by stephen white

By the end of 1998, Naughty Dog had finished the third game in the extremely successful CRASH BANDICOOT series, and the fourth game, CRASH TEAM RACING, was in development for a 1999 year-end holiday release. And though Sony was closely guarding the details of the eagerly awaited Playstation 2, rumors—and our own speculations—convinced us that the system would have powerful processing and polygonal capabilities, and we knew that we'd have to think on a very grand scale.

Because of the success of our CRASH BANDICOOT games (over 22 million copies sold), there was a strong temptation to follow the same tried-and-true formula of the past: create a linear adventure with individually ...

Get Postmortems from Game Developer now with the O’Reilly learning platform.

O’Reilly members experience live online training, plus books, videos, and digital content from nearly 200 publishers.