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08-94 |
The entire staff of Naughty Dog, Jason Rubin and Andy Gavin, move
from Boston, Massachusetts to Los Angeles, California. Somewhere
near
Gary, Indiana, the driving technology behind the Crash
Bandicoot series is born.
By Colorado, a rough game theory is designed. The previous game
design, "Al O. Saurus and Dinestein" based on side scrolling, time
traveling, scientists genetically merged with dinosaurs, is thrown
out.
Andy and Jason are fined heavily for littering.
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08-94 |
Naughty Dog unpacks in its new offices, the 447 building on
Universal
Studios' Backlot in Los Angeles. The dogs meet Mark Cerny, then
newly
installed VP of Universal Interactive Studios. The design is
discussed, and agreement to go into production is made.
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09-94 |
NDI decides to go PlayStation. Sony sends Naughty Dog its first
development boxes. They are the size of small refrigerators.
Jason
starts character design. The Suzanne Somers show starts filming
nearby. After dating a member of the staff, Jason manages to get a
"Thighmaster" signed by Suzanne herself.
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11-94 |
Two months into production Naughty Dog hires its first employee:
Dave
Baggett, a friend of Andy's from MIT. At this point there are
more
programmers than artists on the project. The average Naughty Dog
IQ is
at its highest. The softball team is at its worst.
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01-95 |
Fearing that the programmer/artist ratio is making him smarter,
Jason
hires two additional artists, Bob Rafei and Taylor Kurosaki. Their
first day of work is at CES (the then-big game show) in Las Vegas,
and
entails attending game industry parties and other "interesting"
evening
spots in BOTH the city with the lowest moral standards, and the
most
traveled to family destination, in America.
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03-95 |
Design of Crash and his pantheon of friends nears completion.
Charles
Zembillas and Joe Pearson, two professional cartoon designers,
meet
with the Dogs weekly and together they create the characters we
all
know so well. Justin Monast and Dan Kollmorgen are added to the
team.
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04-95 |
After returning to Los Angeles, the original five members of
Naughty
Dog spend three solid months working on the game. Sometime in
April,
the game becomes functional. It will be a long two months,
however,
until it becomes playable.
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05-95 |
Sony unveils the PlayStation at E3 in LA. The world is stunned.
This
will be the only E3 without a Crash product. The Naughty Dogs vow
to
bring a project to every subsequent E3.
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06-95 |
Crash reaches first playable. 10 months into
production the first
level that will be in the final game begins construction. To this
date, it has all been technology. Now, there must be a game.
That, of
course, will help sales!
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07-95 |
Naughty Dog moves to bigger and better space in the 488 building
on the
Universal lot.
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08-95 |
The first three levels that will be in the final game have been
completed. They are judged later to be too difficult to start the
game
so they end up on the third island, in the power plant. 12 months
from
the beginning of the game it is obvious to the whole team that Crash
Bandicoot
will be a hit. But the rest of the world does not yet know
what is in store for them. Charlotte Francis joins the team.
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09-95 |
The curtain of silence is removed. Over a year after production
the
first videotape of Crash Bandicoot is made. Sony is
shown behind
closed doors.
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11-95 |
Sony becomes the first publisher to place their hands on Crash
Bandicoot. Many of the levels are completed by now. They
are excited
by the game's potential.
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01-96 |
The first "crate" is placed in the game. 16 months after its
inception, the primary gameplay element is discovered. Jason,
first
proponent of the crate, explains the deep logic behind the
addition:
"people like breaking stuff." The crates and Crash's spinning
destruction of said cubes would eventually lead to his name.
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03-96 |
Sony places its name on the dotted line. They will publish Crash
Bandicoot. There are little more than two months for Sony
to prepare
for E3. As they have then and every time since, they come through
with
style.
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04-96 |
Crash goes Alpha.
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05-96 |
The first Crash E3. Crash Bandicoot is on
everyone's must-play list.
Early reaction is awesome.
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08-96 |
After months of playtesting, Sony gives Crash a
thumbs up. All systems
are go for release. A massive bash is thrown in New York. Recent
hiree Stephen White gets his first taste of the big apple
along with
the rest of the team. "Exploring" the subway system, the team is
almost wiped out. Later, Jason gets a cab driver to hit 90 mph
(144
kph) on 5th Avenue at 4am. Again, part of the team comes near
extinction. Greg Omi co-author of the 3DO M2 operating system
joins
Naughty Dog.
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10-96 |
Crash Bandicoot 2: Cortex Strikes Back begins. All
of the "should haves" and "could haves" discovered
during the creation of Crash 1 are put into the
brand new, shiny
Crash 2 engine. It is more than three times as fast
overall, and can
handle 10 times the animation frames, and twice the polygon count.
