Wednesday, October 24, 2012
Skylanders, exclusive Wii and character
The second bundle packs in Activision's Skylanders Giants with a blue Wii console and matching Wii Remote Plus and Nunchuck controllers for $150. The bundle also includes one Portal of Power, two Skylanders characters, and one "exclusive" Giant Skylander.
Tuesday, October 23, 2012
Skylanders Giants Megabloks lets kids create their own Skylands
It’s time to brace yourself. A Skylanders Giants explosion is coming soon. Yes, I know the game just came out on October 21, 2012, and you’d think that’s when the flurry of excitement surrounding it would peak, but that’s not so. It’s really going to hit sometime around Christmas, once people start gettingSkylanders Giants as gifts. That’s when kids and certain adults will want anything Skylander related that is even remotely awesome. I’m sure the Skylanders Giants Megabloks will be on that list.
The Skylanders Giants Megabloks series aren’t immediately available, but will be in a few weeks. It has an October 2012 launch window, after all. Sets will start at $9.99, giving buyers a Skylander figure, a battle portal for him or her and usually a Chompy enemy. However, the bigger and better sets are far more expensive. Take the Crusher’s Pirate Quest set, which is $49.99 and includes two standard Skylanders figures, a Giant figure and a buildable pirate ship and island. The real big-boy in this set though is the Dark Castle Conquest, which is $119.99 and comes with a castle to build, one giant and Skylander figure and figures of Kaos and his minion.
The Skylanders Giants Megabloks series aren’t immediately available, but will be in a few weeks. It has an October 2012 launch window, after all. Sets will start at $9.99, giving buyers a Skylander figure, a battle portal for him or her and usually a Chompy enemy. However, the bigger and better sets are far more expensive. Take the Crusher’s Pirate Quest set, which is $49.99 and includes two standard Skylanders figures, a Giant figure and a buildable pirate ship and island. The real big-boy in this set though is the Dark Castle Conquest, which is $119.99 and comes with a castle to build, one giant and Skylander figure and figures of Kaos and his minion.
If you want to go cheap, then just grab the $9.99 basic sets or maybe one of the more expensive $20 sets. The blocks work with any Megabloks set. Just remember the Skylanders Giants Megabloks figures are not compatible with the game.
If you’re looking to buy, bookmark the Megabloks page, as it lists stores that will carry Skylanders GiantsMegabloks. Also visit Toys R Us’ website, as it is still accepting pre-orders on some of the sets.
Activision’s Skylanders Giants launch party
Sunday’s launch of Skylanders Giants was, by all early measures, a huge success — and for all the work of all the people at both developer Toys For Bob and publisher Activision did to bring that success about, a little savoring of the moment is in order. Activision threw a party Monday afternoon for employees and their families — and while they wouldn’t let me get into the bouncy castle (I said I’d take off my shoes and everything) Kat still got some great photos of the celebration.
There were tons of games and activities for kids, such as Jet-Vac’s pneumatic tennis ball cannon targets. It wasn’t easy!
Of course, Jet-Vac himself was on hand to supervise.
A Giants party requires an enormous tent!
Crusher would be proud to see young fans bring the hammer down.
Toys For Bob CEO Paul Reiche III on the left; Toys For Bob character designer andpodcast guest I-Wei Huang on the right.
Each Hex balloon sculpture was handcrafted by skilled artists. I also spotted a Gill Grunt.
Activision Publishing CEO Eric Hirshberg — a strong supporter of Skylanders from the start — brought his kids in to enjoy the fun.
Pop Fizz sent a few boys from the lab with some of his latest strange but delicious concoctions. The blue vial is bubblegum flavor.
The dessert table was filled with cupcakes, chocolate, gummy bears, cake pops…it was a thing of sugary beauty.
Another shot of the amazing sweets table. Hell yes I took a bag of goodies home.
Podcast guest Jon Estanislao checks out his kids’ coloring handiwork.
Pro artists were also on hand, making personalized caricatures of the attendees as their favorite Skylanders character.
Not all the treats were for the kids. This is a Whirlwind Breeze, which is one part vodka, one part cranberry juice, and I am not kidding, one part cotton candy.
Licensed products from backpacks to bedsheets will appear in stores this year, which should make holiday shopping for the Skylanders fan in your life pretty easy.
For all the distractions, the game was still the star of the party. Multiple stations for multiple platforms were set up for co-op play.
