First reported by Automaton, veteran programmer Koji Sugimoto (Chrono Trigger, Xenogears, Final Fantasy 10) criticized modern games’ emulation of retro visual glitches, specifically the affine texture warping of the original PlayStation, a frequent feature of lo-fi, throwback indie games. On August 5, Sugimoto responded to a tweet from Unity Japan about a new tool in the engine to let devs …
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Crash Bandicoot’s original lead programmer says N. Sane Trilogy was great but ‘botched’ how jumping works
Crash Bandicoot‘s original lead programmer Andrew Gavin has taken to Linkedin to write about his opinion of the mostly excellent Crash Bandicoot N. Sane Trilogy. He said that Vicarious Visions remake nailed the original trilogy’s ambience and coupled that with luscious visuals. However, Gavin says that the team completely botched one thing and that was the jumping aspect. He said that …
Read More »A Programmer Beat OpenAI at Coding, Says AI Drove Him to Push Harder
AI hasn’t yet killed the coding star. On Wednesday, a programmer from Poland, Przemysław Dębiak, beat an OpenAI tool at the AtCoder World Tour Finals 2025 Heuristic Contest in Tokyo, which is sponsored by the company. “I was so tired. I actually felt at some point that I should take a break,” Dębiak, who competed under the name “Psyho,” told …
Read More »Original Programmer Says Remake ‘Botched’ Jump
As is being discussed over on Resetera, a LinkedIn post from Naughty Dog co-founder and lead programmer on the original Crash Bandicoot from 1996, Andrew (Andy) Gavin, dives into a critical difference between the original box-bashing bandicoot experience and Vicarious Visions’ 2017 remakes, which many of us who grew up playing these games see as entertaining and authentic: The jumping …
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