EX-NAUGHTY DOG WORKING ON PS3 3D ENGINE

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McFly

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Wednesday 17th December 2003
 
EX-NAUGHTY DOG WORKING ON PS3 3D ENGINE

Gregg Tavares, programmer on the awesome Jak & Daxter series, has upped-sticks for Sony Japan to build for the future

11:21 Former Naughty Dog employee Gregg Tavares has relocated to Japan to work on the first PS3 3D engine, according to sources operating in the US and Japan. Tavares, who was a lead programmer on both Jak and Daxter and Jak II on PS2, is believed to have departed from the US developer in the last few months, making the leap to Sony Japan.

While sources maintain that Tavares's new position is solely focused on a 3D engine for Sony's forthcoming super-console, precise details are - unsurprisingly - less than forthcoming. It's not known, for instance, whether Tavares is working on development tools in the background or something that may instead be used for demonstration purposes at next year's E3 show in the US or before.

Either way, Sony Japan must have been impressed by Tavares's work on the superb character-action series to install him in the hallowed inner sanctum of Sony Computer Entertainment. We contacted Sony Europe for clarification, but a spokesperson issued an expected response of: "We do not comment on rumours."

More PlayStation 3 nuggets as and when we receive them.

Interesting. Do you think he's doing a tech demo for the E3 or an engine for all PS3 developers?

Fredi
 
Well i think it's only normal that developers start "thinking" about next generation engines right about now, 2 years before release... I'm sure Naughty Dog aren't even the only ones prerparing for the shift.

Also, did we not see a job vacancy advert for "3D artist for 100k+ character models for next generation" some months ago? Can't remember the dev house, but i guess if i were one of them, i'd be starting preparing right about.... NOW... ;)
 
london-boy said:
Also, did we not see a job vacancy advert for "3D artist for 100k+ character models for next generation" some months ago? Can't remember the dev house, but i guess if i were one of them, i'd be starting preparing right about.... NOW... ;)
I think it was even Naughty Dog.
 
ChryZ said:
london-boy said:
Also, did we not see a job vacancy advert for "3D artist for 100k+ character models for next generation" some months ago? Can't remember the dev house, but i guess if i were one of them, i'd be starting preparing right about.... NOW... ;)
I think it was even Naughty Dog.


oh :oops: well there u go then...

I'm really looking forward to see what will come up from the next gen consoles, will be good drool material for a while at least...
 
The only real mistake Sony did for PS2 IMO was to not include the necesary dev libraries for 3rd parties to get decent performance on PS2 from the get go. Personally there was nothing that impressed me during the first year of release, besides GT3. I'm sure they realize that things have to be different for PS3. He's probably working on technologies to be used all around. Demos, tools, games etc...
 
It's kinda boring at work, so I did some googling:

http://www.greggman.com/pages/resume.htm (taken from Google's cache) said:
Resume' for Gregg A. Tavares
1999-01-01

What I'm looking for

I'm looking for a position to make fantastically great games. Nobody likes to make mediocre games. They are too much work to make to have them come out mediocre. To make great games requires commitment at all levels of the company from management on down and requires that the team members all be talented individuals. My goal is to find a company that is committed to making great games, has the knowledge, experience and resources to do so and to contribute my talents to that endeavor.

My dream position would be what I call a Game Director. Similar to a movie director a game director carries the vision of the game. He takes input from the various team members and proceeds to lead the team to make a AAA title though his leadership, vision, knowledge and attention to detail.