SOURCE: One OF Swords
The Secret Skylanders You’ve Never Seen
Ask any creative person: When you’re working on a new project, it’s inevitable that some ideas won’t work out. A lot of times those dead ends lead to better ideas and more satisfying solutions, but “that’s almost there but not quite” and “scrap it, let’s start over” are both natural parts of the creative process.
Spyro led the charge for Skylanders
Skylanders is no exception. Last year, Activision released Skylanders Spyro’s Adventure – an original concept devised by Northern California developer Toys For Bob — to overwhelming acclaim and huge success. The game that let your real-world action figures come to life in a videogame turned out to be the top-selling kids’ game for 2011, and the toys were so popular they have consistently been in high demand since their release last October. Not bad for a company that has never made toys before.
But like just about every other creative endeavor, every element of Skylanders didn’t go exactly as planned. During the game’s development, several characters and concepts simply didn’t make the final cut. The game’s design producer, Michael Graham, has been helping to shepherd Skylanders at Activision since its inception; he and Spyro the Dragon are old friends, having worked on the production team for the Legend of Spyro trilogy in the mid-2000s. Now, as Activision and Toys For Bob prepare for the release ofSkylanders Giants, Graham was nice enough to share some of the missing links in Skylanders’ evolution — handmade prototypes, untold histories, and some rare characters that have never been shown to fans before. These are the secret Skylanders you’ve never seen.
Design Producer Michael Graham with his new friend from Skylanders Giants, Pop Fizz.
The Lost Realm of Spyro’s Kingdom
Skylanders started life as a project called Spyro’s Kingdom, which Graham says still featured “the toys-to-life idea — taking your toys, putting them on a magic device, and having them come to life in the game. Spyro was going to be a full-grown dragon and the king of Spyro’s Kingdom. You’d go to him for quests, and he’d tell you where to go and help you on your adventures.”
Graham says this version of the game “was very close to something we were going to go forward with. I think it was April or May of 2010 where we were almost ready to hit alpha with Spyro’s Kingdom, and it was time for the go/no-go call. That’s where we said, ‘this is fun and cute, but it can be so much bigger.’”
Early trading cards from the Spyro’s Kingdom era. “These were initially made for packaging concepts,” says Graham. Who is Tarclops? Read on…
At this point, one of Skylanders’ key elements — “toys with brains,” which remember your characters’ progress as you level up — wasn’t in the mix. If the action figures had memory inside them, the save functionality would be hassle-free and invisible, plus they’d be platform agnostic — a huge win for kids who might not own the same game system as their friends. “The goal was to make it very reminiscent of something you would do as a kid,” says Graham. “You could put your toys in your backpack, go to your friend’s house after school, and you could play with your Star Wars characters with your G.I. Joe characters with your Transformers characters; it didn’t matter that they were from different worlds. We looked at consoles that way too: How great could it be if you could share in an experience regardless of what console you were on? So there was this big idea of what this game could be.”
Activision Blizzard CEO Bobby Kotick
With Spyro’s Kingdom nearly at alpha but an ambitious alternate plan on the table, the decision was up to the top brass, including Activision Blizzard CEO Bobby Kotick. But as Graham reveals, “Bobby believed in it completely. He said, ‘What do you guys need?’ And from that point on, it was this little idea that continued to grow to what we have now, which is a team of fantasy superheroes — Skylanders.”
The Fab Five
That superstar team started out with just five members. “Toys For Bob made some characters out of clay — handmade and hand-painted, as a proof of concept,” reveals Graham. “The five original characters for that concept included Rock Dragon, who ultimately evolved into Bash, and Bomb Troll, which evolved quite a bit from a grumpy old troll into what ultimately became Boomer.” [For bigger images, just click the photos. --DA]
The generically named Rock Dragon became someone much more specific: Bash.
Boomer went through at least five prototypes en route to his final and decidedly un-grumpy personality.
“Ghost Eater became Ghost Roaster,” continues Graham. “His handmade toy looks a lot different from the final toy, but the way they modeled him in the game for the prototype is very similar to what you see in the final game. We also had Fire Dragon, who later became Spyro.” While His Purple Majesty was originally going to be a benevolent and regal NPC, “it was felt that we couldn’t have a game called Spyro’s Kingdom without Spyro as a playable character, so Fire Dragon became Spyro.”
