DragonVale original 7 primary dragons + Dark

Once we settled on the idea of the dragons being themed on elements, with primary dragons of "pure" elements breeding together to create hybrid dragons that mixed those elements, and favored one or the other, we had to figure out what those would be. The traditional Western 4 elements (Earth, Water, Air, and Fire) were not enough. We could add Ether for a 5th, or the Eastern Metal and Wood. In true Backflip Studios fashion, the Art Director came in on a Monday morning with this list of 7 from our longer list of possibilities. In the end, because we had opposing elements that could not breed together initially, the odd number was a bit awkward. Fixed later when we added Metal as a primary.
These were designed to run a gamut of emotional responses, and to use different body patterns so that the hybrids could mix and match, and we would have variety. We were limited to 12 bones initially! The babies used 3.

Fire primary. This dragon was sketched out by Ryan Drag, the studio Art Director, and I tuned and inked it. We learned some things from trying to animate it, and it gave rise to some new rules (no pointy fingers, must have claws for one).

Fire primary. This dragon was sketched out by Ryan Drag, the studio Art Director, and I tuned and inked it. We learned some things from trying to animate it, and it gave rise to some new rules (no pointy fingers, must have claws for one).

Earth primary. Probably the most dinosaur like. Could be because the game was originally a dinosaur breeding game, and I'd been studying dinos for a weeks. This baby gave us the rule that we needed to have whites in the eyes for cuteness.

Earth primary. Probably the most dinosaur like. Could be because the game was originally a dinosaur breeding game, and I'd been studying dinos for a weeks. This baby gave us the rule that we needed to have whites in the eyes for cuteness.

Plant primary. This is one of my favorites. A gentle wyvern that might just be vegan. Another rule--eyes need to be round. Her eyes got fixed later, I believe.

Plant primary. This is one of my favorites. A gentle wyvern that might just be vegan. Another rule--eyes need to be round. Her eyes got fixed later, I believe.

Water primary. A sea serpent. The bend built into the body is due to us not have many bones to animate with ti give fluid movement. It also made it possible for the dragon to be bigger and not clip out of it's habitat.

Water primary. A sea serpent. The bend built into the body is due to us not have many bones to animate with ti give fluid movement. It also made it possible for the dragon to be bigger and not clip out of it's habitat.

Lightning primary. This one was a studio favorite. Lots of attitude. The thinness of it's form presented problems for the animators due to bone and weighting constraints, so most of the others have beefier chests or hips when there are limbs connected.

Lightning primary. This one was a studio favorite. Lots of attitude. The thinness of it's form presented problems for the animators due to bone and weighting constraints, so most of the others have beefier chests or hips when there are limbs connected.

A page of exploration thumbnails that includes the earliest sketch of the Lighting dragon. I wanted it to look dangerous, twitchy, and maybe like it spent it's days being struck by lighting.

A page of exploration thumbnails that includes the earliest sketch of the Lighting dragon. I wanted it to look dangerous, twitchy, and maybe like it spent it's days being struck by lighting.

Another thumbnail iteration of Lightning. Still developing the design language of the game, His crazy "zapped" look turning more toward a dangerous/paranoid attitude.

Another thumbnail iteration of Lightning. Still developing the design language of the game, His crazy "zapped" look turning more toward a dangerous/paranoid attitude.

Lightning primary final lines. You'll notice the legs are longer here. If I'm not mistaken, the animator, Dom Walding, shrank them down. Fits much better. Dom's contributions to DragonVale were tremendous--he added so much humor, as well as design input.

Lightning primary final lines. You'll notice the legs are longer here. If I'm not mistaken, the animator, Dom Walding, shrank them down. Fits much better. Dom's contributions to DragonVale were tremendous--he added so much humor, as well as design input.

Cold primary. If we'd had the texture space, I wanted the back of the wings to be furry. If I were doing this guy today, I'd give it furry Clydesdale feet. One of my favorite of the original babies, but some in the studio found it creepy.

Cold primary. If we'd had the texture space, I wanted the back of the wings to be furry. If I were doing this guy today, I'd give it furry Clydesdale feet. One of my favorite of the original babies, but some in the studio found it creepy.

Air primary. The amphitere body type is not as common in Western European tradition, but they're known in Greek, Middle Eastern, and Central American traditions--Quetzalcoatl or Ku Kul Kan, the Plumed Serpent! My least favorite baby.

Air primary. The amphitere body type is not as common in Western European tradition, but they're known in Greek, Middle Eastern, and Central American traditions--Quetzalcoatl or Ku Kul Kan, the Plumed Serpent! My least favorite baby.

Dark primary. Added years later with Light to expand the game. One of my favorite contributions. Not evil, just from deep, dark places. No eyes (which was an argument), but the luminous false eye spot like an Orca.

Dark primary. Added years later with Light to expand the game. One of my favorite contributions. Not evil, just from deep, dark places. No eyes (which was an argument), but the luminous false eye spot like an Orca.