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TVTranscript
00:00Two friends.
00:01Andy and I, our personalities have always been very different.
00:04Swapping games, talking about computers, and generally making trouble.
00:08Created an empire that crashed.
00:15No one had ever done a platform action game in 3D.
00:19Some of the most senior people from Sony Japan
00:21want to talk about some reservations about the character.
00:23Very, very scary meeting.
00:26They shocked their fans when they left it all behind.
00:30It was a really funny corporate culture.
00:32No one there knew a thing about games.
00:34And opened a whole other world to a new generation of gamers.
00:38We decided it would be more fun to start it fresh
00:41and design a whole new franchise for the PlayStation 2.
00:44And then, no problem!
00:46We set out to create a world with a very lush, realistic environment.
00:50This is the story behind the incredible success
00:54of Naughty Dog.
01:01Woo!
01:02I need one of those!
01:08Woo!
01:16I need one of those!
01:23Jason Rubin grows up in Washington, D.C. as a pirate with a love for games.
01:28I saw my first video game when I was about 7 years old.
01:31It was Pong.
01:32I just kind of fell in love with it.
01:35And at about 13 years old, I finally got my first computer.
01:38I just kind of took to it naturally.
01:40I started playing games on the computer, buying games on the computer,
01:43slowly hacking other people's games, trading games, buying half.
01:46Whenever I didn't have money, I would pirate.
01:48I was a bad pirate.
01:50Slowly but surely got better at hacking.
01:52Then I started putting my name on the front of it.
01:54Then after putting my name on the front of it, I started changing the games.
01:56After changing the games, I started to write my own games.
01:58Jason hooks up with schoolmate Andy Gavin, a fellow gamer in 1982.
02:03Jason and I met in Hebrew school class in like when we were 12,
02:07swapping games and talking about computers and generally making trouble.
02:12The two of us had very little interest in what was being taught.
02:14So we would sit in the back of class and we would talk about video games.
02:18Next to gaming, getting into trouble becomes Jason's forte.
02:21You know how to make every situation interesting.
02:25We caused a lot of trouble, particularly Jason did.
02:27Oh, I was a terror. I was an absolute terror.
02:30And I had absolutely no interest in being in class on a Sunday
02:32when all my friends were out playing.
02:34I remember distinctly the time he was causing some trouble
02:37and he got locked in the closet.
02:38Because I was misbehaving and I crawled up from the closet
02:41into the ceiling over the ceiling panels,
02:43opened one of the ceiling panels and started spitting down
02:45on my bald professor's head.
02:46He fell through the ceiling tiles and like right into the classroom
02:50and then the whole class like chased him out of there.
02:53I was an absolute terror, a nightmare.
02:55By the ripe old age of 12, the friends are already plotting out their future.
03:00All of us had Apple IIs.
03:01So we would sit around and we would kind of talk about the latest games
03:03that had come out, the latest programming things we had done.
03:06The talk was very basic but it was very useful and it taught us a lot.
03:10Andy and I, our personalities have always been very different.
03:17Our personalities are about as diametrically opposed as any two people's personalities can be.
03:21Andy was always the quiet one, always behaved better.
03:23Andy was not like I was.
03:25But he has great stories about my misbehavior.
03:30In 1985, Jason and Andy create an educational game called Math Jam.
03:34Math Jam had a kind of funny round character named Jammer
03:38and he got happy or got sad depending on whether you got your answers right or wrong.
03:43But the project hits a roadblock.
03:45We took it to the school. It was a wild success.
03:47They wanted to buy it and give it to all of the kids in the various departments of school.
03:52And they said, look, it's really easy. This is a great program.
03:54All you have to do is get four psychologists, three teacher approvals,
03:57four references from principals from other school districts.
03:59So that game got shelved.
04:01We kind of gave it to the school instead of trying to sell it to them.
04:05Ironically, Jason's disciplinary problems lead to their first sports title.
04:09The original core of the idea Jason had made up in one weekend
04:11after having gotten banned from going back to the ski sluts by his parents.
04:15I made a game called Ski Craze.
04:18He handed it over me and I did the programming.
04:20And Andy was a better programmer than I was.
04:22And he did the art.
04:23It was really good looking for the time, but really slow.
04:25I made it faster and added a lot of stuff to it.