Short of that position a leadership / management position where I can use my 19 years of game making experience to bring about the best in all titles I have influence over.
Skills and Experience
VP of Product Development

From 1995 to 1998 I was VP of Product Development at Big Grub Inc. As VP of Product Development I oversaw the development of the entire project including hiring, leading the design, pitching to prospective publishers, evaluating, selecting, purchasing all equipment and services including both employee equipment, (computers, software, furniture) and also office equipment/services (printers, server, networking, ISPs, phone systems, etc).
Technical Director

From 1995 to 1998 I was Technical Director at Big Grub. As Technical Director I was responsible for all the technical details of a 16 person project for both Playstation and Windows platforms. I created the technical design spec including detailing all risks and workarounds. I managed the other programmers on the team and made all technical decisions regarding the project. I was also responsible for setting up and maintaining all employees' computers (both Mac and PC) as well as company network servers (both NT and Linux), e-mail servers, internet connection, backup systems, Mac integration for the music department etc.)
Lead Designer

From 1995 to 1998 I was also Lead Designer at Big Grub. Using my design experience from previous games, especially M.C Kids where I was a co-designer and also Gex, I wrote the design documents, laid out the world maps, assigned and placed all themes, monsters, bosses, items, events, and puzzles and organized the design around both a best case and worse case schedule so that even if all the stages could not be created there would be a coherent game ready to ship by the deadline.
Lead Programmer

I've been the lead programmer on 5 products. I've lead teams of up to 25 people through all things technical. I've created entire game engines including 2D and 3D. I've designed and created level layout tools both for 2D and 3D. My 2D tools (tUME) were used industry wide by as many as 60 different companies all over the world. Unlike most programmers I actually have at least some artistic talent. This ability has let me interface well with artists and therefore find ways to make their jobs easier and more efficient than most programmers. Where most programmers will say "No", I have always strived to find ways to achieve the effects and high levels of graphic realism the artists desire to create.
Programmer

As a programmer I have extensive experience in C and C++ as well as a variety of software and technologies. I've written plugins and/or tools for most of the major 3D packages including 3D Studio Max, Softimage, Alias PowerAnimator and Lightwave. I've programmed with various APIs including DirectX, MFC, Quicktime, and many others. A comment I've often heard is that my code is, unlike many programmers, easy to read, easy to use, easy to integrate, and well written and I know when to keep it simple. I'm also familiar with Flash, Photoshop, Actionscript, Perl, Lisp, Scheme, HTML, CSS, and many other technologies, languages and applications. You can see some of my work in perl based on my website (www.greggman.com) which is entirely perl based to be automated, template driven, and updateable from anywhere.
More Information

I can of course provide references etc. Other achievements: I have given talks at the Game Developers Conference. Although I am not in any way an open source fanatic I do have a couple of open source projects online. One is tUME (http://members.aol.com/opentume/) The other is a set of libraries (http://elibs.sourceforge.net). I have also contributed to a few including JWPce (a Japanese word processor for Windows CE) and Dave's Quick Search Taskbar Toolbar Deskbar (an infinitely more useful tool than the google bar). I have one shareware product which I maintain and support (http://greggman.com/thumbs/). And I have a couple of freeware products (http://greggman.com/nostalgic/) and (http://greggman.com/shorts/). I am also one of the 2 sys admins and a contributor to Tokyopia.com, a site about games and life in Tokyo

If you are interested in my personal website you will find it at greggman.com. You will find that it is quite large for a personal website. I have over 1400 articles on various topics including many on what it takes to make games, design games and also my personal history. I often get e-mail from kids and adults alike about making games and the game industry and I always make time to answer them to the best of my ability. A few of the many pages that are relevant to my job experience are:

* Games-O-The-Greggman
(http://www.greggman.com/pages/gameso.htm)
* M.C. Kids
(http://www.greggman.com/games/mckids.htm)
* Questions and Answers of the Greggman
(http://www.greggman.com/pages/qanda.htm)
* tUME - The Universal Map Editor
(http://www.greggman.com/pages/tume.htm)
* Making Games
(http://www.greggman.com/pages/making.htm)
* Greggman.com Forum
(http://www.greggman.com/forum.htm)

Work History

05/02-......
Wow Entertainment, Sega of Japan, Tokyo, Japan

* Programmed 3D game tools, engine and previewer to create levels and 3D real time cutscenes.

