If we were to chat about video games, it wouldn’t take long to deduce that the original three Crash Bandicoot games were essential to my childhood.
With that in mind, I am proud to share my latest piece of professional video game writing: a full-length feature on the process behind remastering the Crash Bandicoot trilogy. The feature was published and laid out by Engadget in early July, featuring in-depth interviews with art & design leads on the team at Vicarious Visions (VV), in addition to exclusive process-artwork that outlines their creative workflow.
Throughout my interview, what stood out to me were the philosophical aspects of VV’s approach, and the pressure they placed on themselves in striking a balance between their vision and Naughty Dog’s (circa 1996). As a lifelong fan, I had immense expectations for the remaster, and VV went above and beyond – my conversations with them only solidified that trust.
Special thanks to Aaron Soupporis at Engadget for his mentorship, collaborative spirit and going the extra mile on the layout, as well as Jessica Conditt for connecting us. Nicholas Ruepp, Kara Massie, Cory Turner, Curtis Orr, Leo Zuniga and Wiebke Vallentin at VV & Activision were all extremely helpful in coordinating the interviews and art assets we needed, even on the eve of the game’s release date.
Although I played the original games into the ground throughout the late 90’s, it was stumbling upon Andy Gavin’s making-of blog series that got me interested in them again. Unfortunately, while I had a working PlayStation, I didn’t have my original copies anymore – I sold them off in order to raise money for my mom’s Christmas gift as a kid, back when allowance was hard to come by.
I began recollecting each one – the original black-label editions – from a variety of regional used game stores. Revisiting the legacy games over the course of my 20’s became an annual hobby, but my years as a professional designer – on top of my game design education – gave me a newfound appreciation for the effort and thoughtfulness that went into each one. What’s fascinating is how they preserve a clear evolution in Naughty Dog’s talents and sensibilities, which has been lovingly traced in the remade trilogy.
All that being said, I feel incredibly fortunate to have authored this feature on the (re)making of Crash Bandicoot for Engadget, just in time for its long-awaited return by Vicarious Visions.
I still remember waiting for the latest issues of Ultra Game Players or PlayStation Magazine to arrive in our mailbox, just to tear them open for any information on Crash Bandicoot. That excitement certainly had a resurgence as VV began releasing details on the N. Sane Trilogy. I feel grateful to have gotten to know the team and their vision a little better, and to have an inviting and respected platform like Engadget to publish that experience on.