The first five Skylanders from the game’s initial pitch: Rock Dragon (Bash), Ghost Eater (Ghost Roaster), Fire Dragon (Spyro), Cyclops Snail, and Bomb Troll (Boomer).
The Curious Case of Cyclops Snail
The fifth prototype character is the odd one out — Cyclops Snail, which Graham describes as “this little blue water slug that zipped around, left a little pool of sludge behind him, and he would scream and shoot electricity. He was just so weird — really fun, but totally bizarre. After some feedback, we changed him from blue to purple, but then it was ‘you can’t have two purple characters, because Spyro is purple.’ Then we got an early version of what Cyclops Snail’s toy might look like, and we thought, ‘Oh my gosh, these don’t look at all detailed, not in the way that we want them to be.’ He was revised again, made of oil and now called Tarclops, and that was the final straw. The character evolved so much, by the end, [character designer] I-Wei Huang at Toys For Bob felt that everything he liked about the character was gone, so we thought, let’s just scrap it — we’ve got to go in a different direction.”
Two clay prototypes of Cyclops Snail and an early production version that simply wasn’t detailed enough.
But in a way, you’ve already played as Cyclops Snail; you know him as Zap. “We reimagined the character,” says Graham. “Same moves, actually; he plays exactly the same way as Cyclops Snail did. And even Zap went through a little evolution. His original concept didn’t have his scuba tanks, and we shortened his snout quite a bit.”
From snail to dragon! Note the lack of scuba tanks and different facial details on Zap’s plastic prototype compared to the final toy on the right.
Wayward Wizards and Rocky Starts
Zap wasn’t the only character to be based on an earlier concept. Consider this bearded “mesmorph wizard,” who was among the game’s first ten proposed characters. “He had a magical staff that created little gnome clones of himself that would explode,” says Graham. He made it as far as a plastic prototype, and although “his powers were fun, we felt we could do more with the personality. We wanted all the characters to be heroic and aspirational. He was kooky and a very interesting character, but he wasn’t the thing every kid aspires to be — he was a weird, grumpy, old gnome wizard. But we still liked the way he played, so he became the wacky, bumbling Double Trouble.”
Haldor made it as far as being cast in plastic before he turned into Double Trouble.
If you’re a big Skylanders fan, Graham explains why he looks so familiar. “We kept him alive,” he says with a smile. “He became Haldor of the Empire of Ice expansion pack. You still see his character there, and I think he works really well in that pack. But he was a playable toy at one point.”
This nameless, faceless rock golem never made it past the clay stage.
Other character concepts didn’t get Haldor’s second chance. “We started to get clay figures from Toys For Bob that we weren’t sure about — should they be good guys or bad guys?” says Graham. This handpainted clay prototype of a stone creature wound up being neither, though he did inspire a bigger brother. “There was a large version that turned into the stone golem, the one you fight at the end of Stonetown, which changed completely from what this looks like. Then there were some other rock elemental guys that were using this figure as a temporary model for a while, but this guy never made it into the final game.” That means you’re looking at Skylanders’ first true wayward rock star.
Lights! Castles! Apples!
“At the time, some of the thoughts for expansion packs were much different,” says Graham. “There was a miniature castle prototype made out of clay, and a weird teepee thing that nobody really knew what it was.”
Early clay models of the Adventure Packs — the mysterious teepee thing and an early castle concept.
Other ideas were reworked because they were too similar — the healing potion power-up won out over the golden apple, which did essentially the same thing — and some just wound up not supporting the gameplay as it evolved, such as the lantern. “The idea was that you would go into dark caves and the lantern would illuminate the area,” explains Graham. “What we ended up finding was that there really wasn’t going to be a lot of places in the game to make good use of it. We had to pick and choose and scale back to things we could deliver on in a meaningful way.”
Two early passes at the health potion, its cousin the golden apple, and the unused lantern.
In all cases, Skylanders’ virtual and physical elements had to uphold the same high standards. Graham says the goal was always to showcase “the attention to detail and polish, not just in the game, but in the physical toys. We wanted to aim for best in class.”
