Spyro: A Realm Beyond devs don't have the time or budget for all the "cool ideas" they had for the first all-new Spyro game in ages, studio lead says

The first all-new Spyro game in 18 years, Spyro: A Realm Beyond, is finally set to launch early next year, but the devs at Toys for Bob have had to be careful not to get too carried away with their "cool ideas" that would see the platformer run out of budget and time. Associate creative director Louis "Lou" Studdert and studio head Paul Yan recently appeared on an episode of the Kinda Funny Gamescast, where they were asked if there were any moments during development when they realised they were going too far. The answer is yes, though Studdert explains that "every game is like that" since there's so much "eyeballing" and "napkin math" involved as the team works out what elements might need cutting back, and what they might want more of. "There are areas where you tighten the belt, and there's areas where you expand," he continues. "Just part of the game development process." Yan adds to this, noting that "scope creep is a real thing." There's a simple reason for this: "Every time you're in a conversation with creative folks, it's always like, 'Wouldn't it be cool if this happened?'" And yes, Yan says, "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." Thankfully, this isn't Toys for Bob's first rodeo. The studio has "high tenure folks who have worked together and can complete each other's sentences," and are also so "highly senior" that they know the drill when it comes to shipping games and understanding "'what is the scope within our team,'" Yan says. In summary, he concludes, "We know ourselves, and we know when things are a little bit beyond our reach, or too much, and then we'll pull it back down to be what's appropriate for us developing it and also for the experience." One thing the devs haven't held back on, however, is A Realm Beyond's flight system. In the same podcast, the devs explain that they wanted flying to be a very "active" thing, and crucially, not like a "flight simulator" where you can leave Spyro on "autopilot." So, expect you can find plenty of "decision-making" there. Spyro: A Realm Beyond dev says the "loud and consistent" fans who bought 11 million copies of the Reignited trilogy helped manifest the series' first new game in years. [/url]

Jul 12, 2026 - 22:08
 3
Spyro: A Realm Beyond devs don't have the time or budget for all the "cool ideas" they had for the first all-new Spyro game in ages, studio lead says
The first all-new Spyro game in 18 years, Spyro: A Realm Beyond, is finally set to launch early next year, but the devs at Toys for Bob have had to be careful not to get too carried away with their "cool ideas" that would see the platformer run out of budget and time.

Associate creative director Louis "Lou" Studdert and studio head Paul Yan recently appeared on an episode of the Kinda Funny Gamescast, where they were asked if there were any moments during development when they realised they were going too far.

The answer is yes, though Studdert explains that "every game is like that" since there's so much "eyeballing" and "napkin math" involved as the team works out what elements might need cutting back, and what they might want more of.

"There are areas where you tighten the belt, and there's areas where you expand," he continues. "Just part of the game development process."

Yan adds to this, noting that "scope creep is a real thing." There's a simple reason for this: "Every time you're in a conversation with creative folks, it's always like, 'Wouldn't it be cool if this happened?'"

And yes, Yan says, "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."

Thankfully, this isn't Toys for Bob's first rodeo. The studio has "high tenure folks who have worked together and can complete each other's sentences," and are also so "highly senior" that they know the drill when it comes to shipping games and understanding "'what is the scope within our team,'" Yan says.

In summary, he concludes, "We know ourselves, and we know when things are a little bit beyond our reach, or too much, and then we'll pull it back down to be what's appropriate for us developing it and also for the experience."

One thing the devs haven't held back on, however, is A Realm Beyond's flight system. In the same podcast, the devs explain that they wanted flying to be a very "active" thing, and crucially, not like a "flight simulator" where you can leave Spyro on "autopilot." So, expect you can find plenty of "decision-making" there.

Spyro: A Realm Beyond dev says the "loud and consistent" fans who bought 11 million copies of the Reignited trilogy helped manifest the series' first new game in years.

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