Crash Bandicoot: An oral history
polygon.com
polygon.com
[1] http://all-things-andy-gavin.com/2011/02/02/making-crash-ban...
[0] http://www.gamasutra.com/blogs/DaveBaggett/20131031/203788/M...
https://www.quora.com/profile/Dave-Baggett
He's been on HN a few times in the past too:
The new remaster is a completely new engine apparently, so it's gone.
https://www.reddit.com/r/Games/comments/6imvro/a_remaster_wi...
What a waste. I can't really think of any game or game series that would be worth four years of crunch.
If I was required to do it for 16 hours a day every day, hell yes I would.
On the other hand, I know that some people enjoy making games. I am one of them. I had stayed up 30+ hours few times chasing bugs not because somebody forced me but because it's more fun than sit at home and watch TV (or run, or make ships in a bottle or whatever people with different hobbies do in their free time). You don't believe it's possible to enjoy your job? If it's true, it's pretty sad actually.
I have never heard of anyone who claims to enjoy extended crunch time. There might be an outlier somewhere, but I doubt even that exists. At best there's a shared sense of exhausted accomplishment when you're finally done. (Unless you get laid off as soon as the game ships.)
Crunch is not why people make games. Crunch is the price you have to pay to keep making games. Or at least that's what the people who make the schedule say.
"giro shading" ? What is he referring to ? Is it a real thing ?
Edit: Kierenelby is right, he meant "gouraud shading". Here's an example: http://imgur.com/h8vNeaD It's pretty distinctive because a gouraud-shaded ball mostly looks like a sphere, but the outline is clearly polygonal, and the surface highlights follow the otherwise-hidden polygon edges in a weird way.