Enter the Giants
All these decisions and revisions have led Toys For Bob and Activision to create Skylanders Giants for 2012, which adds new super-sized, super-strong friends that tower over normal characters (“Making Giant characters seemed like a fun no-brainer,” says Graham), as well as new magic tricks like toys that light up when placed on the Portal of Power. But Graham makes it clear that delivering detailed toys and an engaging videogame are both key elements to the Skylanders franchise as a whole – because that’s what makes the audience happy. “We’re making this for kids, and the kid inside all of us, no matter what age you are,” says Graham. “If you’re an adult and you still like to collect toys, that’s great, because that means there’s a part of you that has never lost the connection with the kid inside of you. We never forget who our audience is.”
Spyro led the charge for Skylanders
Skylanders is no exception. Last year, Activision released Skylanders Spyro’s Adventure – an original concept devised by Northern California developer Toys For Bob — to overwhelming acclaim and huge success. The game that let your real-world action figures come to life in a videogame turned out to be the top-selling kids’ game for 2011, and the toys were so popular they have consistently been in high demand since their release last October. Not bad for a company that has never made toys before.
But like just about every other creative endeavor, every element of Skylanders didn’t go exactly as planned. During the game’s development, several characters and concepts simply didn’t make the final cut. The game’s design producer, Michael Graham, has been helping to shepherd Skylanders at Activision since its inception; he and Spyro the Dragon are old friends, having worked on the production team for the Legend of Spyro trilogy in the mid-2000s. Now, as Activision and Toys For Bob prepare for the release ofSkylanders Giants, Graham was nice enough to share some of the missing links in Skylanders’ evolution — handmade prototypes, untold histories, and some rare characters that have never been shown to fans before. These are the secret Skylanders you’ve never seen.
Design Producer Michael Graham with his new friend from Skylanders Giants, Pop Fizz.
The Lost Realm of Spyro’s Kingdom
Skylanders started life as a project called Spyro’s Kingdom, which Graham says still featured “the toys-to-life idea — taking your toys, putting them on a magic device, and having them come to life in the game. Spyro was going to be a full-grown dragon and the king of Spyro’s Kingdom. You’d go to him for quests, and he’d tell you where to go and help you on your adventures.”
Graham says this version of the game “was very close to something we were going to go forward with. I think it was April or May of 2010 where we were almost ready to hit alpha with Spyro’s Kingdom, and it was time for the go/no-go call. That’s where we said, ‘this is fun and cute, but it can be so much bigger.’”
Early trading cards from the Spyro’s Kingdom era. “These were initially made for packaging concepts,” says Graham. Who is Tarclops? Read on…
At this point, one of Skylanders’ key elements — “toys with brains,” which remember your characters’ progress as you level up — wasn’t in the mix. If the action figures had memory inside them, the save functionality would be hassle-free and invisible, plus they’d be platform agnostic — a huge win for kids who might not own the same game system as their friends. “The goal was to make it very reminiscent of something you would do as a kid,” says Graham. “You could put your toys in your backpack, go to your friend’s house after school, and you could play with your Star Wars characters with your G.I. Joe characters with your Transformers characters; it didn’t matter that they were from different worlds. We looked at consoles that way too: How great could it be if you could share in an experience regardless of what console you were on? So there was this big idea of what this game could be.”
Activision Blizzard CEO Bobby Kotick
With Spyro’s Kingdom nearly at alpha but an ambitious alternate plan on the table, the decision was up to the top brass, including Activision Blizzard CEO Bobby Kotick. But as Graham reveals, “Bobby believed in it completely. He said, ‘What do you guys need?’ And from that point on, it was this little idea that continued to grow to what we have now, which is a team of fantasy superheroes — Skylanders.”
The Fab Five
That superstar team started out with just five members. “Toys For Bob made some characters out of clay — handmade and hand-painted, as a proof of concept,” reveals Graham. “The five original characters for that concept included Rock Dragon, who ultimately evolved into Bash, and Bomb Troll, which evolved quite a bit from a grumpy old troll into what ultimately became Boomer.” [For bigger images, just click the photos. --DA]
The generically named Rock Dragon became someone much more specific: Bash.
Boomer went through at least five prototypes en route to his final and decidedly un-grumpy personality.
“Ghost Eater became Ghost Roaster,” continues Graham. “His handmade toy looks a lot different from the final toy, but the way they modeled him in the game for the prototype is very similar to what you see in the final game. We also had Fire Dragon, who later became Spyro.” While His Purple Majesty was originally going to be a benevolent and regal NPC, “it was felt that we couldn’t have a game called Spyro’s Kingdom without Spyro as a playable character, so Fire Dragon became Spyro.”
