Kinda Funny Gamescast: Video Game Podcast - EXCLUSIVE Spyro A Realm Beyond with Toys For Bob - Kinda Funny Gamescast
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It's Kind of Funny's Patreon.
month support us at patreon.com slash kind of funny. We really appreciate it.
What's up everybody and welcome to the Kind of Funny Games cast for July 6th,
2026. Of course, I am your host, Tim Geddes. And on the day that we are recording this,
it is blessing at Eioia Jr's birthday. Happy birthday. Happy birthday. There we go. And joining us today
two very, very special guests from Toys for Bob, one of our favorite developers out there. Can't
wait to actually talk to you all about Spiro
a realm beyond and much, much more.
We have the associate creative director, Lou Stuttert.
Hey, everybody.
Whose birthday it was on June 29th?
Happy birthday, Lou.
Birthday, let's stop.
Let's go.
And we also had the studio head, Paul Jan.
When's your birthday?
Lends in August.
I feel jealous now.
I feel like I need to pull it up.
Of course, of course, if you're watching live,
you can't be part of the show because this is pre-recorded,
but we still would appreciate your super chat.
send them through. Remember, we couldn't do this without our producers on patreon.com slash
Kind of Funny. So thank you to Carl Jacobs, Omega Buster, Delaney, the Somm twining, and lax nomad.
But for now, let's begin with the topic of the show.
Tots, Tots, Tots, Tots.
It's toys for Bob. It's Spiro, a realm beyond. First off, I want to say congratulations, boys.
Thank you so much. Congratulations on going independent a couple years ago,
on finally announcing the project that you've been working on. And for that project to be,
Spiro, a realm beyond, and it getting so much positive reception.
How's it feel, Lou?
It's honestly pretty shocking and incredible.
I mean, you make something in secret for so long,
and then you just hope that people connect with it,
and to see the response that we've gotten so far is just really amplified the team.
It really made us really feel seen and excited, so it's felt great.
Paul, were you surprised at how well received everything was?
I think so.
I mean, you never really know how things are going to get received.
And, you know, we bank a lot on Spiro.
It was his first game out as our independent, you know, in independence.
And it's just so great to see that positivity and that reception.
And, yeah, we're going to roll with it.
Is there a difference from Crash?
Because I know Crash 4, it's about time came out.
And I'm sure when it was announced, there was an excitement around it because Crash is what you associate with the PS1 platformer.
But for me growing up, I was always more of a Spiro kid.
You know, I had an S-D4, but on the PS1 side, all my friends all had Spiro.
So I associated the platform with Spiro
So like when we saw the trailer
I was like oh man this is awesome
But I know Crash feels like more of the
I guess iconic PS1 character
I don't know if you guys have opinions on that
But when this was announced
Did you guys have that same thing of
Oh man they're showing up just as much as Crash?
I think you know
It's just it's almost been 20 years
Since there's been a new Spiro
So there's just a lot of
I'll speak for myself
Just a lot of pent up energy of like
finally we need to see Spiro, not just in a remake form.
And like, obviously, we did the, in 2018, we did the Reignited Trilogy.
And that gave us a lot of confidence that there was going to be an audience who had the hunger for a new title.
And so that's where we went.
And it's great to see validation of that in this first announce.
And yeah, very, very excited about it.
I mean, what I love to seeing from this is because I am a huge crash guy.
I'm a huge Spiro guy.
I'm a huge 3D platformer guy.
All of this is right up my alley.
And when the trailer dropped, obviously, we're all very excited.
But over the next couple of days when I was like,
we were talking about all the Summer Game Fest announcements
because I think this was an incredibly strong Summer Game Fest.
Seeing a lot of the kind of standout trailers,
I was shocked at how many views the Spiro trailer had.
Like, it was up there with, and in some ways, eclipsing,
some of the biggest titles, the Final Fantasy Seven Revelations and God of War.
Like, Spiro was right there.
Like, that must have been pretty awesome.
Absolutely.
I mean it knocked us back into our seats
We were literally watching the numbers climb up
As we're like oh people are connecting with it
You know as Paul mentioned it's been a while
And so you always kind of hope that there's the audience
You hope that new people are interested in it
And I think what's great about Spiro
He's such an appealing character
It's such an appealing you know type of world and tone to live in
And you know it kind of stuck out from the rest of the summer games fest
You know it really kind of found his own you know
Lane and I think that's what helped him
I'm kind of, you know, soar above the noise in some ways.
Yeah.
So speaking of soaring, Spiro, a Realm Beyond, there's not much that we have right now.
If it was spring 2027, it's coming to all platforms, which is very, very exciting to hear.
What else can you tell us that wasn't in this trailer?
Not a whole lot to.
What can you tell us that's in this trailer?
You can expand upon.
I'm seeing a lot of flying in this.
There's more than lying than normal.
Yeah, yeah.
Yeah, so essentially, you know, Spiro Realm Beyond, we wanted to really push what it meant to be a dragon.
We wanted to push and expand on Spiro's just general playability and his kit of moves and what that means and what we're showing off in kind of the reveal is Dragon Flight.
And so if you remember the original games, you know, they had the Speedway levels, they had the regular exploration levels, but they were always divided.
Yeah.
Yeah.
It was always these differing experiences that you'd experience, you know, for a limited subset.
at a time or with boundaries.
And so when we started the game,
you know,
after working on Reignited,
we kind of had this notion of what happens
if that is Spiro's base kit,
base ability.
And how do we still retain
the feeling of exploration
and, you know,
adventure of a Spiro game
while also embodying him
with that ability to take to the skies
at a moment's notice.
So you're going to be exploring on ground.
You're going to be exploring in the air.
It's just,
it's up to you on how you want to engage
with it as opposed to the game going,
now you've got 90 seconds,
have it, right?
So that's one of the big things
that we're pushing on for the game.
When approaching creating a new Spiro game,
are there previous Spiro games that you look at
as far as, oh, we want to make sure we include these elements?
You know, are there things from maybe the PS2 games
or PS1 games that really speak to what makes Spiro Spiro
Absolutely. I mean, we're paying attention to the whole spectrum,
the whole timeline of it, the fan base,
our own feelings about it,
the original intent for all the developers and
what they did with the games and where they carried the series.
So we're looking at all of those things as inputs.
