Making Crash Bandicoot (2011)
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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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.…
This is a very interesting little video showing off how the Game of Thrones locations are built up using Computer Graphics, substituting effectively for matte painting in traditional film. In my ex…
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…
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, b…
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 …