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Crash Memories

September 9, 2011 | 184 Comments

In honor of Crash’s 15th Anniversary I wanted to make a post whose primary purpose is to serve as a repository for comments from you — the fans — about your first and favorite Crash Bandicoot impressions. Please make them…

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So you want to be a video game programmer? – part 4 – School

September 1, 2011 | 36 Comments

There are two basic approaches: home training and school. Personally I’d recommend both.
Let’s talk school. In my day (1980s) pre-collegiate computer classes barely existed, and if they did they were mostly about Pascal programming and data-structures. They often used p-System pascal, an old-school predecessor to Java!

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So you want to be a video game programmer? – part 3 – Getting Started

August 30, 2011 | 27 Comments

Some kid is always asking me, “I love video games, how do I learn to program them?”
First of all, a warning. Reaching the skill level to be a professional video games programmer takes years. There are no shortcuts. You can not possibly go from nothing to professional grade skills in less than perhaps 2-3 years — and for that you’d have to be an uber-genius — usually it takes 5-10.

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So you want to be a video game programmer? – part 1 – Why

August 29, 2011 | 56 Comments

This post is a sequel of sorts to my How do I get a job designing video games. The good new is — if you’re a programmer — that nearly all video game companies are hiring programmers at all times. Demand is never…

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So you want to be a video game programmer? – part 2 – Specs

August 28, 2011 | 43 Comments

There are a couple of broad categories of programmers working on video game teams. If programmer is your player class, then the following types are your spec. Programmers are all warlocks and mages so instead of “demonology” or “frost” you can choose from below. This is the real world however, and many programmers dual (or even triple) spec — i.e. they handle multiple specialties.

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Old Crash 20 Questions

August 17, 2011 | 5 Comments

This is an old Crash Bandicoot 20 questions that used to be on Naughty Dog‘s site a long time ago. I’ve gotten a lot of messages looking for them, so I dug them up, but I haven’t done any editing…

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Crash Bandicoot – Interviews “R” us

August 13, 2011 | 52 Comments

These are answers (of mine) to a series of interview questions from Russian game site  www.crash–bandicoot.ru. They’re a major Russian Crash fan site, hence the bad pun in my title. If you happen to speak Russian, they’ve it here. The questions…

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All Your Base Are Belong to Us

April 6, 2011 | 0 Comments

This new addition to the field of video game histories is a whirlwind tour of the medium from the 70s blips and blobs to the Facebook games of today, with everything in the middle included. Goldberg has wisely chosen to snapshot pivotal stories. He seizes on some of the most important games, and even more importantly, the zany cast of creatives who made them.

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Crash Bandicoot – Teaching an Old Dog New Bits – part 3

March 28, 2011 | 181 Comments

Part 3 of a journal article I wrote on making Crash in 1999.

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Crash Bandicoot – Teaching an Old Dog New Bits – part 2

March 27, 2011 | 9 Comments

Part 2 of a detailed journal article I wrote on making Crash in 1999.

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Crash Bandicoot – Teaching an Old Dog New Bits – part 1

March 26, 2011 | 29 Comments

Below is another journal article I wrote on making Crash in 1999. This was co-written with Naughty Dog uber-programmer Stephen White, who was my co-lead on Crash 2, Crash 3, Jak & Daxter, and Jak 2. It’s long, so I’m breaking it into three parts.

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Making Crash Bandicoot – GOOL – part 9

March 12, 2011 | 167 Comments

I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash 3. GOOL was my second custom language. GOOL was mostly interpreted, although by Crash 2 basic expressions were compiled into machine code.

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Crash Bandicoot – An Outsider’s Perspective (part 8)

February 16, 2011 | 29 Comments

After Naughty Dog Jason and I joined forces with another game industry veteran, Jason Kay (collectively Jason R & K are known as “the Jasons”). He was at Activision at the time of the Crash launch and offers his outside perspective.

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Crash Bandicoot as a Startup (part 7)

February 10, 2011 | 51 Comments

Dave Baggett, Naughty Dog employee #1 (after Jason and I) throws his own thoughts on Crash Bandicoot into the ring.

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Making Crash Bandicoot – part 6

February 7, 2011 | 391 Comments

Not only did we need to finish our E3 demo, but we needed a real name for the game — Willie the Wombat wasn’t going to cut it. Now, in the Naughty Dog office proper we knew he was a Bandicoot. In fact, we liked the idea of using an action name for him, like Crash, Dash, Smash, and Bash — fallout from the visceral reaction to smashing so many boxes.

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Making Crash Bandicoot – part 5

February 6, 2011 | 114 Comments

But once the core gameplay worked, these cool levels were missing something. We’d spent so many polygons on our detailed backgrounds and “realistic” cartoon characters that the enemies weren’t that dense, so everything felt a bit empty.

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Making Crash Bandicoot – part 4

February 5, 2011 | 117 Comments

We were forging new gameplay ground, causing a lot of growing pains. The control of the main character is the single most important thing in a CAG. I did all the programming, but Mark helped whip me along. For example saying, “he doesn’t stop fast enough,” or “he needs to be able to jump for a frame or two AFTER he’s run off a cliff or it will be frustrating.” Criticism is essential, and as a programmer who wrote dozens of world class control schemes in the years between 1994 and 2004, I rewrote every one at least five or six times. Iteration is king.

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Making Crash Bandicoot – part 3

February 4, 2011 | 123 Comments

While all this art design was going on, I, and then in January 1995, Dave, struggled to build an engine and tool pipeline that would make it possible to render these grandiose cartoon worlds we had envisioned on paper. Since during fall of 1994 Jason was also the only artist, he frantically generated all the source material and banged on my head to make sure it would look incredible.

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Making Crash Bandicoot – part 2

February 3, 2011 | 96 Comments

So what was it that Sega and Nintendo had in 1994, but Sony didn’t?
An existing competing mascot character. Sega had Sonic and Nintendo had Mario, but Sony product slate was blank.
So we set about creating a mascot on the theory that maybe, just maybe, we might be able to slide into that opening. I’m still surprised it worked.

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Making Crash Bandicoot – part 1

February 2, 2011 | 466 Comments

In 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. In…

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