But I think where we are building this game off of this,
really trailing off of the Reignited Trilogy
and harking back to the classics, right?
The Spiro that we remember in the early 90s of PS1.
And so, like, what are those elements there?
How do we make sure that we're paying reverence
to who the character is
and that whatever we're building on here
and taking them into a modern era,
that it's always paying respects to that core?
I think the character is one of those things.
You know, one of the things that we found
when we were making Reignited trilogy is, you know,
there were different voice actors between Spiro 1
and Spiro 2 and 3. You know, Spirer 1,
it was Carlos Alas Rocky. You did a great job,
but then Insomniac switched over to Tom Kenney
for 2 and 3. When we did
Reignited, we brought Tom back and we
unified it so that Tom Kenny was the
voice of Spiro because that kind of
where the fan base gravitated as well as our
own flavor. And so for this game,
we decided, hey, we want to, while we're making
a new adventure in a new game,
we still want to retain the character
that we really fell in love with,
that original personality.
And so we also brought back Tom as well
as the voice of Spiron.
So if you played the original games,
you played Reignited,
you will recognize that tone
and that personality and that voice
that really drives a lot of who that character is.
But then for us,
it's what happens when we take him
that person,
that character,
on a new adventure.
And so it isn't a full reboot,
like the legend of ones
where they kind of reset their own timeline
and retold the tale.
in a different way, this is taking that character that you know into new places.
Tom Kenny is SpongeBob, right?
He is, yeah.
He's SpongeBob.
He's the Ice King on Adventure Time.
StarSream and Transformers,
animated.
He's amazing.
He is one of my favorite people to work with.
And as soon as we got him in the booth,
he was telling us about how many times he's been at conventions for those
voiceover roles that he's done, hearing people come up to him,
telling him that they want new Spiro.
Right.
And so it was really,
I know.
So in booth, Tom's so excited with us about how there is such a vocal fan base and an excitement around the character, the personality, and seeing this purple dragon come back.
So looking at Toys for Bob with this purple dragon and the orange bandicoot.
Yeah.
The back and forth between that, I've always found very interesting.
Like there was a lot of, you know, about a decade ago, a lot of different studios under Activision that would seemingly kind of like do this handshake back and forth with a.
V-Nox and Vicarious visions and Toys for Bob of who's working on the remakes, who's working on the sequels,
who's working on the cart racers, spitoffs, and all that, to follow y'all's path from Skylanders,
which was very much a reinvention of Spiro with some crash appearances too.
But then to get into the Reignited trilogy, to follow that up with y'all making Crash 4 and now making this,
why was that the kind of path you guys went down?
Yeah. I mean, honestly, it's a really interesting perspective.
And one of the things I wanted to mention is, you know, Vicarious Visions,
B-Nox, great friends of ours, and they go back to, with us, on the Skylanders franchises.
You know, so on the Skylanders games, we would alternate years between us making, you know,
the original ones and then Vicarious doing superchargers, and we'd go back and forth.
And we also worked really closely with B-Nox.
We actually worked with B-Nox on Crash 4 as well.
And so we have that kind of connection with those studios.
You know, and as far as which one we worked on when, it was kind of based on also the release patterns of the remasters and just what, you know, seemed like the fan base was calling for at the time.
And we're a small studio.
And so for us, it's kind of like we have to mentally put a pin in something and go, yeah, we'd love to get back to Spiro.
But, you know, let's get this out of our system first.
Let's really invest.
Let's really dive headfirst into the world to crash.
And then once, you know, we get out of that, it's like, okay, now where do we want to?
to go to next. And while they're kind of hand in hand, you know, with the mascot and the
era they came from, the PlayStation, you know, uh, uh, mascot platformers of their time,
they play completely different. Oh yeah. You know, like one is about tense precision execution,
you know, super exacting tests with a very specific answer to how you need to play that,
which is crash. And then Spiro is much more about this fluidity and exploration and
Zen-like kind of combination of moves and interacting with the world.
And so it really is a very, very stark kind of design mindset shift for us by going between both
of them.
I love Crash 4 so much.
I took the point that despite being such a huge Crash fanboy from back of the day, I do
think it is the best one.
And a lot of that was just because of how much clear love, care, passion was put into
the gameplay, getting it right, the characters, the world, the music.
All of it, right?
And everything we've seen of Spiro so far has that as well.
Crash took all of the precision platform in your time out that, like, challenge, that
difficulty, that bang your head against the wall type stuff.
Spiro, it being more exploration-based and all that, are there things you learn from
Crash 4 that you are going to add into Spiro?
Is there a desire to add a bit more of that crash platforming precision into Spire?
I don't know if it's direct relationship, but I think the process of us observing and
learning the character, learning about the fan base and what they appreciated, learning about what
we remember our fondest memories about them.
And how do we build on those?
Those are things that we absolutely take forward into Spiro.
I have a hard time grasping on specifics from Crash to say, like, it's because, as Lou
mentioned, the experiences are so, so different.
I mean, I guess one commonality that attracts us to these types of characters and these types of IPs
that it's character base.
We love colorful characters
and we love controls
that feel amazing in and of themselves,
even independent of the level
and the structure of the game.
If you can have a character
that feels incredible to almost toy-like
in its controls,
that's where we want to be.
I've always been so impressed
with Spiro Reignited Trilogy in particular
with that because just the way
that Spiro, the animation of it,
it's so satisfying to look at
that moving around just spinning the stick 360
and seeing the way that he moves.
It's like, oh, this just feels right.
Yeah, which is why I'm curious of what are some of the learnings that you had
while working on this game as far as what fans gravitate to and why they love it.
Because, yeah, when you talk about Spiro, sadly, I hadn't played the Rignited trilogy,
but I still have memories of playing OG Spiro.
And two things come to mind.
It's the exploration that you're talking about with that dynamic with Crash v.
Spiro and what makes them different.
But then also, it's holding square and just, like, dashing real fast.
Yeah, like running circles and stuff.
Yeah, absolutely.
I'm glad that thank you for saying that.
I'm sure there's many folks on their team
where just like, thank you for appreciating the finesse
and the attention to detail that is going on.
I think like when we did the Reignited Trilogy,
which is a remake of the classics,
we spent an incredible amount of time
doing frame analysis of how much,
how much movement does Spiro actually achieve
in a jump or in a glide.