Features
o Designers and Artists can generate levels or cutscenes with little to no programmer intervention including camera, lights, effects and game and non-game objects.
o Cross platform, will generate data for any platform. PS2, Gamecube, XBox etc.
o Cross tool compatible. Can use data from 3D Studio Max, Maya, Softimage and mix and match
o Data is used directly from source 3D files (.3ds, .max, .mb, .hrc). No need for artist to export the data which usually leads to the problem of the artist forgetting which file the exported data came from.
o Startable from web brower to make it extremely easy for designers and artists to use.
o Conversion errors (missing textures, concave polygons, etc) do not stop build process. Once level/scene is finished any object that had errors is tagged, displayed in red inside the game or previewer and the errors for that particular object are displayable including going as far as marking particular polygons to show artists exactly what they need to fix.
o Designed to allow editing on target console. Load up the game and edit inside the game.
o Data format is directly readable as one large file providing shortest possible load times and possible spooling during game

These tools are considered Wow's Revolution. Before I created them Wow did everything by hand.

03/99-06/00 Naughty Dog, Inc., Santa Monica, California

* Programmed CTR: Crash Team Racing for Sony Playstation. Sold 2.5+ million units world wide.
o Designed and programmed A.I for NPCs
o Designed and programmed all glue/option screens
o Programmed all memory card functions which were entirely asynchronous
o Programmed ghost car recording and playback.
* Programmed Jak and Daxter on Sony Playstation 2.
o Designed and programmed effect system
o Designed and programmed enemy A.I system

06/98-03/99 Sega of Japan, Tokyo, Japan

* Programmed Zombie Revenge for Naomi Arcade System
* Programmed 3D export tools for 3D Studio Max, Alias PowerAnimator and Lightwave.

02/98-05/98 Shiny Entertainment, Laguna Beach, California

* Programmed Wild9 for Sony Playstation

02/95-01/98

Big Grub, Irvine, California

* Technical Director and VP of Product Development
* Created action adventure game for MGM for the Win95, Sony Playstation

05/95-01/96

Seven, Irvine, California

* Technical Director and VP of Product Development
* Lead Programmer on Disruptor. 2 million polygons per level at 30hz on the Panasonic M2

06/93-04/95

Crystal Dynamics, Palo Alto, California

* Lead Programmer on GEX, the first 32-bit platform game. Direct competition for Mario, Sonic
* Designed 2D game and animation tool. Most powerful and flexible tool of its type in the industry
* Wrote Full Motion Video routines for Crash N Burn for 3DO platform
* Designed code libraries for product portability across 3DO, Sony PSX and Sega Saturn

01/92-06/93

Echidna, Costa Mesa, California (Partner)

* Sold and updated tUME as a game development tool used throughout the industry
* Lead Programmer on Robocop VS. Terminator for the NES
* Lead Programmer on MY Paint for the Sega-CD

05/90-01/92

Virgin Games, Irvine, California

* Co-Designed and was lead programmer of M.C. Kids for the NES. Written in 8 months.
* Setup and maintained Local Area Network for Product Development
* Wrote computer logic for Spot IBM.
* Wrote Bolderdash type game for GameBoy in two weeks with no prior GameBoy or Z80 knowledge.

11/89-05/90

L.I.V.E. Studios, San Juan Capistrano, California

* Co-Programmed and helped design various "simple" games to be sold together as a package "Future Classics".
* Co-Created IBM/Amiga development system for all types of products. (Arcade, RPG, Tools, Productivity.)

09/88-03/89

Cinemaware Corp., Westlake Village, California

* Worked on IBM "TV Sports Football".
* Co-created "Lords of the Rising Sun" for the Amiga. Winner of many awards and listed in CGW's top ten games.

