Press Startup: Rubin, Spector and Others Talk Business in Gamers at Work

"In quieter times, both [Jason] Rubin and [Warren] Spector were interviewed by Morgan Ramsay for his book Gamers at Work: Stories Behind the Games People Play, which was published last year. Ramsay's intent in collecting long-form interviews with 18 gaming luminaries, from Nolan Bushnell of Atari to the Sony rivals Rubin and Ted Price of Insomniac Games, was to paint a picture of the pitfalls and challenges of making a gaming business work."

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The Rise of Naughty Dog, Part 2

Ramsay: Why did you leave Crash for Jak and Daxter?

Rubin: Naughty Dog would have liked continuing with Crash beyond Crash Team Racing, but the relationship with Universal was untenable. Originally, we had signed a three-project deal; however, when Sony became enamored with the game and eventually negotiated to publish Crash, Universal cut a deal for a sizable yet much smaller cut of the game than they would have received as the publisher. Our contract with Universal never contemplated this occurrence. We were effectively crammed down into a cut of their cut. This made no sense. Our costs and recoup were the same. Our effort was the same, but we were getting a much smaller amount per copy sold. On the other hand, the arrangement meant that Universal had no more marketing costs, very little internal management costs, and eventually they even managed to push the financing costs back to Sony.

It is perfectly fair to say that they did next to nothing on the project and yet reaped a larger amount on the early games' profit than we did. The only reason I cannot say that Universal contributed nothing is that Mark Cerny, a Universal employee, was our producer. He was a massive force in the success of our games. His salary and work could be called Universal's contribution to the first few Crash titles. But Mark eventually left Universal, and we started contracting him directly. Sony effectively paid for his work. While Mark continued to be incredibly important to our titles, his contribution could no longer be attributable to Universal. From that point forward, they did literally nothing but collect royalties that should have been, at least in large part, ours.

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The Rise of Naughty Dog, Part 1

Jason Rubin and Andy Gavin cofounded Naughty Dog in 1986, becoming two of the youngest contractors to develop for Electronic Arts. During its rise from a scrappy startup to an industry powerhouse with three of the top-ten games for Sony PlayStation, Naughty Dog established a reputation as one of the most innovative developers of video games on the planet.

In 1994, the company created its first major franchise, Crash Bandicoot, of which the titular character became the de facto mascot of the Sony PlayStation. Now spanning at least 16 titles, the Crash Bandicoot series has since sold more than 50 million units worldwide, and the third title in the series was the top-selling foreign-made video game in Japan. After parting ways with its publisher, Universal Interactive, Naughty Dog followed Crash Bandicoot with another bestselling series, Jak and Daxter, but not before being acquired by Sony Computer Entertainment in 2001. Rubin and Gavin left the studio in 2004.

After Rubin and Gavin had left the company, Naughty Dog released Uncharted: Drake's Fortune for the PlayStation 3 in 2007, and then the sequel, Uncharted 2: Among Thieves, in 2009. The sequel received critical acclaim and won more than 100 awards, including the coveted Game of the Year awards at both the Interactive Achievement Awards and the Game Developers Choice Awards.

Read the full interview on GamesIndustry.biz ›