaWebb
Keith Webb
2 years
Fellow Crash Twinsanity developer, Nic Ho Chee, has just announced a Kickstarter for issue 03 of his excellent BaadFood comic series - Check out the deets here 😎
1
5
13
@WebbstaWebb
Keith Webb
3 years
Phase 02 started to incorporate various gameplay mechanic ideas into their design
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
0
12
@WebbstaWebb
Keith Webb
3 years
However, they went through many internal changes and concepts to get to that point. Based on initial sketches by @PavelSadovnik , they slowly got refined through various phases. These are some phase 01 concepts:
Tweet media one
Tweet media two
1
0
12
@WebbstaWebb
Keith Webb
3 years
Phase 03 started to re-imagine them into a more consistent theme. Looks like elements of Tim Burton's Nightmare Before Christmas started to seep in here, along with adapting them with more Monkey-like elements to fit in with the rest of the game:
Tweet media one
Tweet media two
Tweet media three
Tweet media four
1
0
11
@WebbstaWebb
Keith Webb
3 years
@RadaxianShuffle I think the only concepts that exist for Future Aiai are the sketches like this that were used for the in game cards etc. He didn't really go through many concept changes, and I think Chris Abedelmassieh (the character modeller) just created him directly from this artwork as is
Tweet media one
0
0
11
@WebbstaWebb
Keith Webb
3 years
Tweet media one
Tweet media two
Tweet media three
1
0
10
@WebbstaWebb
Keith Webb
3 years
@PavelSadovnik I may not have shown them to you back then as I thought you might steal them...😎👍
1
0
10
@WebbstaWebb
Keith Webb
3 years
@Warden1O1 Yeah, definitely Twinsanity (or as it was known back then Crash Evolution). As more get revealed you'll start to see a few more references to the initial story idea of the Twins merging planets together etc from initial Crash Evolution narrative ideas. 😎👍
0
0
9
@WebbstaWebb
Keith Webb
3 years
(and I'll photoshop the "Crabbit" enemy into every page as a consolation prize) (Spoiler alert: I won't)
2
0
8
@WebbstaWebb
Keith Webb
3 years
(just realized this isn't actually the one in the banner👍)
1
0
7
@WebbstaWebb
Keith Webb
3 years
@lolwutburger The main place some of these would have appeared in would have been stages where Coco went into a CPU like matrix style stage - an idea for one stage would have been called something like "Security Insanity" or something - @PavelSadovnik you remember?
1
0
6
@WebbstaWebb
Keith Webb
3 years
@ChsTheol Yeah, all I can really remember is that the game had loads of names during development (Crash Evolution, Crash Fully Fluxxed?, Crash Unlimited etc), but nothing was decided upon until very late in the day.
1
0
5
@WebbstaWebb
Keith Webb
3 years
@LemusElijah Hmm - if this particular one wasn't used in the final boss fight (when you were briefly controlling MechaBandicoot) then it is possible it was initially created for the considered Ocean Commotion Mecha-Bandicoot stage - @PavelSadovnik you want to do a post on that sometime?
1
0
5
@WebbstaWebb
Keith Webb
3 years
@ChsTheol Those of us who were in the office just started quickly chucking around random name ideas, and I'm pretty sure I initially said something like "Crash Bandicoot: Twisted Twinsanity" (as a reference to the main villains) and then we quickly condensed it to "Crash Twinsanity"
1
0
5
@WebbstaWebb
Keith Webb
3 years
@AsoGirl29 @leomartzart I did find one actually - nothing major, just a concept piece from the Mecha-Bandicoot fight at the very start, with a few of the original characters in the background. I'll try and scan it and post in the coming weeks
2
0
5
@WebbstaWebb
Keith Webb
3 years
@ChsTheol It was possibly a Saturday afternoon, and a few of us were in the office for some reason. The producer came in and said he needed a title in order to prepare it for copyright/trademark(?) reasons.
1
0
5