The
artists cry.
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11-96 |
Crash 1 launches in Europe. Sales of the title are
record breaking in
many territories. Naughty Dog reaches 10 employees with the
hiring of
Eric Iwasaki. Andy and Jason do a Japanese press
tour.
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12-96 |
Crash 1 launches in Japan. Sales are huge. Sony
Computer
Entertainment's advertising campaign and positioning are perfect.
Crash 1 will go on to be the best selling foreign
developed title on
the Next Generation Consoles... until Crash 2
arrives.
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02-97 |
Erick Pangilinan joins the Naughty Dog art staff.
|
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03-97 |
Rob Titus joins the Naughty Dog art staff. The
softball team improves. Joe Labbe joins Naughty Dog. We all learn
to Rap. Naughty Dog decides to keep our day job.
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05-97 |
Crash 1 receives a "Gold Prize" in Japan for sales
of more than 500,000
units. It is the only foreign developed title to do so. WORLDWIDE
SALES OF Crash 1 REACH NEARLY 2 MILLION.
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06-97 |
Crash 2 is unveiled in Atlanta, Georgia. Again, the
industry is awed.
Naughty Dog's party antics at E3 reaffirm the teams naming.
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08-97 |
Crash 2 goes Alpha. Dan Arey, lead designer of Gex 2, decides to join
Naughty Dog. Level design is streamlined, and the refinement
process
becomes smoother.
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09-97 |
Crash 1 joins Sony's "Greatest Hits" series in the
US. Sales jump
greatly. Jason does a press tour of Europe.
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11-97 |
Crash 2 ships in the US. Initial sales are
excellent. Naughty Dog
takes temporary residence at 10 Universal City Plaza as their new
office space in Santa Monica is being completed.
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12-97 |
Crash 2 ships in Europe and Japan. Again, Jason and
Andy tour Japan on a
press tour. The rest of the Dogs take a month to recover...for
some, the first break in three years.
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01-98 |
Based on continuing sales of Crash 1, as well as the
smash sales of
Crash 2 worldwide, THE CRASH SERIES REACHES 5
MILLION UNITS! Naughty
Dog thanks Sony for its incredible run. Naughty Dog begins Crash
Bandicoot: Warped.
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02-98 |
Malcolm Hee joins Naughty Dog as a texture artist as
Charlotte
Francis takes leave to have a baby. The dress code and language
around
Naughty Dog take a serious dive. Further, the baby is not named
"Crash" as expected. Charlotte will return, with baby in tow,
three
months later. Dress and Language do not improve prompting some to
fear
the change is permanent.
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03-98 |
Crash 1 becomes the #1 selling PlayStation title in
America. Sales top
1.5 million in this territory alone. FFVII and NFL Gameday are #2
and
#3.
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04-98 |
Again, Naughty Dog receives the "Gold Prize" in Japan for sales of
over
500,000 units. Crash 2 replaces Crash 1
as the best selling foreign
developed Next Generation Console title in Japan. Sales of Crash
2 top
800,000, while Crash 1 settles at over 600,000. Danny Chan and Evan Wells,
lead programmer and lead designer of the recently completed Gex 2,
join
Naughty Dog. Discussions of the future begin.
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05-98 |
Naughty Dog moves to an office overlooking Santa Monica's Third
Street Prominade. Half the team's commute improves, the other
half
worsens. But everyone likes the new digs. Business along the
Prominade
picks up, Naughty Dog productivity slows. We learn to deal with
the
"distractions."
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06-98 |
A small sampling of Crash 3 levels are prominently
displayed at
Sony's E3 booth in Atlanta, Georgia. The industry wonders if Crash
3 is
just more of the same. We let them wonder. The Naughty Dogs
leave
their mark throughout the city. Next year E3 moves back to L.A.
Any
connection?
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07-98 |
Naughty Dog begins "Project X." It will be a high tech,
free roaming, multiplayer PlayStation tour-de-force. It will not be a
character based platform game...and Crash may not be the star.
This is the first time two projects are concurrently in development
at Naughty Dog.
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08-98 |
The Japanese Crash Bandicoot visits the Naughty Dog dog house.
Jason takes possession of his Ferrari F355GTS. Driving games become a
popular topic of discussion around the office.
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09-98 |
Crash 2 joins the "Greatest Hits" lineup and sales
spike. Crash 2
returns to the TRSTS top 10. After nearly two years in the top
20,
Crash 1 finally drops off the list. Running Wild
is released. Contrary
to the claim made on its cover, Naughty Dog had nothing to do with
it.