And so making sure that all of those things feel very, very accurate
is like a strong foundation for that feel that you're talking about,
which is a culmination of a number of things.
It's about the frame accuracy.
It's about the animation.
It's the juiciness of it.
It's the interaction with the world,
the sloping of the world,
the sound effects, the V effects.
You know, all of these little things come together
into something that you inevitably,
you just have these muscle memory about, right?
Like you talk about charge,
and I can immediately feel that on my thumb, right?
Yeah.
Yeah.
And so for this game, it's taking that,
just what we learned about how those,
moments make us feel and how it feels as a player to charge to hit ramps to go into a glide
to then you know round a corner to chase an egg thief and to do all these things in that
fluidity of movement it's how do we explode that now to an added vector how do we add
that to now these new abilities that Spyro has and the new way of kind of
encountering your environment and so it's still wanting to retain that core of
how you evaluate a space
and how you explore these areas
but now to give you so many more tools
and then to build from the ground up
around that
and so with the ability to fly from the get-go
you're still charging you're still doing that
but now you can also just immediately jump
start flapping your wings and going up and so it led us
to building things at a grander scale
and so you see it in the gameplay snippet
much more verticality
there's much more height to things
There's much more layering of the play space.
And so it's figuring out how to build that still that same feel, but modernize it and push it forward, add more to it and build on it.
Can you talk a bit more about the mechanics of flight?
Like are you, once you jump in the air, you're just kind of unlimited flying around?
Is there like something you need to, is there buttons you're press into flap?
Yeah.
So it was we're not wholly diving into all of the systems just yet.
But I can at least tell you, you know, what we got in the in the gameplay.
trailer shows we wanted to make sure that it is active, it is decision making, it is pressing
buttons, it is almost that platforming feel of evaluating a play space and figuring out how to
continue. And so what we show in the gameplay is Spiro diving down to pick up speed. We then
have him use his flame breath, spit a fireball at distance to ignite a campfire to create a windup
draft to give him quicker lift to then press a button to fly.
his wings to push on his momentum and keep his speed up before then activating a magical,
what we call these sky rings, that then allow you to boost forward in the air.
And so it's really about evaluating the play space.
It's looking what you can interact with and connecting all of those to sustain your momentum and
to keep going.
It's super important for us that the player is able to say, look at that thing off in the
distance.
How do I get there?
And then how do I leverage the environment around me and my abilities in order to do that?
because what we don't want is for it to be a flight simulator
where we say, okay, here's the destination,
hidden the GPS, we're going to coast and get there.
There's no fun in that.
No autopilot.
No autopilot.
We want active decision-making.
And that's, you know,
platforming as a term in this flight space is a little bit different than platforming,
like jumping on the ground.
But similarly,
we want that kind of decision-making to happen in that space.
I know as you're describing all this, it excites me.
I'm sure it excites Tim because I'm already thinking about like,
oh, yeah, I'm going to light this, hit this button right here.
And like, I think there's something about,
that execution that really works for us when it comes to platformers.
For you guys, when you're thinking of these mechanics that are newer to the series,
is it exciting? Is it scary? Is it both when you're doing something that's additive?
Because of course you've done this before with crash, but with Spiro, how's the feeling?
Yeah, it's very much both. And for this game in particular,
we had this goal right at the outset of let's kind of start with this new idea in mind
and not just take a singular thing and let's add it on for level specific usage.
It was full-blown.
This is his kit.
This is everyday movement.
And so for us, we started with building that out.
And so in white rooms, you know, in early development prototypes, it was two purple blocks with two yellow triangles to make a facsimile of a spiro.
And then let's see how flight feels.
Let's get that feeling right.
And then let's build the world and the activities and the play spaces and everything around what we're.
we found out of the character movement.
And so it wasn't, hey, let's take everything the way it was and let's add something new to it.
It was we had to start from scratch and build outward.
So part of that is scary and there's excitement in that too because there's some pioneering
that goes around.
Yeah.
I mean, one of the first questions that we ask is like, what other games even attempt to do
something like this?
And there's not many examples of that.
Most of the times when you think about flight in game space, it is a flight simulator.
You're a plane or you're an Iron Man type of, you know, you're a game.
you know, mech helicopter type of, yeah, rocket kind of thing.
And what we wanted was something that is...
Exactly.
But something that speaks to the fantasy of whose Spiro is as a dragon,
as a physically traveling through space,
and not this giant, you know, giant dragon,
but a small but mighty dragon.
All those are a very new territory.
And so there's a lot of exploration and discovery,
and that's exciting for us,
because there's a lot of newness there.
Yeah.
It's really leaning into that dragon fantasy,
but as Paul mentioned,
And most dragon fantasies are, it's much, much bigger than the rest of everything else.
And for Spiro, it flips that on its head.
What was the conversations around Crash?
It's About Time having the number four in the title and Spiro around Beyond, not.
That is a very interesting question.
For Crash 4, for us, that represented a very direct continuation from those original games.
And it was a bit of making a stance of, hey,
we really revered these original games.
The games that came later, really great,
but they got away from the foundational type of gameplay.
That was those original crash games that we were returning to.
And so some of it was a bit of an expectations and level reset of,
hey, these are going to play very much like the original trilogy of games
and not so much like Mind Over Mutant or the more 3D open space era.
Insanity.
Yeah, exactly, right?
Where it was more, you know, you've got full stick.
control, you're more Mario 64 inspired exploring areas.
For Spiro, we wanted to make sure that, you know, with the number four, that comes the
expectations of, hey, you may want to know these original games.
For Spiro is very important to us, given the gap of time between new games, to make sure
that this is a welcoming entry point.
This is a place that anyone could start.
So yes, it has, you know, reverence to the originals.
It has references.
It has, you know, things that will satiate.
Surprise and delight.
Yeah, exactly.
The deep fan base.
But at the same time, we want to make sure it was clear to everyone who's coming into this.
No homework required.
And it is a new experience.
It is playing in a new way in a way that, you know, maybe your crash four was more, you know,
tied to us returning those original game.
What are two things, in your personal opinions, that you think every Spiro game should have?
two things.
I mean, to me, it's charming characters.
I always like exploring, you know, the levels in the world's meeting new, exciting, charming, fun, comical characters.
