The Development Journey of Crash Bandicoot: Part 1 - Early Creation and Technical Challenges
By
davikr
Front-window bakery material. Catches the eye, delivers the goods.
Summary
This article is the first part of a series by one of the co-creators of Crash Bandicoot, detailing the early development process of the iconic video game. The author recounts how Naughty Dog was still a two-person company in 1994 when they decided to expand and create their first 3D platformer for the PlayStation. The post covers the initial concept development, technical challenges of 3D game development on the PlayStation hardware, character design decisions, and the creative process behind bringing Crash Bandicoot to life. It provides insider perspective on the game development industry in the mid-1990s and the birth of one of gaming's most beloved franchises.
Key quotes
· 4 pulledIn the summer of 1994 Naughty Dog, Inc. was still a two-man company, myself and my longtime partner Jason Rubin.
Over the preceding eight years, we had published six games as a lean and mean duo, but the time had come to expand.
As one of the co-creators of Crash Bandicoot, I have been (slowly) writing a long series of posts on the making of everyone's favorite orange marsupial.
You can find them all below, so enjoy...
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