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10-98 |
Crash 3 goes gold just nine months and eight days
after production
started. Crash 1 & 2 become the number one
and number two best selling
PlayStation titles of all-time in North America. Andy gets
his Mercedes.
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11-98 |
Gavin
James joins Naughty Dog's programming staff. Crash 3
hits
store shelves accompanied by mega-marketing campaigns by Sony and
Pizza
Hut. Artists start work on "Project X." Naughty Dog
attends PlayStation's Anniversary / Spyro's Launch party in Las
Vegas.
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12-98 |
Though some Dogs sleep the month away, others work hard to finish
the engine for "Project X." Crash 3 launches huge
in Japan and Europe. As Crash 3 tops one million units in
the U.S., WORLDWIDE SALES OF THE TRILOGY SURPASS 10 MILLION!
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01-99 |
Returning from vacation, rejuvinated Dogs help shift "Project
X" development into high gear. Crash 3 becomes the
first foreign-developed title to pass the one million mark in Japan.
Crash 2 is not far behind.
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02-99 |
Scott
Patterson becomes Naughty Dog's first dedicated sound programmer
since Crash 1 days. Eric and Greg breathe a sigh of
relief.
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03-99 |
Gregg
Tavares joins the programming staff and artist Bruce
Straley quickly signs aboard to maintain the delicate technical /
creative balance.
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04-99 |
Sony announces PlayStation 2. Jason and Andy start discussing
Naughty Dog's expansion.
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05-99 |
Naughty Dog surprises and awes the industry by debuting CTR
(Crash Team Racing) at E3. The show's return to L.A. dashes
everyone's late night party plans. To compensate, Naughty Dog and
Insomniac Games host their first annual E3 party at the House of Blues.
And, once again, Sony invites the Dogs to their annual bash.
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06-99 |
Crash 3 earns Naughty Dog the "Platinum Prize" in
Japan for sales of over
1,000,000 units.
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08-99 |
CTR goes alpha.
|
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09-99 |
CTR goes beta. Crash 3 joins Sony's
"Greatest Hits" lineup as PlayStation's price drops to $99. Sales
spike.
With the hiring of coders Didier
Malenfant and
Pål-Kristian
Engstad, the creative staff worries that programmers
plan to procedurally generate art for future projects. Animator E.I.
learns melScript for
job security. With further expansion imminent, Naughty Dog leases
additional office space. Jason insists that this is not to accommodate
more toys.
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10-99 |
CTR ships to stores across North America accompanied
by another stellar advertising campaign from Sony.
Animator John
Kim signs aboard to ease art staff concerns. Jason flies solo on a
European press tour.
The WB show "Felicity" features a storyline where characters Elena
and Noel become obsessed with completing Crash 3.
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11-99 |
Pizza Hut once again features Crash in TV spots and on millions of
demo discs. CTR goes gold in Europe. To celebrate, the
Naughty Dogs go "shifter kart" racing.
Surprisingly, no one gets hurt. Eddie
Edwards joins the programming staff.
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12-99 |
The staff takes a month to re-energize its creative batteries
while Jason and Andy tour Japan. Upon returning to the States, Andy
adopts Osiris.
As CBR (Crash Bandicoot Racing) reaches Japanese
consumers, Naughty Dog officially says farewell to the bandicoot. It's
hard to say goodbye...especially since all four Crash games continue to
sell well.
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01-00 |
The Y2K bug fails to show, but three new artists do. Mark
Koerner, Mike
Gasaway, and Jane
Mullaney bring balance to our PS2 development force. Naughty Dog's
staff now spreads across two floors. Our post-Crash era has begun!
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|
02-00 |
Two new
people enter the scene at Naughty Dog; Ammie
Puckett adds some needed organization to the team,
reintroducing such invaluable tools as silverware,
napkins and human interaction to the Dogs. Christine
Haas arrives to help Jason
take care of business so that he can get his hands
dirty in the game making process again. Naughty Dog
is not yet done growing... |
|
|
05-00 |
The Entertainment
Expo in Los Angeles (E3) is a great success, although
Naughty Dog lays low and builds steam towards their
unveiled project. The the Dogs soak up the buzz and
look towards E3 2001 when they will be back with a
BAMMM !!! |
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06-00 |
Sadly,
Scott Patterson and Mike Gasaway leave Naughty Dog
for different walks of life. Mike has gone to follow
his dream of becoming a filmmaker. Scott and his wife
have moved to Sydney, Australia to raise their family
and spread the gaming talent 'down under'. We will
miss them both... |
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