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The funny thing is I had never stepped foot in Los Angeles before I moved there.
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My last one was published through EA and sold number of copies." So I was like, "Well, I guess this just happens when you go to MIT." I was a hobbyist game programmer and this guy had been doing it commercially for 10 years. I've been selling games since I was in seventh grade. He was coming in at the same time as me, and I told him, "Hey, I like making games." And he said, "Oh. We started in September like you usually do, and I met him that previous April, and he was literally the first person I talked to at MIT. Gavin and Rubin set out from Boston to Los Angeles, drafting ideas for their next game along the way.Īndy and I were both part of a program at MIT called the Artificial Intelligence Laboratory. It would publish the game on 3DO while Naughty Dog created a new IP for the company. The two shopped Way of the Warrior around before striking a deal with Universal Studios' new video game division, Universal Interactive. Rubin and Gavin used the money made from Rings of Power to self-fund the development of their next release, Way of the Warrior, a fighting game in the vein of Mortal Kombat, but it had no publisher. The duo's fifth release was the moderately successful Rings of Power, published by Electronic Arts for Sega's Genesis in 1991.
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The duo's first release was an educational game called Math Jam, independently published in 1985 by JAM Software - the team's name before switching to Naughty Dog. Sharing a passion for video games, they teamed up to make their own, with Rubin as the chief artist and Gavin as chief programmer. The two met in Hebrew school when they were children. Naughty Dog initially consisted only of Rubin and Gavin. Lily Nishita Andy and Jason’s cross-country adventure One thing rings true throughout: The tales culminate in the creation of a game that redefined the platformer genre and laid some of the early cornerstones for making Naughty Dog the juggernaut development studio it is today. However, not every story lines up the same way, with some feeling that Naughty Dog discredited their contributions by burying who actually created the flagship character. To learn more about what happened along the way, we recently spoke to the entire development team, contractors, musicians, marketers and others, hearing a story of long nights, groundbreaking technology, unbearable crunches and expensive parties. In it, the team took an old idea and changed its point of view, redesigning the idea of a 2D sidescroller and planting the camera behind its protagonist's back for the majority of the game. Naughty Dog released Crash Bandicoot for Sony's original PlayStation in September 1996. It was Kurosaki and Rafei's second day with the company. They were seeing the console their company would eventually create the unofficial mascot for - the console they would develop Naughty Dog's first smash hit for. They didn't know it at the time, but the members of Naughty Dog in that room - Kurosaki, Rafei and co-founders Jason Rubin and Andy Gavin - were looking at the system that would host the team's next game: Crash Bandicoot. When they describe the event now, they use words like "inspiring" and "enthralled" and phrases like "blown away." They, along with the company they worked for, Naughty Dog, were being given a behind-closed-doors look at Sony's first foray into the game console industry. It was the 1995 Consumer Electronics Show. The first time Taylor Kurosaki and Bob Rafei saw a running PlayStation, they were in a Las Vegas hotel room.