11/85-01/88 MicroProse Software, Hunt Valley, Maryland

* Created cassette versions of "Decision in the Desert" and "Crusade in Europe."
* Created data compression tools for "Conflict in Vietnam."
* Co-programmed and designed "Gunship" for C64. Partially programmed "Gunship" for IBM, Atari ST & Amiga. "Gunship" is one of the most successful simulations of all time. It is listed in CGW's Hall of Fame as one of the most highly rated games of all time.
* Created animation system and tools for IBM "Pirates!" along with compression utilities to make it all fit on one disk. "Pirates!" is also listed in the CGW Hall of Fame.
* Created animation system and tools for C64 "Red Storm Rising." Also listed in CGW top ten games.

01/85-07/85 M.U.S.E., Baltimore, Maryland

* Co-designed and programmed children's learning game "Leaps and Bounds."

06/83-06/84 Designer Software, Anaheim, California

* Converted "Centipede" from Atari 800 to C64 in six weeks with no prior C64 experience.
* Created "Mario-Bros" for the C64 for Atarisoft.

Honors:

* First Place in Santa Ana College Computer competition 1981
* Third Place in Anaheim High School District Computer competition 1983
* Award of achievement in the field of computer programming from Bank of America

Personal:

* single, male, 37, play video games, study Japanese, collect music, children's books, watches, stuffed animals.
 
Gregg even posted in my PS3 thread at Tokyopia, so did MrSingh (btw, what's the deal with your buttocks fetish :oops: ), but at that point (2 month ago) he seemed as clueless as everyone :D
 
impressive find ChryZ, thanks a lot! :D

It's a shame his website is offline... I was quite interested in those 1400 articles he mentioned.. especially the ones on programming games etc.
 
Haha, confident... whats that mean again?

My resume in comparison is basically a polite and structured version of "Please hire me!!!" :oops: :p :D
 
Bohdy said:
Haha, confident... whats that mean again?

My resume in comparison is basically a polite and structured version of "Please hire me!!!" :oops: :p :D



How old r u? With time, the more experience you get, the more it becomes a "you need ME for this job"... The "need" shifts from you to them... "Job interviews" start becoming "meetings", and it's more about how the company would benefit from your expertise rather than about how you can benefit from the pay increase, if you know what i mean...
 
He was also mentioned on the ND's timeline page:

[URL said:
http://www.naughtydog.com/legacy/crash/timeline.htm[/URL]]08-94 The entire staff of Naughty Dog, Andy
Gavin, move from Boston, Massachusetts to Los Angeles, California.
Somewhere near Gary, Indiana, the driving technology behind the Crash
Bandicoot series is born. By Colorado, a rough game theory is
designed. The previous game design, "Al O. Saurus and Dinestein" based
on side scrolling, time traveling, scientists genetically merged with
dinosaurs, is thrown out. Andy and Jason are fined heavily for
littering.

08-94 Naughty Dog unpacks in its new offices, the 447 building on
Universal Studios' Backlot in Los Angeles. The dogs meet Mark Cerny,
then newly installed VP of Universal Interactive Studios. The design
is discussed, and agreement to go into production is made.

09-94 NDI decides to go PlayStation. Sony sends Naughty Dog its first
development boxes. They are the size of small refrigerators. Jason
starts character design. The Suzanne Somers show starts filming
nearby. After dating a member of the staff, Jason manages to get a
"Thighmaster" signed by Suzanne herself.

11-94 Two months into production Naughty Dog hires its first employee:
Dave Baggett, a friend of Andy's from MIT. At this point there are
more programmers than artists on the project. The average Naughty Dog
IQ is at its highest. The softball team is at its worst.

01-95 Fearing that the programmer/artist ratio is making him smarter,
Jason hires two additional artists, Bob Rafei and Taylor Kurosaki.
Their first day of work is at CES (the then-big game show) in Las
Vegas, and entails attending game industry parties and other
"interesting" evening spots in BOTH the city with the lowest moral
standards, and the most traveled to family destination, in America.

03-95 Design of Crash and his pantheon of friends nears completion.
Charles Zembillas and Joe Pearson, two professional cartoon designers,
meet with the Dogs weekly and together they create the characters we
all know so well. Justin Monast and Dan Kollmorgen are added to
the team.