That, to me, is so much of what makes a spiro game a spiro game jumping from, you know, the first spiro game where you had all the elder dragons to the second spiral game where you really had, you know, Allura and Hunter and everyone show up.
And then in the third game, they had Sheila and Bentley and all these other characters.
To me, making sure that you're filling the cast with really unique, really fun, really compelling characters that interact with Spiro in fun ways.
That, to me, is the tonality of the adventure of a Spiro game.
And then it is that fluidity of movement and the exploration piece, right?
The feeling of, I want to scour every bit and it's fun to move around the space.
Like, you get in this relaxed mindset of now I'm kind of chaining my charge into finding a
ramp to going on speed pads to doing all of that as you explore and evaluate and kind of
make your way through, that is the toy-like joy of a Spiro game to me.
Yeah. I'd agree with that one. I think I would describe it as flow. Yeah. Flow is so,
so important for Spiro. And yes, I think you take the words out of mind. The second one I would say
is gems. Yeah. That's maybe very tied intimately. And with flow is that you need a compelling reason
to go after things.
And I think that's just the lust
for collecting and hoarding.
Treasures, right?
I'm dying to ask questions
that I know you guys can answer
because I wanted to be like,
one of the collectibles like,
are we going to be collecting eggs
of dragons that are going to be hatching?
We'll come back soon.
We'll come back.
Please.
You bring up, it's toy-like.
Yeah.
Was there anything from Skylanders
that you're bringing in
to this spiral game?
I mean, I think Skylanders
is really where we as a studio
kind of found our humor
and our kind of fun
and whimsy, you know, it's something that really defines us as a studio and something that's
carried forward. Just the, the, the, the, the, the, the feeling of being in places you want
to spend time in, with characters you want to spend time with is so part of what made Skylanders
special and all the different ways that the characters moved and played, you know, it really
got our own chops of making character-based, you know, action-adventure games or platformers. And so that,
you know, obviously there's no one-to-one, but it's just
that is what our studio has thrived on, and that's what we love
making. And so that is continued from
finding, you know, how we make crash move to really how we feel
about just hands-on sticks with Spiro as well.
Yeah. And talking about me, I love Skylanders
and have so many, like, cherished memories of that series. I'd love to
return to that at some point. But Skylanders universe
and Spiro Realm Beyond, completely different universes.
So we just want to make sure that there's a really clear line
between those two, even though Spiro does exist
in different forms there.
In my head, they are very different universe
is very different characters, and so
I think indirectly there's many lessons
that we've learned or there's tonality
that can be brought about, but they're different.
I mean, speaking to that, I kind of want
to talk about the game development side
of all of this because it's so
as the industry is falling apart
around us, it is
very nice to see every single platform
on that screen and to kind of have a level
of belief where Spirow's not
just a nostalgia act.
It is, and it will speak very loudly to the old people.
But also, there is something that is just naturally endearing.
And like, this is a product that makes sense to release at any time.
But in 2027, that makes sense for Switch 2 players, for PS5 players, for Xbox players, for Steam players.
Like, I have a feeling that this game is going to do very well.
And that's good.
But also, y'all went independent not that long ago.
Now this game is happening.
How long was the development time on this?
We're at about, you know, a little over two years.
We started really from the ground up when we win independent.
And you feel good putting a spring 2027 date on this.
We do, yeah.
That's incredible.
Like how is that possible at a world where we're seeing so many teams take five plus years to get these projects?
Like we're hearing about Spiro and we're going to be playing it, you know, not too many months from now.
Yeah.
It's hard to speak.
I won't speak for other teams, but I know our team.
And we have like a sweet spot.
If you look at the track record of the games that we produced before, two.
to three years, somewhere in that pocket is like the sweet spot for us. I think like we can just understand the scope of what that looks like, the timeline of development, and we like to ship. It's very important for us to ship because ultimately the end goal of this is not for us to noodle endlessly. It's to get this into people's hands and produce joy in the world. That's the real end goal. So when we see a timeline, we're going to commit to that and we feel good about it here. Yeah. And it prevents us from going stir crazy. Yeah. Yeah, exactly. I mean, yeah, you live with a game for some.
long. Like I just, you know, it's been our development mentality for so long of kind of the size
of projects we like to make and the time in which we like to make them. We are a smaller
studio which allows us to be nimble and punch above our weight, which is just amazing shout
to our team for that. But we do like to make sure we've got our own guardrails and get
things out the door to people as quickly as we can. When working with Xbox for this, does the
conversation start off at Spiro or was there an exploration process of figuring out what
IP or what kind of game you wanted to make with them?
It came, it started with Spiro.
We started it to say, this is the game that we've been thinking about since 2018, and we'd
like to make this.
By the way, we also want to go to independent.
So it was a, these two giant topics came together and said, listen, this is our proposal.
We'd like to spin off in independence.
And the first game that we'd like to do is for you in partnership with you.
And we want to make Spiro because it's been on our minds.
And we have this design premise, which Lou just spoke to about how, how can, how, how,
How can we take the flight in classic Spiro?
And how can we elevate that and take it to any level?
I want to talk more about your independence and how that all looks and the pitching and all of that.
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So now that we're back, I want to talk about this, this independence.
First off, congrats.
That is huge, again, like, especially with where we're at in the industry right now.
It's like, I, the amount of games daily is that Bless and I were talking about toys for Bob
and just being so concerned about what might happen or what is happening or whatever it is.
When the independence news broke, it's like, there is faith here.
Having said that, I didn't really think that faith would end in a new spiral game.
Yeah, it was very, it was whiplash because it's like, all right.
they're alone. Oh wait, they're still working on the kind of games we want them to work on, which is really cool.
So that, I mean, as much as you can speak to this, like, has it been a fairly seamless process?
I would say on the development side, yes. You know, one of the great things is, and I'll give a shout out to our studio leadership as well of making sure that, you know, behind the scenes and keeping that continuity of our team and our process, it was a very quick reset.
you know, from us going from, you know, being wholly owned to being independent and allowing us to get right back into our tools making games super quick.
Obviously, the process of getting there took some work that I'm sure you could talk to and having to be grownups and, you know, take care of our own, you know, taxes and payroll and stuff.
But, you know, as far as getting the team, you know, we had our team, team carried forward and team began working.
