Andy Gavin smiling in a 2009 headshot, wearing sunglasses and a blue shirt.

Andy Gavin

Engineer of Impossible Jungles

A programmer who made richly animated worlds fit inside small machines. Crash’s exuberance rests on a hidden craft of languages, memory and motion.

World Compression
Finds room for a jungle inside a console’s limits.
Languages for Play
Builds tools that let a character’s behaviour change.
Feel by Iteration
Refines movement until the hand trusts the character.

Andy Gavin

Programmer, Game Designer & Co-founder of Naughty Dog

Start hereMaking Crash: the engineBegin with this joint account of Crash’s engine, then play an early level and watch the scenery disappear around a bend. Read the camera-and-control chapter next; GOOL is the deeper technical route. Rubin’s responses make this a conversation between art and programming.Read the making-of

Behind Crash’s effortless bounce lies the opposite of effortless work. Gavin’s engines and languages made cartoon ambition possible on hardware that seemed too small for it, while his retrospective writing lets readers inspect the decisions beneath the spectacle.

1980s–1994

Two kinds of making meet in a basement

Gavin’s own biography recalls a Northern Virginia childhood divided between science fiction and an Apple computer. At twelve he met Jason Rubin, an artist with the same appetite for games. They began trying to sell their work as teenagers. The partnership that became Naughty Dog was already a negotiation between what could be drawn and what could run.

By the summer of 1994 they were moving beyond their earlier games toward a new console and a new problem: how should a platform character feel in three dimensions? Their road-trip recollections are entertaining, but the lasting subject is a concrete design decision. Looking from behind a character changed the camera, the level and the machinery needed to keep a jump readable.

1996–1998

Give the creature a language

Gavin’s 1996 article on GOOL explains a second kind of engineering. A character must respond to events, move, animate and change state; expressing those actions cleanly makes experimentation easier. His Lisp-based game-object language sought to put the code closer to that problem.

Cortex Strikes Back (1997) and Warped (1998) let the studio revisit its technology and retain what worked. The later technical retrospective is especially revealing about the risks carried from one sequel into another. GOOL is an instructive historical design, not a recipe every modern team should adopt: custom languages gain expressive power while creating tools that their makers must maintain.

AI and Character Control in Crash BandicootThe primary explanation of GOOL, Gavin’s game-object language. Start with the object-control problem, then inspect the state and event examples; the opinionated language comparisons belong to their 1996 context.Read the technical article
2011–ongoing

Let the finished illusion disclose its craft

Gavin’s development articles, many written with Rubin’s responses, make a valuable companion to the games. They preserve argument, discarded ideas and named collaborators. He also writes fiction and publishes on food and travel; the game archive sits within a wider life of enthusiastic observation.

Read the recollections beside the contemporary technical article. One reconstructs a shared history; the other shows how a programmer formulated a problem at the time. Their overlap is the useful lesson: tools acquire meaning through the experiences they let other people make.

Cartoon worlds, built to move

Inside the engine