04-95 After returning to Los Angeles, the original five members of
Naughty Dog spend three solid months working on the game. Sometime in
April, the game becomes functional. It will be a long two months,
however, until it becomes playable.

05-95 Sony unveils the PlayStation at E3 in LA. The world is stunned.
This will be the only E3 without a Crash product. The Naughty Dogs vow
to bring a project to every subsequent E3.

06-95 Crash reaches first playable. 10 months into production the
first level that will be in the final game begins construction. To
this date, it has all been technology. Now, there must be a game.
That, of course, will help sales!

07-95 Naughty Dog moves to bigger and better space in the 488 building
on the Universal lot.

08-95 The first three levels that will be in the final game have been
completed. They are judged later to be too difficult to start the game
so they end up on the third island, in the power plant. 12 months from
the beginning of the game it is obvious to the whole team that Crash
Bandicoot will be a hit. But the rest of the world does not yet know
what is in store for them. Charlotte Francis joins the team.

09-95 The curtain of silence is removed. Over a year after production
the first videotape of Crash Bandicoot is made. Sony is shown behind
closed doors.

11-95 Sony becomes the first publisher to place their hands on Crash
Bandicoot. Many of the levels are completed by now. They are excited
by the game's potential.

01-96 The first "crate" is placed in the game. 16 months after its
inception, the primary gameplay element is discovered. Jason, first
proponent of the crate, explains the deep logic behind the addition:
"people like breaking stuff." The crates and Crash's spinning
destruction of said cubes would eventually lead to his name.

03-96 Sony places its name on the dotted line. They will publish Crash
Bandicoot. There are little more than two months for Sony to prepare
for E3. As they have then and every time since, they come through with
style.

04-96 Crash goes Alpha.

05-96 The first Crash E3. Crash Bandicoot is on everyone's must-play
list. Early reaction is awesome.

08-96 After months of playtesting, Sony gives Crash a thumbs up. All
systems are go for release. A massive bash is thrown in New York.
Recent hiree Stephen White gets his first taste of the big apple
along with the rest of the team. "Exploring" the subway system, the
team is almost wiped out. Later, Jason gets a cab driver to hit 90 mph
(144 kph) on 5th Avenue at 4am. Again, part of the team comes near
extinction. Greg Omi co-author of the 3DO M2 operating system
joins Naughty Dog.

10-96 Crash Bandicoot 2: Cortex Strikes Back begins. All of the
"should haves" and "could haves" discovered during the creation of
Crash 1 are put into the brand new, shiny Crash 2 engine. It is more
than three times as fast overall, and can handle 10 times the
animation frames, and twice the polygon count. The artists cry.

11-96 Crash 1 launches in Europe. Sales of the title are record
breaking in many territories. Naughty Dog reaches 10 employees with
the hiring of Eric Iwasaki. Andy and Jason do a Japanese press
tour.

12-96 Crash 1 launches in Japan. Sales are huge. Sony Computer
Entertainment's advertising campaign and positioning are perfect.
Crash 1 will go on to be the best selling foreign developed title on
the Next Generation Consoles... until Crash 2 arrives.

02-97 Erick Pangilinan joins the Naughty Dog art staff.

03-97 Rob Titus joins the Naughty Dog art staff. The softball team
improves. Joe Labbe joins Naughty Dog. We all learn to Rap.
Naughty Dog decides to keep our day job.

05-97 Crash 1 receives a "Gold Prize" in Japan for sales of more than
500,000 units. It is the only foreign developed title to do so.
WORLDWIDE SALES OF Crash 1 REACH NEARLY 2 MILLION.

06-97 Crash 2 is unveiled in Atlanta, Georgia. Again, the industry is
awed. Naughty Dog's party antics at E3 reaffirm the teams naming.

08-97 Crash 2 goes Alpha. Dan Arey, lead designer of Gex 2,
decides to join Naughty Dog. Level design is streamlined, and the
refinement process becomes smoother.