04:28And we sold that to this little company called Baudville in Grand Rapids, Michigan.
04:32Ski Craze is released in 1986 for the Apple II by Baudville,
04:37and the pair decides to go into business together officially.
04:40We started as Jam Software.
04:42Jason and Andy's Magic, which is an absolutely wretched name.
04:45At that time, kind of the early mid-80s, you know,
04:47jams were really in, like those pants, that kind of thing.
04:50We kind of liked that look, so it was a cool name.
04:52And then it had, like, J.A., Jason and Andy.
04:55We had this vision even back in 1987 when we changed the name to Naughty Dog.
05:01And we wanted a name that would stand out,
05:03that someday people would pick up a box and they'd say,
05:05Oh, Naughty Dog.
05:06Well, I know that company.
05:07That's a good company.
05:08Jason and Andy graduate from high school and head off to different colleges.
05:12I was in Michigan and Andy was in Philadelphia at Haverford.
05:15The programmer and artist are separated, and despite the distance,
05:18they continue to make games like Dream Zone.
05:21That was an adventure game where you went into your own head
05:24and you got stuck in your dreams and you had to escape.
05:28It was a sort of limited, small-scale success,
05:31but it encouraged us to move further,
05:33and we thought that it could have gone farther if our publisher had, like,
05:37done a little more with it.
05:37So we called up Electronic Arts and said,
05:39Hey, can we make a game for you?
05:41And they were like,
05:42Sure.
05:42How's $15,000 and 10%?
05:44And we were like,
05:45Cool.
05:46And so that's how Keith the Thief got started.
05:48Andy and Jason sign with EA.
05:50And in 1989,
05:52Keith the Thief is released followed by Rings of Power
05:54two years later for the Sega Genesis.
05:57At least two of our games we did while we were at college.
05:59After that, I moved out to Newport Beach to learn to surf,
06:02left the gaming industry for a year,
06:04started in the special effects industry.
06:06Andy went to MIT to get a degree in artificial intelligence,
06:09computer science.
06:10It was all working out for both of us,
06:12but the 3DO came out,
06:14and an old friend of ours, Trip Hawkins,
06:15who was starting the 3DO, called us.
06:17In 1992,
06:18Jason packs his bags and moves to Massachusetts to join Andy.
06:21They work on the 3DO title,
06:24Way of the Warrior.
06:26Andy and I finished Way of the Warrior for the 3DO
06:28and signed a contract to publish it with Universal Interactive Studios.
06:31With Universal Interactive's deep pockets behind them,
06:34Jason and Andy finally have the money, staff, and confidence to move ahead.
06:38It's like, come join the Hollywood synergy,
06:41we'll put you up on the back lot.
06:42Part of that contract involved a housing deal
06:44that put us on Universal's back lot.
06:46Which seemed really cool at the time.
06:47And gave us finances, basically, to start a company.
06:52By 1994, Jason and Andy decide to make the move out west,
06:56but they will soon crash.
07:13By 1994, 24-year-olds Jason Rubin and Andy Gavin
07:17have gone from two kids hacking in their basement
07:19to a lucrative deal with Universal,
07:21and one of their most famous games is born on a road trip.
07:25On our way across country from Boston to Los Angeles,
07:29I think it was Iowa that we decided
07:31that we wanted to make a character action game.
07:33By the time we left Iowa,
07:35we had decided that we wanted to do it in fully 3D.
07:40What we did is we said,
07:42how do you move a 2D game into 3D?
07:45What would it be like if we put Sonic the Hedgehog in 3D?
07:48And what we realized was,
07:50that the simplest conceptual way to do this
07:53was to take a 2D world that was flat to you
07:55and simply rotate it like this.
07:58So that the gameplay happened
08:00without movement to the left and right,
08:02but rather in and out.
08:05This concept, we called Sonic's Ass.
08:10You'd have a game where you're always watching Sonic's Ass.
08:12Yeah, because the camera would be behind him.
08:14So we jokingly called it the Sonic's Ass game.
08:18Jason and Andy strive for a different look.
08:21Great graphics in a true 3D environment.
08:23Let's kind of take a Warner Brothers style cartoon
08:27and put it in 3D.
08:29We came up with the idea of putting the camera on a kind of dolly
08:32like they do in a lot of movie scenes.
