Overview
Crash Bandicoot is a video game franchise originally developed by Naughty Dog as an exclusive for Sony's PlayStation console. It has seen numerous installments created by various developers and published on multiple platforms. The series consists predominantly of platform games, but also includes spin-offs in the kart racing and party game genres. The series was originally produced by Universal Interactive, which later became known as Vivendi Games; in 2008, Vivendi merged with Activision, which currently owns and publishes the franchise.
The games are mostly set on the fictitious Wumpa Islands, an archipelago situated to the south of Australia where humans and mutant animals co-exist, although other locations are common. The protagonist of the series is a genetically enhanced bandicoot named Crash, whose quiet life on the Wumpa Islands is often interrupted by the games' main antagonist, Doctor Neo Cortex, who created Crash and wants him dead as he is a failed experiment. In most games, Crash must defeat Cortex and foil his plans for world domination.
History
1996–2000: PlayStation exclusivity
After presenting Way of the Warrior to Mark Cerny of Universal Interactive Studios, Naughty Dog was signed on to the company for three additional games. In August 1994, Andy Gavin and Jason Rubin began their move from Boston, Massachusetts to Los Angeles, California. During the trip, Gavin and Rubin decided to create a 3D action-platform game, taking inspiration from 16-bit-era games such as Donkey Kong Country, Mario and Sonic. Because the player would be forced to constantly look at the character's backside, the game was jokingly code-named "Sonic's Ass Game". The basic technology for the game and the Crash Bandicoot series as a whole was created somewhere near Gary, Indiana. The rough game theory was designed near Colorado. Soon afterward, Gavin and Rubin discarded their previous game design for Al O. Saurus and Dinestein, a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs. After moving into the Universal Interactive backlot, Gavin and Rubin met with Mark Cerny, discussed the design of the game and made an agreement to go into production. In September 1994, Gavin and Rubin decided to develop their new game for the PlayStation, after which Rubin began character design. In November 1994, Naughty Dog hired Dave Baggett, their first employee and a friend of Gavin's from the Massachusetts Institute of Technology.
From Wikipedia (CC BY-SA 4.0).