1994 年夏天,Naughty Dog 创始人安迪·贾文(Andy Gavin)和杰森·鲁宾(Jason Rubin)在驾车途中构思了经典游戏《Crash Bandicoot》的初始概念 [1]。在此之前,该团队通过开发 3DO 格斗游戏《Way of the Warrior》获得了资金并签约 Universal Studios[1]。为了避开世嘉和任天堂的市场竞争,两人决定将当时流行的 2D 平台动作游戏移植到 3D 领域,并最终选择了索尼 PlayStation 作为首发平台 [1]。为此,团队支付了约 35,000 美元购买开发机以支持这一转型 [1]。在技术实现上,核心创意源于解决从 2D 转向 3D 时的视角问题(即"Sonic's Ass"问题),确立了角色面向屏幕、结合 2D 关卡与 3D 纵深关卡的设计方案 [1]。
In the summer of 1994, Andy Gavin and Jason Rubin, founders of Naughty Dog, conceived the initial concept for Crash Bandicoot while driving [1]. Prior to this project, the studio secured funding by developing the fighting game Way of the Warrior for 3DO and signed a contract with Universal Studios [1]. To avoid competition from Sega and Nintendo, Gavin and Rubin decided to port popular 2D platform action games into the 3D realm and selected Sony's PlayStation as their launch platform [1]. The team purchased development consoles costing approximately $35,000 for this purpose [1]. A core creative challenge involved resolving perspective issues during the transition from 2D to 3D, often referred to as "Sonic's Ass" problem [1]. To address this, they established a design scheme where characters faced the screen while combining 2D levels with 3D depth [1].