08:36Therefore, you kind of knew where the camera was going to be
08:38and had a decent vantage point on the actions.
08:42The advantage to our method was,
08:44by turning the camera 90 degrees
08:46and keeping the character restricted,
08:48we could draw a lot more polygons.
08:50And the look, the density of the foliage,
08:53the amount of detail in it,
08:54gave it a competitive edge.
08:58Jason and Andy received the OK from Mark Cerny,
09:01president of Universal Interactive.
09:03Well, one of the big challenges of console development
09:06is that when it's shipped, it's shipped.
09:08You cannot send a patch for a PlayStation game.
09:10So all the polish that we want to get in there
09:12has to be done at Gold Master time.
09:15But Andy and Jason's relationship with Universal
09:18has some glitches.
09:20We kind of knew we wanted to do an animal character.
09:22We dealt with a marketing department at Universal
09:25that had some very interesting ideas
09:27about where they wanted the character to go.
09:28Some of the names that they stuck on
09:30and actually printed up materials.
09:33Wezzles the Wombat,
09:34Willie the Wombat,
09:35Wuzzy.
09:36I can tell you any gamer in the United States
09:38that picked up a box with Wuzzy the Wombat
09:41and the corresponding goofy attitude character
09:44that would have come from that,
09:46it would have been an absolute disaster.
09:48But the pair has different ideas for their character.
09:51We went through books of different animals and stuff
09:53and we came across the Bandicoot
09:54and he was cute and he had a cool name.
09:56So Crash the Bandicoot is born
10:00and the game is a truly ambitious undertaking.
10:03At the time, no one had ever done
10:05a platform action game in 3D
10:06and had never done a game with a true free-roaming camera.
10:10The only kind of games that were 3D
10:11were simulator games and Virtual Fighter.
10:14And all those had constrained cameras.
10:17We were trying to do something
10:18that ended up being almost as complex
10:21as what we're now doing with 10 programmer staff
10:23on Crash Bandicoot.
10:24We had an extremely complex algorithm to compress the levels
10:28so that we could run 12 to 15 megabytes of data
10:31through the 2 meg PlayStation.
10:33I think I counted about 12 all-nighters that I had.
10:36That means that you come in at 10 o'clock,
10:38you don't leave till the next day at 8pm or so.
10:41It was very chaotic and hectic,
10:42but we all knew that this was something very big.
10:46In the spring of 1995, Sony unveils the PlayStation.
10:50And in 1996, Crash Bandicoot is unveiled at E3.
10:54Crash Bandicoot was seen by everybody.
10:56And right then and there,
10:57it was out in the face of everybody saying,
11:00yeah, we know Mario.
11:01Mario is the king of the industry.
11:02But here's Crash.
11:04And he's out there to compete head-on with Mario.
11:07And in the fall of 1996, Crash Bandicoot is released to the public.
11:12Nintendo has Mario.
11:14Sega has Sonic.
11:15We're going to make the mascot for Sony.
11:18Now, Sony never needed, never wanted,
11:19and never created a mascot for the PlayStation.
11:21But it was the defining character action game for the PlayStation.
11:26By December of 1996, sales have soared.
11:30And for the Japanese release, some changes are in order.
11:36When we signed our publishing deal with Sony Computer Entertainment,
11:40Sony said, this game is not just an American game.
11:43This game has to do well all over the world.
11:45And to be honest with you guys,
11:47Japan has some reservations about the character Crash Bandicoot.
11:51Some of the most senior people from Sony Japan are coming to America
11:54and they want to talk to you about the character
11:56because the character was designed by Americans for the West.
11:59It was not designed in any way with Japan in mind.
12:02Very, very scary meeting.
12:04So back to the drawing board it is to give Crash a little makeover.
12:08So we took a break for 15 minutes,
12:09and I went to one of our artists, Charlotte Franson,
12:11and I said, Charlotte, close his mouth.
12:13Get him a smile, but get rid of all teeth.
12:15And Charlotte worked frantically for 15 minutes, got rid of it.
12:17We printed out that image.
12:18I walked in and they said, that's Crash Bandicoot.
12:20They worked their entire marketing plan
12:22around creating an image for Japan that worked.
12:26With tweaks to Crash's appearance in place,
12:28in December 1996, Crash is released in Japan.