And so that's been really nice.
there's certainly been a lot of work on the behind the scenes like this kind of suggesting there on setting up a company and doing all these adult things and like taking care of ourselves outside of development but maybe you know I think it's important to probably roll back the context for like what led to up to that decision and I can understand the optics of it is like oh you went independent and now you're working with the same folks that you were working with before how does that make sense I think part part of that is it speaks to the partnership that we've had with Activision has been a successful one and it's been a good one and there's plenty of we've got
folks over there, they're very thoughtful and they're very supportive.
We've got a lot of friends over there.
And so that was a very natural transition to continue working in that capacity.
To cut you off real quick,
the Skylanders franchise generated over $3 billion in lifetime revenue.
The partnership.
We did okay on it.
So, you know, that's all been fantastic.
And I think what led to it is if we look back to like 2019, 2020, when COVID hit,
everything changed, right? Everything changed. One of the things that changed, a real small thing,
but at the company level, there was a mandate to support these larger franchises, like,
Orzone was huge, right? It just exploded, it surprised everyone. It needed a ton more resources.
Overwatch 2 was another one that was big in development. And so there was a mandate for all teams
within the company to support these initiatives. And so Toys for Bob stepped up and we did good work.
work that we're really proud of.
We got to collaborate with teams
that were fantastic to collaborate with.
But also, we were straying away.
We were splintered off in our effort.
And like Lou talked about,
we're a small team.
So one side of it is that we splintered off
into many subteams.
And so we kind of lost that singular team aspect
of who Toys for Bob is.
And then the second is that we got away
from the types of games that we are kind of best known for
and the types of games
that we're personally attracted to,
which is these games that are about colorful characters
in whimsical, handcrafted worlds.
So I think that the combination of all those things
in that time, the whirlwind of the world is upside down.
On top of that, Microsoft was in the process of acquiring activists.
There were just so many changes.
They were on the horizon.
And so we just looked at our,
we had a lot of times of soul search
and we looked at ourselves and said,
this is probably, we should make a change.
We need to find our core again.
to find our soul again and get back to the types of games that we love.
So that was the, that's the real impetus out of that.
And we said, look, Activision, we love working with you.
We love Spiro.
We have this idea that's been, you know, a germ of an idea that's been, you know,
killing us.
And we want to make this game.
How can we make this happen?
And so we, when we connected with Xbox leadership, you know, they saw in context all of
these things, there's a plan immediately for independence, you know, and a game.
And it was a win-win situation, right?
on paper. And so obviously I'm
oversimplifying, but there's a lot of details to kind of
sort out there and it was very complex.
But there's so many people
on all sides of it. They're very thoughtful and they said,
look, you want to preserve the team?
Absolutely. Like, we're
celebrating our 37 year anniversary
this past April. The team has been
one of the longest running in all of North America.
Let's continue doing that. We'd love
to keep the team together and make the types of
games that we want to make. And so
long story short, they were supportive
and worked out for the best. And so that's
That's why we're here with Spiral Realm Beyond.
Yeah, I mean, I love it.
I feel like that that is an incredibly lucky reality that we're in,
that this is going to go and all went the way that it has,
because it's not the case for some other teams.
The timing was good.
What's up?
The timing was good.
Yeah.
And, I mean, you know, the timing in so many ways you bring up COVID like that,
that kind of that killed your, your in-person studio.
And now the entire team is remote.
Yes.
We are a fully remote studio.
How is that?
Like, do you stand by that?
Does that feel like, hey, things are working?
We can get a game done in three years and it's remote.
I mean, we've done it a couple of times now.
Yeah.
It went right at, you know, again, that tight turnaround times of the games we make.
I mean, we shipped Crash 4 remote.
We worked in support capacity across a number of initiatives, across a number of games remote.
We shipped Crash Team Rumble fully remote.
And so we're continuing it on with Spiral.
At this point, it's just the way of life.
Yeah.
Like, it'd be a more controversial question to say, should we return back to the same space?
This is just how we operate.
When you have approached Activision and Xbox about independence and then also making a Spiro game, at that time, did you guys have ideas beyond Spiro?
Or was it very much we want to make Spiro and we'll figure it out later?
We've got lots of ideas.
That's just probably the one that, you know, as we're thinking about, you know, reignited trilogy sold over 11 million units.
You talk about the commercial viability of that.
There's a strong case to be made, right?
There's a validation that there's an audience.
And every year there's a Spiro celebration and community day.
And it's like the fans are so loud about this, so clear, how can we not make this game?
So let's make this our priority out the gate.
Yeah.
I'm so fascinated by the support studio stuff.
If you're talking about the call of duty and there being the mandate for that coming down.
Because, again, we talk about this stuff a lot.
And we know some things, but we're very uneducated on how things are really going.
So we are often talking out of our ass to the best of our abilities to get things right.
But I've always been fascinated in what that kind of looks like throughout the ages.
Because going back to the before the Call of Duties where it's obvious,
everything needs to be like helping Warzone or helping Overwatch,
it would just be like when the Tony Hawk's Pro Skater games were like the biggest thing ever.
And I always find it so fun that Toys for Bob made Disney's extreme skate adventure back in 2003,
which was...
We still get asked about that.
It's the most unbelievable game because it literally just took the end.
engine from Tony Hawk's Pro Skater 4 and just slapped Disney stuff on it.
And it's like that means it's an incredible game because Tony Hawk 4 was incredible.
Like the that is, I think, an old school example of the same type of idea.
Like, there's money to be made here.
Like let's do this.
And then later, obviously, Skylanders being the, you know, initial Toys to Life game.
And then I kind of feel like it was the opposite way of like people then copying the Toys for Bob
up, like trying to do all that.
As we get to Crash Team Rumble in 2023,
that's the one that I find so fascinating
where I loved the game,
like playing the game itself was like a lot of fun
and we had fun doing party modes and streams for it,
but it felt very like some of the decisions made with it
were, it felt mandated, I guess is a thing.
Am I wrong in saying that?
Yes.
Okay, was that a game that y'all are like,
this is the game we want to make?
We actually started, I think, prototyping that before Crash 4.
Interesting.
And it was just something that someone had an idea for.
I mean, obviously, again, this was in more of the era of the bubble of live service games or more online games.
And it was something where it was this notion of, hey, there's these really fun, you know, characters.
