Great stories guys! This really takes me back to an incredible, rewarding, grueling time. Looking back those were incredible days, and nights, and weekends, and weekend nights. Im the most satisfied with Boulder Dash and Hog Wild- varying our core gameplay mechanic just enough to give the game more variety without invalidating the lessons we were constantly, mercilessly, teaching the player. Boulder Dash survives mostly unchanged even in Uncharted 2, although the boulder is now a truck trying to mow you down in an alleyway.
Dave and I did champion the name Crash relentlessly around the office, although, and I know this is heresy, I really wanted Crash Wombat to be the final name. I hated how everyone I pitched Bandicoot to would invariably say Bandi-who?
The thing Im least proud of was just how brutally difficult the game was and still is. I was learning game design by the seat of my pants from Mark and in my mind I truly thought each and every challenge needed to be slightly more difficult than the one immediately preceding it. Oops! To this very day my mother plays Crash and I cringe at how unforgiving it is and try unsuccessfully to steer her to the sequel as we finally understood that a difficulty ramp shouldnt be linear.
The other thing I often reflect on was my decision to leave the company during the development of Crash 2. I was simply fried after the first game, and was so excited to get back to year one of the two year development cycle. I had spent months thinking about not only the expansion of Crashs moveset but also the idea we had to turn the camera around, flip it 180 degrees if you started pushing toward the screen. I was thrilled for the R&D phase again, and once it became clear that we were going to start crunching all over to make what I called (wrongly) Crash 1.5, I knew I had to leave or I was going to snap. It was a difficult decision for sure, I felt terrible for bailing on this family we had become, but a decision which probably worked out the best for both Naughty Dog and I in the long run. The one thing that still amazes me to this day is the company culture instilled by Andy and Jason at Naughty Dog. The relentless iteration, the flat structure where everyones opinion was valued, that is what made Crash great and its what made Naughty Dog great. That spirit is alive and well and stronger than ever at Naughty Dog today. Thanks for everything guys.