12:33Crash Bandicoot becomes the first US title
12:36to sell over a million units,
12:37and Crash Mania hits Japan, even inspiring a dance.
12:51This sort of weird characteristic dance,
12:54which was actually kind of made up by the Japanese marketing department
12:56for their commercials and stuff.
12:58And it was just so goofy that it kind of worked.
13:08Crash Bandicoot the sequel is released in 1997,
13:11and by January 98, sales of both Crash 1 and 2
13:15reach 5 million units worldwide.
13:19Crash War...
13:20...sells over a million units following its 1998 debut.
13:24The Bandicoot becomes a legend.
13:26And in 1999, Crash resurfaces on a kart racer.
13:31The first two games in the Crash Bandicoot franchise
13:33were traditional character action platformers.
13:37We wanted to expand our horizons and do something a little bit different,
13:41fully 3D rather than a linear path,
13:43and we were really excited about trying to bring the excitement
13:47of a kart racer to the PlayStation.
13:49Crash Team Racing sells one million units.
13:52By 1999, the Crash franchise has generated more than 300 million dollars.
13:57Not bad for a couple of kids from D.C.
14:00Naughty Dog is eager to streamline their operations.
14:03The beginning of Universal's relationship with Naughty Dog
14:05was Universal is a powerhouse in Hollywood.
14:08That was the spirit with which we joined Universal.
14:12Management began to change at Universal,
14:14and they ended up in this odd middleman position
14:16where they had sold the rights of publishing to Sony,
14:19and Sony was doing the publishing and we were doing the developing,
14:22and they were kind of there in the middle.
14:23With the exception of Mark, no one there knew a thing about games.
14:27As we kept moving forward, we realized, Mark realized as well,
14:30that the best way to create games was to do the production at Naughty Dog
14:34and the publishing at Sony,
14:36and that Universal was not adding to the mix.
14:38So we just kind of outgrew them.
14:39Naughty Dog severs ties with Universal and Crash,
14:42the little guy that helped launch them.
14:44I thank my lucky stars that we made the decision,
14:47hard as it was, to walk away from an absolute superstar
14:50and start something new.
14:52But for Naughty Dog, that something new
14:54they're about to introduce will take them even further.
15:07By 2000, having left the Crash Bandicoot franchise behind,
15:12Sony approaches Naughty Dog for a buyout.
15:14In a deal worth millions, Naughty Dog becomes a subsidiary
15:17of Sony Computer Entertainment.
15:20It just really made sense for us to concentrate on the development aspect,
15:24to not have to worry about, like, picking the best publisher
15:27and whether we got the best deal.
15:29But working with Sony has been absolutely fabulous,
15:31and I still believe that they are one of the best publishers
15:32on the planet to work with.
15:34And two new characters are let loose in the video game world.
15:37So we decided it would be more fun and more productive
15:40to, like, start fresh and design, like, a whole new franchise
15:43for the PlayStation 2 with this generation in mind.
15:47The result is Jack and Daxter,
15:49the Precursor Legacy, released in 2001.
15:52Jack's the hero.
15:53In Jack 1, he was the strong, silent type.
15:55He had no voice.
15:56We wanted to let the player sort of take on the role of Jack.
16:00And then Daxter was along to provide the comic relief and the banter.
16:04Oh, I get it. Like a sidekick.
16:09What we wanted to create with Jack and Daxter
16:11was a world that felt like a single, contiguous, giant playground
16:14that you could go around and do everything.
16:16At the heart of the game is a powerful new engine.
16:19We spent a tremendous amount of time building the technology
16:22of this engine to make these, like, big worlds
16:25and move huge amounts of details.
16:28What we wanted to do was create an immersive world
16:30that the player entered and felt a part of
16:32to see how areas connected and related to each other
16:35with some very grand, long views and vistas.
16:39I am very proud of Jack and Daxter.
16:41I think it was a benchmark game.
16:43Still, people are basing their reviews
16:45of other character action games around Jack and Daxter.
16:48Jack and Daxter was also a really big step in our industry.
16:53We got the moves, eh, Jack?
16:55It was the first, I think, successful platformer
16:57out on the PlayStation 2.
16:58They came out of the doors before anybody else did
17:00with this sprawling platformer that showed off technology
17:04that nobody else could match.
