Crash NST is a remake, or remaster, or remaster ++ (the internet war rages on) of the first three Crash Bandicoot games originally developed by Naughty Dog. We developed it over 13 months with a team of ~40 using VV’s internal Alchemy engine and Lab toolset.
What I worked on:
Crash 1
The Great Gate
Boulders
Native Fortress
The Lost City
Boulder Dash
Sunset Vista
Slippery Climb
Crash 2
Crash Dash
Crash Crush
Bear Down
Unbearable
Road To Ruin
Crash 3
Under Pressure
Bone Yard
Dino Might!
Deep Trouble
Eggipus Rex
Recreating a level:
Each level consisted of the following tasks:
Creating, scripting, and timing all hazards
Laying camera splines and matching shots to original game
Placing crates, pickups, and collectibles
While another team was responsible for creating all AI enemies, level owners handled placing the actors and defining their movement boundaries
Our toolset used components to define entity behavior in a way similar to how Unity works. Combined with a powerful visual scripting system, it empowered designers to be able to create systems and content without leaning on engineering for everything. I enjoy creating clean, reusable systems that other designers can use, so I took the initiative in making a set of movement and hazard components that could be mixed and matched to define many of the game’s hazards. This image is a simple movement component that uses only nodes without frame delays to prevent groups of movers from drifting out of sync. Variables with carets are public and can be changed on a per-instance or per-archetype basis.