The first five Skylanders from the game’s initial pitch: Rock Dragon (Bash), Ghost Eater (Ghost Roaster), Fire Dragon (Spyro), Cyclops Snail, and Bomb Troll (Boomer).
The Curious Case of Cyclops Snail
The fifth prototype character is the odd one out — Cyclops Snail, which Graham describes as “this little blue water slug that zipped around, left a little pool of sludge behind him, and he would scream and shoot electricity. He was just so weird — really fun, but totally bizarre. After some feedback, we changed him from blue to purple, but then it was ‘you can’t have two purple characters, because Spyro is purple.’ Then we got an early version of what Cyclops Snail’s toy might look like, and we thought, ‘Oh my gosh, these don’t look at all detailed, not in the way that we want them to be.’ He was revised again, made of oil and now called Tarclops, and that was the final straw. The character evolved so much, by the end, [character designer] I-Wei Huang at Toys For Bob felt that everything he liked about the character was gone, so we thought, let’s just scrap it — we’ve got to go in a different direction.”
Two clay prototypes of Cyclops Snail and an early production version that simply wasn’t detailed enough.
But in a way, you’ve already played as Cyclops Snail; you know him as Zap. “We reimagined the character,” says Graham. “Same moves, actually; he plays exactly the same way as Cyclops Snail did. And even Zap went through a little evolution. His original concept didn’t have his scuba tanks, and we shortened his snout quite a bit.”
From snail to dragon! Note the lack of scuba tanks and different facial details on Zap’s plastic prototype compared to the final toy on the right.
Wayward Wizards and Rocky Starts
Zap wasn’t the only character to be based on an earlier concept. Consider this bearded “mesmorph wizard,” who was among the game’s first ten proposed characters. “He had a magical staff that created little gnome clones of himself that would explode,” says Graham. He made it as far as a plastic prototype, and although “his powers were fun, we felt we could do more with the personality. We wanted all the characters to be heroic and aspirational. He was kooky and a very interesting character, but he wasn’t the thing every kid aspires to be — he was a weird, grumpy, old gnome wizard. But we still liked the way he played, so he became the wacky, bumbling Double Trouble.”
Haldor made it as far as being cast in plastic before he turned into Double Trouble.
If you’re a big Skylanders fan, Graham explains why he looks so familiar. “We kept him alive,” he says with a smile. “He became Haldor of the Empire of Ice expansion pack. You still see his character there, and I think he works really well in that pack. But he was a playable toy at one point.”
This nameless, faceless rock golem never made it past the clay stage.
Other character concepts didn’t get Haldor’s second chance. “We started to get clay figures from Toys For Bob that we weren’t sure about — should they be good guys or bad guys?” says Graham. This handpainted clay prototype of a stone creature wound up being neither, though he did inspire a bigger brother. “There was a large version that turned into the stone golem, the one you fight at the end of Stonetown, which changed completely from what this looks like. Then there were some other rock elemental guys that were using this figure as a temporary model for a while, but this guy never made it into the final game.” That means you’re looking at Skylanders’ first true wayward rock star.
Lights! Castles! Apples!
“At the time, some of the thoughts for expansion packs were much different,” says Graham. “There was a miniature castle prototype made out of clay, and a weird teepee thing that nobody really knew what it was.”
Early clay models of the Adventure Packs — the mysterious teepee thing and an early castle concept.
Other ideas were reworked because they were too similar — the healing potion power-up won out over the golden apple, which did essentially the same thing — and some just wound up not supporting the gameplay as it evolved, such as the lantern. “The idea was that you would go into dark caves and the lantern would illuminate the area,” explains Graham. “What we ended up finding was that there really wasn’t going to be a lot of places in the game to make good use of it. We had to pick and choose and scale back to things we could deliver on in a meaningful way.”
Two early passes at the health potion, its cousin the golden apple, and the unused lantern.
In all cases, Skylanders’ virtual and physical elements had to uphold the same high standards. Graham says the goal was always to showcase “the attention to detail and polish, not just in the game, but in the physical toys. We wanted to aim for best in class.”