But every time Crash became a spinoff, it was like, you know, Crash Team Racing or Crash Bash.
They never played like Crash as a platformer.
And so it was this wild idea of, hey, these are these really cool experiences,
but they always deviate from what makes a crash game, a crash game.
Crash Team Racing and, you know, the crash games.
Sure, you're piloting a biplane, but there's no racing, right?
And so it always felt very different than the core moment to moment of a crash game.
And so this notion of, A, can we get that feeling of platforming in a multi-
multiplayer space in a way that's never been done.
B, can we feed our own
team's joy and hunger
of making unique playable characters
that interact with a space
in a really different way? And so that's
where all these different playable characters came
from, all these unique ways of traversing.
You have dingo dial doing his
reverse vacuum cleaner, jump
to glide and boost. You've got
double jumps from some. You've got
air dashes from others. It really
kind of comes down to, if you talk about the lineage
of the studio, the love of
making characters and the way that they move and attack and explore a space is something that
is just so fun to do and to try and experiment and push on platforming to not just be a
single player run through a space and be done with it but to find a way to connect those was
the thought experiment behind that game as you're operating as a studio in 2026 of course like
to mentions, we talk about video game news all the time.
In the last few years, and increasingly so, there has been a lot of bad news, whether we're
talking about layoffs, studio closures, you know, games taking longer to make, physical
additions going away, just so many things, right?
For you guys operating as an independent studio, is that something you feel every day in
your day-to-day, right?
Or is that something that you're able to ignore and just go, hey, business as usual, lock
in, make the game?
You know, I mean, speaking for me personally, I mean, we're a part of the greater community of game developers.
And so, yeah, it's awful to see that stuff, you know, but at the same time, we count our blessings that there is hope for our team and there is hope for people and fans out there to deliver a game to them.
And so for us, it's really, it's trying not to fall into, you know, thought holes or, or, or,
growing concerns and to really make sure that we're fully committed on doing what we do best,
which is creating fun, amazing, joyous experiences for players who want them.
I mean, you're speaking to like some really big things that, even beyond the industry, too,
right?
Like multiple industries.
Yeah.
Yeah.
So, I mean, those things definitely exist.
I don't know how much of it is actionable on our part.
So we've got a lot in front of us to focus on for developing.
So, like, I think that's kind of both, you know, the most important thing that we could be
focused on and also our happy space.
So, you know, how
the industry trends, you know,
we counterbussings
and we see where we go and
we survive and we persist.
That's what we do. So 3D
platformers seem to be that
core thing, you know, being like, we're going
independent. We want to do what we want to do.
And that is 3D platformers
for the character, for the gameplay, for all
that. What are your thoughts on 3D platformers
outside of Toys for Bob? They rule.
In 2020. Right? Like,
Do you feel like this is like a golden era?
I don't know about golden era, but it's a resurgence, definitely.
I mean, it's something that, you know, warms my heart,
because that is totally my genre of choice.
You know, seeing the Rayman announcement at the Games Fest,
so bring it on. That's awesome.
We talked a bit about, you know, Astrobot,
game of the year.
Couldn't be more happy.
It is so great because these are the experiences that, you know,
the reason that I play games is because I grew up with those experiences.
You know, I mean, I was an NES kid.
playing as many marios as I can get my hands on and making my way through.
And so to see that come around, I think to me, and the reason I always gravitate to it is it's like the purest form of video game in my mind,
because it is really about the fantasy of controlling a different character and the fun and joy that comes in the responsiveness and how you interact with the world.
And it's like you can layer other things on that.
But to me, that's like the source of what makes a fun video game is just exploring a space and having a unique character and a unique way of doing that.
And so to see that rise up and to see people really connect back in with that and also in the indie scene.
You know, I mean, there's a ton of really amazing indie platformers too.
And so, yeah, bring it on.
The more the merrier, it's phenomenal.
I love seeing it.
By any chance of either of you played Penny's Big Breakaway?
I haven't, no.
That's one that came out a few years ago.
I feel like you should check it out.
Okay.
Yeah, it's a little bit Loki.
I feel like we didn't talk about it enough.
Like, it's one that I played and appreciated just for how unique it controls.
You're playing as a main character who has a yo-yo, and that yo-yo kind of drive a lot of your momentum.
A number of our team members have played that.
Yes, yeah, I believe it's from the same people who made Sonic Mania, right?
Part of the team.
Got it, yeah.
Yeah.
I remember the yo-yo, yeah.
A question that I'm sure you guys can't answer.
Sure.
Because you are working on a Spiro and because you guys have put out, crash, and have now worked with these franchises for a while now.
Sure.
Back in the day, for Game Boy Advantage.
There were two games.
Yep.
Crash Purple, Spiro Orange.
Would you guys ever want to do something like that again?
Having worked on them both in quick succession, you know, as mentioning, it's, they're
very, very different.
Obviously, we love a challenge.
We love both those franchises.
If someone said, would you like to do it?
I don't think anyone would turn it down.
But as a thought experiment, it's hard.
Oh, yeah.
Because that would be my follow-up question is, what would be your vision on how to make that
kind of crossover thing work?
Because crash is all about limitations.
Yeah.
And specificity.
Whereas Spiro is all about free form.
And so it is very, very, very different.
So I think that would take a heck of a thought to figure out.
But, you know, again, we adore both of those characters, both those franchises.
And yeah, if the opportunity presented itself, I'm sure we would take on the challenge.
And again, because we have you, I feel like we have to ask this,
so the comments are going to get mad.
Has Banjo Cazoo
We ever been talked about
Over and Torres for Bob?
How frequently you mean?
Of course
Yeah
No I mean it's a franchise we love
Again as as platformers
You know as platformer fans
Banjo's top of the heap
We have some
You know huge huge fans of that franchise
On our staff
You know I'm talking
They've got the jiggy as their you know
Profile pick kind of a thing
They're that level of fans.
So, you know, if the opportunity ever arose, that'd be amazing.
But we love the franchise.
You know, if you look at the through line of the types of games that we like to make,
I can imagine that that's part of that staple as well.
Like those characters, you know, I think you described as nostalgic.
I think that's one way of looking at it.
I think of them as timeless.
Yeah, iconic.
Yeah.
You're iconic.
And I think there's, you know, the types of games that we want to produce are ones that
speak to a timeless place in the player as well.
an ageless place, right?