09-97 Crash 1 joins Sony's "Greatest Hits" series in the US. Sales
jump greatly. Jason does a press tour of Europe.

11-97 Crash 2 ships in the US. Initial sales are excellent. Naughty
Dog takes temporary residence at 10 Universal City Plaza as their new
office space in Santa Monica is being completed.

12-97 Crash 2 ships in Europe and Japan. Again, Jason and Andy tour
Japan on a press tour. The rest of the Dogs take a month to
recover...for some, the first break in three years.

01-98 Based on continuing sales of Crash 1, as well as the smash sales
of Crash 2 worldwide, THE CRASH SERIES REACHES 5 MILLION UNITS!
Naughty Dog thanks Sony for its incredible run. Naughty Dog begins
Crash Bandicoot: Warped.

02-98 Malcolm Hee joins Naughty Dog as a texture artist as
Charlotte Francis takes leave to have a baby. The dress code and
language around Naughty Dog take a serious dive. Further, the baby is
not named "Crash" as expected. Charlotte will return, with baby in
tow, three months later. Dress and Language do not improve prompting
some to fear the change is permanent.

03-98 Crash 1 becomes the #1 selling PlayStation title in America.
Sales top 1.5 million in this territory alone. FFVII and NFL Gameday
are #2 and #3.

04-98 Again, Naughty Dog receives the "Gold Prize" in Japan for sales
of over 500,000 units. Crash 2 replaces Crash 1 as the best selling
foreign developed Next Generation Console title in Japan. Sales of
Crash 2 top 800,000, while Crash 1 settles at over 600,000. Danny Chan
and Evan Wells, lead programmer and lead designer of the recently
completed Gex 2, join Naughty Dog. Discussions of the future begin.

05-98 Naughty Dog moves to an office overlooking Santa Monica's Third
Street Prominade. Half the team's commute improves, the other half
worsens. But everyone likes the new digs. Business along the Prominade
picks up, Naughty Dog productivity slows. We learn to deal with the
"distractions."

06-98 A small sampling of Crash 3 levels are prominently displayed at
Sony's E3 booth in Atlanta, Georgia. The industry wonders if Crash 3
is just more of the same. We let them wonder. The Naughty Dogs leave
their mark throughout the city. Next year E3 moves back to L.A. Any
connection?

07-98 Naughty Dog begins "Project X." It will be a high tech, free
roaming, multiplayer PlayStation tour-de-force. It will not be a
character based platform game...and Crash may not be the star. This is
the first time two projects are concurrently in development at Naughty
Dog.

08-98 The Japanese Crash Bandicoot visits the Naughty Dog dog house.
Jason takes possession of his Ferrari F355GTS. Driving games become a
popular topic of discussion around the office.

09-98 Crash 2 joins the "Greatest Hits" lineup and sales spike. Crash
2 returns to the TRSTS top 10. After nearly two years in the top 20,
Crash 1 finally drops off the list. Running Wild is released. Contrary
to the claim made on its cover, Naughty Dog had nothing to do with it.

10-98 Crash 3 goes gold just nine months and eight days after
production started. Crash 1 & 2 become the number one and number two
best selling PlayStation titles of all-time in North America. Andy
gets his Mercedes.

11-98 Gavin James joins Naughty Dog's programming staff. Crash 3
hits store shelves accompanied by mega-marketing campaigns by Sony and
Pizza Hut. Artists start work on "Project X." Naughty Dog attends
PlayStation's Anniversary / Spyro's Launch party in Las Vegas.

12-98 Though some Dogs sleep the month away, others work hard to
finish the engine for "Project X." Crash 3 launches huge in Japan and
Europe. As Crash 3 tops one million units in the U.S., WORLDWIDE SALES
OF THE TRILOGY SURPASS 10 MILLION!

01-99 Returning from vacation, rejuvinated Dogs help shift "Project X"
development into high gear. Crash 3 becomes the first
foreign-developed title to pass the one million mark in Japan. Crash 2
is not far behind.