Enter the Giants
All these decisions and revisions have led Toys For Bob and Activision to create Skylanders Giants for 2012, which adds new super-sized, super-strong friends that tower over normal characters (“Making Giant characters seemed like a fun no-brainer,” says Graham), as well as new magic tricks like toys that light up when placed on the Portal of Power. But Graham makes it clear that delivering detailed toys and an engaging videogame are both key elements to the Skylanders franchise as a whole – because that’s what makes the audience happy. “We’re making this for kids, and the kid inside all of us, no matter what age you are,” says Graham. “If you’re an adult and you still like to collect toys, that’s great, because that means there’s a part of you that has never lost the connection with the kid inside of you. We never forget who our audience is.”
Winda Benedetti , NBC News Robot maker brings Skylanders toys to life
If your children are begging you ... and begging you some more ... to buy them the new "Skylanders Giants" video game and, more importantly, the many toys that go with it, then you have one man to thank. Or perhaps blame.
His name is I-Wei Huang (aka CrabFu) and he is a renowned robot maker, artist and tinkerer extraordinaire. But these days he is, perhaps, best known as the creator behind the 40-plus collectible toys that go with the enormously popular Skylanders video games.
Huang's official title is Director of Characters and Toys at Toys for Bob, the game development company that brought us last year's surprise hit "Skylanders: Spyro's Adventure" as well as the just-launched sequel "Skylanders Giants."
If you have children who love video games, then surely you are well aware of the Skylanders franchise — because the original game and now the sequel are nothing short of pure child toy-making/marketing genius. That is, Skylanders has managed to merge the world of physical toys with the world of video gaming in a way that is utterly engaging and absolutely fun for kiddies (of all ages) ... if perhaps a little hard on the adult wallet.
The gist of the phenomenon is this: the Skylanders video games (available for most all of the gaming machines) are bright, humor-filled action/role-playing titles that task players with using various colorful characters (the Skylanders themselves) to fight off a host of baddies trying to take over the soaring world of Skylands.
Activision
But the twist here is that the characters in the games are also real-world toys. And these physical toys appear to be sucked from our world right into the game world ... where they are then brought to digital life.
Thanks to the magic worked by the RFID chip embedded in the bottom of each toy, the player simply places their Skylander figure on the Portal of Power (a plastic peripheral that comes with the games). An animated version of that character is then whisked into the game.
But what really sends this tech over the top is the fact that the character's experiences in the game are stored on the matching toy's RFID chip. That means kids can take their Skylander toy with them to a friend's house and then pop that toy onto their friend's Portal and into their friend's Skylanders game where it will still have all of its own unique game stats and upgrades in tact.
As I said, it's a toy ... it's a video game ... it's genius. But no small part of that genius is the design of the toys themselves.
Huang — who has made the rounds of internet fame for creating robots and various steam-powered machines that are big on personality — has brought that talent for conveying personality to the Skylanders line of figurines. (For a look at some his robotic creations, check out the following History Channel video.)
Whether it's the bark-skinned giant Tree Rex or the feathered birdman Jet-Vac, Huang's Skylanders are cute, tough and full of charisma. And as my own 5-year-old will attest, they are enormously enjoyable to play with — both as part of the game and on their own.
Not only is it a joy to watch my son light up as these characters spring to life on our TV screen, in his hands and especially in his imagination, since two people can play "Skylanders: Spyro's Adventure" and now "Skylanders Giants" together, I've been able to join him in the fun too.
Alas, the downside here is that the Skylanders games have been known to inspire a bad case of the "I wants!" in youngsters. Sure, they can play these games with only the three toys that come with the starter packs (priced at $75). But your child is bound to want more (and more) of these cool figurines — which run roughly $15 a pop — so they can unlock additional portions of the game and so they can build out their toy collection.
Of course, that's what birthdays and holidays (and bribery) are for.
I recently had a chance to interview the man behind the beloved Skylanders toys by e-mail. Huang talked toy making, robots and giving characters real character. Here's what he had to say.
"Skylanders Spyro’s Adventure" — and of course the toys — have been an enormous success. What do you think the appeal is? Why are people so taken with this game/toy hybrid?
Huang: I think that we’ve made some really compelling characters, and the toys are well made, and the game is really fun for the entire family — all of which contributed to the success of Skylanders. We want it to feel magical for kids, letting them play the way kids like to play with their toys.
How many characters have you created for the Skylanders franchise so far?
Huang: There are 48 unique Skylanders characters to date, excluding the variants, special editions, and new poses. And then there are about 200 enemies and NPC’s (non playable characters) in the game.