We call it the inner child, right?
So I think those, they're wonderful games.
We're huge fans.
Yeah, I love that.
Has there ever been desired to make a new 3D platform mascot character,
or are you very happy kind of sticking with these iconic characters?
Because they do exist and they have been underserved for a long time.
I guess, you're like, we, our brainstorms go really wide.
So absolutely, we've thought about, you know, the big spectrum of this.
I would say that a big attraction to characters that are established is that they have a timeless quality.
They have a foundation.
They have an audience that is vocal about them and are speaking specifically with direct feedback about what's important about that.
And that's really useful to build on in terms of developing your design ideas about what's next.
So I think there's an appreciation for both of those things, right?
There's the openness of new and its possibilities.
And then there's the foundation that comes with these timeless characters.
that's actually very inspiring creatively.
Of course, we're talking about Spiro being this first project during your independence,
and that's kind of what helped drive your independence.
Do you guys have a dream project beyond Spiro?
Is there something that you're itching to make,
that you're like, this is the next step,
or this is like the top of the hill that we want to climb here?
This is certainly one of our driven ones, right?
And making this our first game, I think that speaks to that.
I'll speak personally.
I just love this crew and this team.
Whatever that project is, as long as we're working together,
I think the combination of everyone's different sensibilities and craft and, you know,
creativity produces some magic and when it's paired together with properties that you see some commercial, you know,
viability with and you've got a fan base with,
I think that's the right, you know, mixture of things that would be something that we could latch on to and be successful with.
Yeah.
I mean, I do think that that is, again, a testament to the talent that you all have over there,
of like keeping so many of the team together
to be able to put out these projects.
Like looking at the list like back to back to back,
it's kind of wild where there's some project being released
that y'all worked on every year,
even if some of them were like,
Call of Duty support things.
But it's like, it's wild.
And like just for a realm beyond coming out in 2027,
it's like, well, with what y'all are saying,
it's like maybe if this is successful,
2030, 2031, we get another game.
It's like, that's a really nice cadence
to be able to have the team be creative,
put out products people are loving like,
I don't know,
it just warms my heart.
We're always talking about such bad stuff.
This just seems like such a huge win.
But taking it back to Spiro,
Realm Beyond,
like talking about that game,
what does a Realm Beyond mean thematically for the game?
We'll have more to share on the narrative,
obviously as we go.
But, you know,
I think it also speaks to us wanting to take Spiro
beyond, right?
It's the evolution of the franchise.
It is pushing it forward.
It is bringing it into a new era.
And so for us, it was very important to have that feel in the name as well.
We want to say, hey, this is the first new game in 20 years.
But we are making sure that this is a new adventure or want to remind you that you're going to, you know, places unexplored, both in gameplay and narratively.
We want Spire to be timeless.
Yeah.
Just nostalgic.
Yeah.
And this is one step towards doing that.
So this is a semi a silly question, but we always talk about when a new game's coming out, specifically a legacy sequel or reboot or, you know, any combination of those things.
To get excited and build the hype, should you go back and play the old ones or should you kind of just not get spiraled out and wait for this to come and allow this to like be the thing?
Do you guys have recommendations?
I don't think there is ever a bad time to play a spiro game.
I think it's fine.
Yeah, no, I'm all in.
Is it homework to do this?
No.
Should you play those games?
Yes.
Yeah.
Definitely.
Yeah.
Can you talk any more about the fire breath mechanics?
Because what we're seeing here of the, you hit the campfire and then it allows them to blow up.
Like outside of the flying, is there going to be a lot more in terms of like combat and things like that?
Well, absolutely.
Have more to share.
Yeah.
But just the tip of the iceberg you can see here is changing the way he's using his flame breath.
while in flight. You know, if the original game
it was all very much a sustained
flamethrower and what we found when we
increased the scale and increased
the speed of movement
and the want to interact with the world
while you were doing so, he needed to have
more range. And so what we are
showing off here is, yeah, when he's
in flight, you see it is now a fireball
and so you're being able to interact
with the world much quicker
and, you know, with that lead time of you
getting to it.
When you are considering the scope of
the game of it being kind of manageable.
Were there moments where you all had to look at this and be like, okay, we're hitting,
we're going too far or, okay.
Yes.
Yeah.
I mean, every, every game is like that.
You know, I mean, part of it is you're eyeballing.
It's always napkin math, right?
It's you're like, I think we can pull this off.
And then you realize, oh, that's a lot, you know, and then you kind of maybe pair down in
one area, you know, amplify in another.
It's just part of making a game.
It's part of the iteration loop.
It's part of the development process.
And so yeah, absolutely.
There were times where like, that's a lot of game.
And we want to make sure that we, you know, manage our team,
manage our focus, manage what it is as important about the game.
And so, yeah, there are areas where you tighten the belt
and there's areas where you expand.
Just part of the game development process.
Scope is a real thing.
Oh, yeah.
Right?
Because every time you're in a conversation with creative folks,
it's always like, wouldn't it be cool if this happened?
And wouldn't it be cool?
And they absolutely are cool ideas.
But if you commit to every single one of those,
you know, without some discipline,
then your game blows out of budget and blows out of time.
And so luckily for us, we have high tenure folks
who have worked together and can complete each other's sentences.
They kind of know each other's, like, sensibilities
because for decades we work together, right?
And they're also highly senior
and they understand what it means to ship.
And we have this cadence.
And we understand like two to three years.
What is the scope within our team?
what is possible. So all those things kind of focus down into, we know ourselves and we know when
things are a little bit beyond our reach or like too much and then we'll pull it back down to be what's
appropriate for us developing it and also for the experience. Of course you guys have been working
with Spiro for a while right when we're talking about Skylanders. But when we jump to Spiro Reignited
Trilogy in 2018, were there things you guys learned from making that game that you've been able to
carry into working on this new one? Oh yeah. Yeah. I'll talk about
kind of just the spiro scope of it all and kind of how that went together that was kind of oh yeah absolutely well
i think one is is is first recognizing that skylander's is a different beast of its own right i think just
making that crystal clear for ourselves was a was one part and i think if we're honest with ourselves
and we're paying attention to the feedback but there's fans during the skylanders era of spiro that
that felt left behind like oh that's not the spire that i recognized that's not the one that i grew up with
So when we, you know, the opportunity came up for Reignited, we're like, oh, yeah, to get back to the authentic, you know, classic Spiro.