02-99 Scott Patterson becomes Naughty Dog's first dedicated sound
programmer since Crash 1 days. Eric and Greg breathe a sigh of relief.

03-99 Gregg Tavares joins the programming staff and artist
Bruce Straley quickly signs aboard to maintain the delicate
technical / creative balance.

04-99 Sony announces PlayStation 2. Jason and Andy start discussing
Naughty Dog's expansion.

05-99 Naughty Dog surprises and awes the industry by debuting CTR
(Crash Team Racing) at E3. The show's return to L.A. dashes everyone's
late night party plans. To compensate, Naughty Dog and Insomniac Games
host their first annual E3 party at the House of Blues. And, once
again, Sony invites the Dogs to their annual bash.
06-99 Crash 3 earns Naughty Dog the "Platinum Prize" in Japan for
sales of over 1,000,000 units.

08-99 CTR goes alpha.

09-99 CTR goes beta. Crash 3 joins Sony's "Greatest Hits" lineup as
PlayStation's price drops to $99. Sales spike. With the hiring of
coders PÃ¥l-Kristian Engstad, the creative
staff worries that programmers plan to procedurally generate art for
future projects. Animator E.I. learns melScript for job security. With
further expansion imminent, Naughty Dog leases additional office
space. Jason insists that this is not to accommodate more toys.

10-99 CTR ships to stores across North America accompanied by another
stellar advertising campaign from Sony. Animator John Kim signs
aboard to ease art staff concerns. Jason flies solo on a European
press tour. The WB show "Felicity" features a storyline where
characters Elena and Noel become obsessed with completing Crash 3.

11-99 Pizza Hut once again features Crash in TV spots and on millions
of demo discs. CTR goes gold in Europe. To celebrate, the Naughty Dogs
go "shifter kart" racing. Surprisingly, no one gets hurt. Eddie
Edwards joins the programming staff.

12-99 The staff takes a month to re-energize its creative batteries
while Jason and Andy tour Japan. Upon returning to the States, Andy
adopts Osiris. As CBR (Crash Bandicoot Racing) reaches Japanese
consumers, Naughty Dog officially says farewell to the bandicoot. It's
hard to say goodbye...especially since all four Crash games continue
to sell well.

01-00 The Y2K bug fails to show, but three new artists do. Mark
Koerner, Mike Gasaway, and Jane Mullaney bring balance to our
Playstation 2 development force. Naughty Dog's staff now spreads
across two floors. Our post-Crash era has begun!

02-00 Two new people enter the scene at Naughty Dog; Ammie Puckett
adds some needed organization to the team, reintroducing such
invaluable tools as silverware, napkins and human interaction to the
Dogs. Jason take care of
business so that he can get his hands dirty in the game making process
again. Naughty Dog is not yet done growing...

05-00 The Entertainment Expo in Los Angeles (E3) is a great success,
although Naughty Dog lays low and builds steam towards their unveiled
project. The the Dogs soak up the buzz and look towards E3 2001 when
they will be back with a BAMMM !!!

06-00 Sadly, Scott Patterson and Mike Gasaway leave Naughty Dog for
different walks of life. Mike has gone to follow his dream of becoming
a filmmaker. Scott and his wife have moved to Sydney, Australia to
raise their family and spread the gaming talent 'down under'. We will
miss them both...
 
The guy is a walking piece of videogame history:

From: Gregg Tavares
Subject: Passwords VS Saved Games
View: Complete Thread (11 articles)
Original Format
Newsgroups: rec.games.video.3do
Date: 1994-05-01 00:21:18 PST

I was wondering what everybody feels about using Passwords vs Battery Backed up ram for saving a game in progress.

The advantage of using a Password system is that you can share those passwords with your friends and read them in magazines and hint books.

The advantage of using Battery Backed Up Ram is that it's easier for you to save your game (you don't have to write down a password) and it's easier to get back into your game. (You don't have to type in a password)

What do you prefer?

Gregg Tavares @ Crystal Dynamics
 
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