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Crash Around The World


C R A S H   B A N D I C O O T   2   :   C O R T E X   S T R I K E S   B A C K
b a c k g r o u n d   s t u d i e s


"Snow Blind" Color Environment Study
Unique to Crash 2, and chock full of effects like falling snow and reflective ice, the snow levels ended up being one of the more memorable locales in the second title.
(ND) (P&P, G)
"Sewer Sharp" Color Environment Study
We wanted to have some "dirty" locations in Crash 2. What better place to put Crash than in the sewers.
(ND) (P&P, PS)
"Coming to a Sewer End" Color Environment Study
Color Contrast was added to show depth and break up the repetitive monotony of the typical endless sewer pipes.
(ND) (P&P, PS)
"The Sewer" Color Environment Study
What can we say...more sewer.
(ND) (P&P, PS)
"Ruins at Sunrise" Color Environment Study
Naughty Dog wanted to use new color palletes in Crash 2 that had not been used in Crash 1. In this study, Bob colored an old Crash 1 sketch with new colors, oranges and purples, as an experiment.
(AE, ND) (P&P, PS)
"Jungle Mist" Color Environment Study
Naughty Dog also wanted to use new technologies that no other developer had ever used in a PlayStation title. This ground fog was abandoned... but not forgotten. Someday soon!
(ND) (P&P, PS)
"Shrooms" Color Environment Study
As Crash's trademark environment was the jungle, we knew we had to bring it back for the second title. But we wanted something that was obviously new. Mushrooms perhaps?
(ND) (P&P, PS)
"Depth 'Q'" Color Environment Study
Another effect we experimented with was sunlight and depth accentuation. When magazines and the public began to brutalize other developers that were forced to use fog to hide polygon count, we decided not to risk experimenting with it for sheer stylistic reasons. In fact, we decided to head in the opposite direction: There would be no fog whatsoever in Crash 2.
(ND) (G)
"Snow Cliff" Color Environment Study
This image makes us cold just looking at it.
(ND) (P&P, PS)
"Space Station Interior" Color Environment Study
This is an early experiment with the giant catwalks of Dr. Cortex's space station.
(ND) (P&P, PS)
"Snow at Sunset" Color Environment Study
The sun never sets on our color studies. We like this pallete so much that we used it in multiple levels in the game.
(ND) (P&P, PS)

    Artist
    (ND) Naughty Dog: Art done by Bob Rafei, Eric Iwasaki, Erick Pangilinan, Charlotte Francis, Jason Rubin, or another Naughty Dog...but never a programmer...we promise.
    (AE) American Exitus: Sketches done by Charles Zembillas and Joe Pearson, professional cartoon designers that worked with us to design the characters, backgrounds, and atmosphere of Crash.
    (UCS) Universal Cartoon Studios

    Medium
    (P&P) Pencil, Pen, and Paper
    (Maya) Alias | Wavefront Maya on SGI or NT
    (PA) Alias | Wavefront PowerAnimator on SGI
    (Acr) Acrylics Paints
    (G) Gouache
    (PS) Photoshop on the Macintosh
    (NPS) Naughty Dog's Proprietary Renderer
    (SGI) game backgrounds grabbed from SGI version of Crash Bandicoot

CRASH BANDICOOT | CRASH 2 | WARPED | CRASH TEAM RACING

"Naughty Dog", the Naughty Dog Logo, and the Naughty Dog character are registered trademarks of Naughty Dog, Inc. Naughty Dog, Inc. is a wholly owned subsidiary of Sony Computer Entertainment America, Inc. Jak & Daxter: The Precursor Legacy is a trademark of Sony Computer Entertainment America Inc. Created and developed by Naughty Dog, Inc. © 2001 Sony Computer Entertainment America Inc. Crash Bandicoot and related characters ™ & © 1999-2000 Universal Interactive Studios, Inc. Licensed by Universal Studios Licensing, Inc. All rights reserved. The Sony Computer Entertainment logo is a registered trademark of Sony Corporation. "Playstation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The Crash Bandicoot series was developed for the Playstation game console. Jak & Daxter: The Precursor Legacy was developed for the Playstation 2 computer entertainment system.

Mild Violence