Can you tell me about the process you go through when you create a character? Where do you draw your initial inspirations from and how does that become a physical toy?
Huang: I’d say that most of my inspiration actually comes from nature; influences from the natural world, prehistoric to the microscopic. Natural history has the most amazing designs; I often use them for reference. Even though the characters are very stylized and often silly, I try to maintain a certain degree of anatomical credibility to each character in order to make them feel more real and believable.
I start by sketching a ton of different ideas, coming up with compelling characters that the 10 year old in me would have loved. I work closely with Toys for Bob’s Head of Studio, Paul Reiche, on almost all of the sketches and character ideas. It’s actually rare that the first design would ultimately turn into a Skylander; it’s usually lots of iterations. And at times, Paul and I would fly down to Activision with our designs to get their feedback as well.
Can you give me an example of one or two of the characters you created for "Skylanders: Giants" and tell me where the inspiration for their design came from?
Activision
Huang: Tree Rex was the first Giant that I tackled. He was a result of my attempt to make a big tree into a giant warrior. I wanted the Giants to feel massive and strong, so I started with a tree. We all understand that a tree is big and heavy, so it already feels like a Giant. Then I brought the character out of the tree, and included some painted wooden armor, to make him feel and look like a capable warrior.
Zap is a water dragon; he is a mix of an electric eel, basilisk lizard, and some elements of a dragon with amphibian feet. He also has steampunk chest armor and tanks, to give him that extra pop.
If you were to boil it down, what is the key to making a great Skylanders character?
Huang: I think it's creating characters that kids would like, making them simple and easy to understand, but with a special and unusual element to them. Of course, the toy and the way the character looks is just half of the battle. The game need to be really fun and each character must have unique and fun game play. Luckily, the amazing team here at Toys for Bob can deliver a really fun and unique experience for each character, one in which our fans have come to expect.
Do you have a favorite or a few favorite characters among your creations? If so, which ones and why?
Huang: No, I really don't. I've consciously made sure that the characters are as varied as possible so that any kid could pick out a favorite just by looking at the toys. But all of the Skylanders are my creations, so it's hard to pick favorites.
Some of the first Skylanders had little to no iterations, helping to define the entire look of the Skylanders world, including Stealth Elf, Bash, Chop Chop, and Trigger Happy. I guess these guys will always have a special spot in my heart as the original team that started it all. But they’re all special to me in some unique way.
I get asked this question probably the most, and I always turn the question around… which is your favorite? My favorite is not important, but I love to hear which characters other fans are drawn to, and I love being surprised by the answer. Some big, macho grown men love the cutest little characters, and some little girls love the more aggressive and edgy characters. I think it might tell a little something about themselves.
Can you tell me about the new characters in Skylander Giants? I understand they are, well, giants. Did you approach their creation differently in any way? Were there any new challenges you faced with the new characters?
Huang: Yes, I had to think about them a little differently. They obviously needed to be really large, and feel much more powerful than normal-sized Skylanders; and therefore, the giants went through much more iterations and exploration. The amount of detail and paint operations on the giant toys were much more extensive than a normal-sized Skylander, so the giants took a lot more time and energy to create.
Has your work with robots influenced your work on the Skylanders games? Is there any crossover between your toy designing and your robot design?
Huang: Yes, old technology brings a certain amount of comfort and charm, which I love. With Skylanders being set in a fantasy world, we use a lot of magical powers, yet much of the magic actually powers some of the world’s “technologies,” which I think are perhaps steam powered.
Some of the Arkyian designs are based on something that looks like a royal armor, something that also feels very steampunk. The trolls have low-tech robots and machines that you fight against, which are also very steampunk. I think my hobby in steam-powered robots made me very aware of mechanical designs of the Victorian era, and many Skylanders characters and vehicles have this steampunk look and feel to them.
In a couple of the online videos about your work with robots, you mention that creating things with "personality" is an important aspect of what you do. Can you tell me what you mean and how that plays out in your work with Skylanders?
Huang: My passion is creating characters and the illusion of life. It’s hard for me to draw or make anything without having some element of personality in them. It's vital that the Skylanders have lots of personality, from the toy level all the way down to the game.
And there must be enough variety for any fan to have at least a few unique Skylanders that they really like, hopefully a few that they love too. That is something I try to infuse in my work, as well as my hobby. If you smile while looking at one of these creations, my job is done.
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