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.
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