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Gracious Anthracite @anthracite
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One thing I keep on noticing as I play through the Spyro games is how much subtle *elevation change* is going on in most levels. It's really very common to follow a path around a curve and only realize it's been on a mild upward slope when you come around and find yourself looking down at a distinctive piece of architecture you just passed through a few moments ago. There's a dynamicism to it that's not there in most 3D games; terrain is either flattened out, or you have stuff placed onto terrain that was probably generated by algorithm. Insomniac really paid a lot of attention to making the journey through each of the levels in all three Spyros an interesting affair, even without the enemies and quests and gems.

@anthracite

That's a cool way of describing it. I wonder if the makers toured Japanese gardens, so they could apply those landscaping theory tricks for hiding and then exposing the same scenery from different angles.