1996 · Platform · PlayStation
Crash Bandicoot was the PlayStation's answer to Mario — a platform game with a marsupial protagonist rendered in full 3D with a camera behind the character. The behind-character perspective solved the 3D platformer camera problem by restricting movement to a near-linear axis, concentrating polygon budget on the path ahead. The game sold 6.8 million copies.
Crash Bandicoot was developed by Naughty Dog — Andy Gavin and Jason Rubin's team — with Mark Cerny as producer. The camera decision — behind the character, limiting lateral movement — was a technical and design solution simultaneously: by facing the player forward along the level axis, Naughty Dog could render the environment ahead with more detail than a free camera would allow. The game's engine pushed the PlayStation's memory management to its limits.
Crash Bandicoot was developed by Naughty Dog, then a small studio (Andy Gavin and Jason Rubin) who had hired additional engineers. Mark Cerny was brought in as producer to provide mentorship and PlayStation hardware expertise. The game shipped in September 1996 as Sony's platform game answer to Nintendo's Mario.