17:07Naughty Dog shares the technology
17:08to their exclusive engine
17:09with fellow Sony developer Insomniac Games.
17:12We licensed this core graphics part
17:14of the Jack and Daxter engine to Insomniac Games
17:17which they used in Ratchet and Clank.
17:21They've given us technology back.
17:25We've been really close with Insomniac for years.
17:27They were actually next to us at Universal.
17:29We really do respect Naughty Dog's technical expertise,
17:32their design skills, their artistic approach.
17:35They make beautiful games.
17:37Watch when he walks.
17:38Meanwhile, Jack 2 is in development for release
17:41in fall of 2003.
17:43In this time, Jack is all grown up.
17:45Well, sort of.
17:47In Jack 2, Jack is angry.
17:49He's out for revenge.
17:51He's had some experiments done on him in prison.
17:53He's been in prison two years.
17:54He's older.
17:55He speaks.
17:56Something's happening to me.
17:58He's not a terribly happy guy.
18:00It's a darker world in Jack 2.
18:02Daxter, on the other hand, is the same nutcase.
18:10Why don't I like the sound of that?
18:13This version's gonna be rated teen.
18:15You're gonna be carrying big guns.
18:17Jack's not this innocent little boy anymore.
18:19He's upset.
18:20He's angry.
18:21Jack 2 is a huge undertaking,
18:24with more levels, more weapons, and more characters.
18:29Jack 2 is the most unbelievably enormous game.
18:33We revamped the engine that we used in Jack and Baxter.
18:36In fact, we're calling it the Naughty Dog Engine 2.0.
18:39We added all kinds of new effects to our engine,
18:43the ability to do distortions and glows,
18:47just making the game look so much more rich and realistic.
18:51The amount of stuff in the game.
18:54Like, every mission is different,
18:56and you can do a lot in multiple ways,
18:58and Jack has really powered up.
19:03I am more excited about Jack 2 than I've been about a game in a long time,
19:07since Crash 1.
19:08I think Jack 2 does things for the industry and does things for character action games
19:12that haven't been done before.
19:13The success of Crash Bandicoot and Jack and Daxter franchises
19:19has elevated the duo to celebrity status in the game world and beyond.
19:26I ended up Cosmo's Bachelor of the Month.
19:30And I got calls or emails from every one of my friends in high school,
19:35all of my friends in college, fraternity brothers.
19:39Anybody that knew me somehow saw this Cosmo article.
19:432,500 emails, a few proposals for marriage, a lot of nude photos,
19:47and I got spotted a few times right after that in clubs.
19:51We jokingly, you know, called us Jason's trying to be shallow phase.
19:55People would come up and go,
19:56I know, you're the Bachelor of the Month!
19:58Oh, my God!
20:02And for the unlikely team of the troublemaker and the quiet one,
20:06their friendship has never been stronger.
20:09Despite their differences, or perhaps because of them,
20:12Naughty Dog has built a solid reputation in the game industry.
20:16Andy and Jason were kind of the band of brothers, you know,
20:18the best friends that are, you know,
20:21trying to make it in the gaming world, and they finally made it.
20:24Now their team size went from 2 to 3 people to 30 to 40 people.
20:30Working with Andy has been an absolute pleasure,
20:33and I really don't believe I could have achieved
20:35what Naughty Dog's achieved without him.
20:37Andy's a programmer. I'm an artist.
20:39We have different ways of looking at the world.
20:41I look at things visually and how they impact people.
20:44Andy looks at the underlying things that are going on
20:46behind it when he's creating it.
20:48It's like a brother relationship.
20:50You know, you take a certain amount of it for granted,
20:52but you have all this common experience
20:53and you can totally trust your person.
20:55Every one of our games is part of this successive quest
20:58for trying to make the more ultimate game.
21:01And it's been a great ride, and I'm very, very happy
21:04and proud to be a video game creator.
21:08γγγ§γ―γι εΌ΅γγΎγγγ!
21:12Let's go!
21:13Let's go!
21:14Let's go!
21:15Let's go!
21:18Let's go!
21:23Let's go!
21:24Let's go!
21:25Let's go!
21:35Let's go!
21:37Let's go!
21:38Let's go!
21:38Let's go!
21:39Let's go!
21:41Let's go!
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