Recommend Reading: The Making Of Crash Bandicoot

Here is about 1-2 hours of reading that is a smorgasbord of amazing behind-the-scenes for the design of Crash Bandicoot.

There is something here for everyone. Whether you’re into design, art, management, programming, or just want to hear about what its like going up against Miyamoto head-to-head and having him play your game at E3.

Hilarity ensues throughout the entire thing.

As a programmer, you may be particularly privy to Andy’s custom LISP language GOOL (and GOAL used for Jak/Daxter) at Part 9. If you’re not into technical stuff like how these guys helped pioneer the first ever genre of 3D adventure games and their technical limitations, you might want to avoid most of the stuff in the first 3 parts but even artists should pay attention.

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