Yeah, of course, we would love to go full circle.
So in that discovery period, there's a couple of different lanes of how we wanted to validate our own memories about who Spiro was.
One of that was doing this deep pool of all of the fan feedback, all the fan videos and all the forums and just plucking out all the comments they make and all their rose-tinted.
memories of what the game was. That's like one giant bucket that we just
showered ourselves with to like get familiar with. So just Jeremy Dooley's entire life.
Right. He's definitely a big game. Yeah, absolutely. If you had a
tattoo of Spiro, yeah. Probably someone we're going to be paying attention to it.
Yeah. Yeah. So like that's that's one giant bucket. Another one was going to and talking
with the original devs. So we actually reached out to Ted Price and some of the original
artists and developers at Insomniac who worked on it.
And they were so gracious to have a conversation with us.
They had no obligation to.
But we wanted to go down memory lane with them and just say,
hey, could you just paint a picture for us?
Like, what did you, what were you going for?
What were you trying to do?
And they actually unloaded on us a bunch of original concept art
and sketches and even design docs.
So we got to take that and just shower ourselves with like original intent,
the fan feedback.
And then the third one is the technical analysis of what that game was to make sure that we had absolute accuracy on what it feel like.
Because we wanted to make sure that your muscle memory of the game, once you picked up the controller, it just resumes, right?
You shouldn't have to be reprogrammed or recollect.
So the first question that we asked, Ted, was, do you guys have source material?
We'd love to look at the code so that we can reconstruct it.
And he's like, unfortunately, we moved several times.
That was many, many years ago.
We don't have that.
So actually, one of our engineers took an open source emulator
and then modified that so that we looked at the original game
and actually peered into its data, extracted a lot of the models.
We extracted the levels.
We measured all the metrics.
We found the exact placement for every gem.
We measured the timing and the speed and the paths of certain enemies.
And like I said, with Spiro, we looked at per frame.
What are they doing?
what is he doing as you're pushing the button over that period of time?
And so that gave us a lot of metrics that gave us the authenticity on that side of it.
So I think that between those three things,
we had a pretty good picture about how we got to authenticity and reverence.
How much were those metrics kind of accurate to what it should feel like
versus you having to change it to make it feel like you remember it feeling like?
One of the benefits of SpiroScope was that we were able to have a single controller
run both the emulation of the class game
and what we were building.
So a lot of times simultaneously.
So sometimes we would spawn Spiro in the same spot
and we'd go chase the egg thief
and we'd run the same thing and just look at it and say
that's, of course you're never going to get 100%
100%. We're getting really, really, really, really close.
But as far as, you know, the kind of
what things that you had to change to make it feel
almost a little more to the expectations
which kind of go with the rose-tinted glass.
is like controllers have changed.
Yeah.
Right.
Right analog stick.
Camera.
That wasn't a thing in the original games.
Even though it was, you know, a fully 3D space, it was the bumpers, you know, rotating
it just on a thing.
So it becomes, okay, you have to make some of these small concessions to modernity,
but you do it in such a way that they exist within the rose tinted glasses because everything
has modernized with it.
And so you can't go so far back that you're preserving some.
of those quality of life things.
And so we introduced a couple of different camera moves.
You know, you could change between an active or a passive camera that changes kind of how
quickly it snapped behind Spiro and charging and exploring the world.
The right analog stick was supported.
So a lot of those things were done without much friction or any, you know, negativity to the
preservation of the original game because it's just the way games have evolved along the time.
Yeah.
So a huge question for me, right?
as a kid, I had a demo disc
that had Crash Bash
and Spiral Year of the Dragon on it.
And in the Spireorier of the Dragon one,
I believe in that demo
was the skateboarding level.
You are correct.
Is there any chance
that we bring back the skateboarding?
Because I loved it. I don't people
hate on it. I loved it. It was huge for me.
I think I can
say no skateboarding.
Sorry.
No.
I would have preferred no comment.
I didn't mean to break your hearts.
Oh, man.
Oh, well.
Yeah.
There's always, you know, hopefully there's a sequel.
That's the thing, right?
We want to set expectations for a future for Spiro.
If that means, Spiro's skate adventure comes next from the studio because the fan outcry,
maybe that's where we go.
I'll be the outcry thing.
Yeah.
Noted.
Yep.
my big question is is Bob a real person
is there a real Bob
there is no Bob at the studio but no
Bob is who I liked I call the inner child
so our studio mission is to inspire
love joy and laughter for the inner child
and all gamers so Bob is who I call that
inner child is a way better answer than I ever
that's so beautiful
now a follow-up question to my skateboarding question
Sure. Would you guys ever want to bring back Crash Bash? Because I also liked that.
Yeah, I don't know. That's an interesting one.
Honestly, I'll take that. I mean, that's a toss to the comments to see like, yeah.
Like, is there an appetite for it? I mean, we kind of scratched a bit of that itch internally with Crash Team Rumble, just the notion of kind of crash and platforming as these kind of more of a party.
Party sensibility to it. But never say no.
All right.
Better than skateboarding.
which I will always say no.
Well, thank you so much for joining us.
This was awesome.
Such great insight into all of this.
Is there any final things that you guys want to say about Spiro
a realm beyond or just toys for Bob in general?
I mean, honestly, shout out to the studio.
Everyone's working to make sure that, yeah,
we are coming out in spring of 2027.
And so immense, immense pride in what the team's producing
and, you know, the quality of the game.
And we're pushing hard and we're really excited for
to come out. Yeah.
Yeah, couldn't add to that.
We're Spiral Realm Beyond comes out spring
2027 and we're super excited to see
the excitement from the reveal and we're appreciative of all
the fan and the community, you know, feedback and all
that attention and the support for the studio.
Absolutely.
The good feels bolster us. I mean, it's great.
Yeah. Yeah. You guys are doing incredible stuff.
I can't wait to have you back in this studio.
Happy to be back. Hopefully playing the game sometime soon.
You know what I don't know when, but.
Yeah.
But sometime before spring 2027, you know.
But you are welcome here anytime.
Thank you.
Thank you for all of this.
Thank you all for checking this out.
Until next time, I love you.
Goodbye.
