As for the technical reasons, his colours were chosen based on what would look good on a 90s CRT television and the choice of bright orange meant that lava levels could not be present in the game as it would be too similar to the players colour 2. The design of Crash bandicoot was described by Rubin as 51% technical and visual necessity and 49% inspiration. Technical limitations of the Sony Playstation 1 hardware and the limited small CRT’s used to play games were a big part in shaping the game we know and love today. Official PlayStation 1 Development Kit (Hardware)įor more information on the MW.3 and other official development kits please check out this post. The team paid $35k for a development kit in 1994 which likely was the original prototype development kit known as the MW.3, this predated the PC-based SN Systems PSYQ development kit that used an ISA card that plugged directly into a development PC. This agreement was known as the “developers agreement” and was notoriously harsh on the developers as Sony wanted to keep strict control over who had access to develop for the platform 1. They were one of the few developers to sign an agreement directly with Sony, most of the time it was the publisher who signed this agreement. Naughty Dog started development of Crash Bandicoot with just Andy Gavin and Jason Rubin and later introduced the programmer Dave Baggett and Universal VP Mark Cerny. It was developed Naughty Dog for release on the original Playstation console with the aim for it to become the Mascot character for the console, this aim paid off for the creators. Crash bandicoot was one of the first 3D Platform games that managed to deliver both quality gameplay and impressive graphics for its time.
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