Jason Rubin speaking at Step into the Rift in June 2015.

Jason Rubin

Director of Cartoon Mischief

A maker of characters that must survive both a pencil sketch and a player’s hands. With Andy Gavin and Naughty Dog, he helped turn a bandicoot into a world.

Cartoon Legibility
Keeps a character expressive at the size of a few pixels.
Art Meets Machine
Makes a technical constraint part of the visual design.
Playable Personality
Gives movement, timing and a world a comic voice.

Jason Rubin

Game Director, Artist & Co-founder of Naughty Dog

Start hereMaking Crash: the characterBegin with the character-design chapter and read Rubin’s response beneath Gavin’s account. Then play Crash’s opening stages and compare the sketch’s silhouette with the moving figure. The engine chapter explains what made that expressiveness possible.Read the making-of

Rubin’s part in Crash begins where a cartoon drawing meets a demanding piece of hardware. His commentary reveals a director continually translating between an artist’s imagination, a programmer’s budget and the player’s need to understand what happens next.

1980s–1994

A partnership formed around different strengths

Rubin and Andy Gavin began making games together as teenagers. Gavin’s recollection identifies the immediate bargain: one was an artist, the other a programmer, and both wanted to make games. Their early work became Naughty Dog. The later studio’s achievement grew out of that continuing conversation rather than a founder performing every job.

By 1994, a move toward PlayStation raised the stakes of visual invention. A character-action game in three dimensions needed more than an appealing mascot. It needed a view, readable movement and environments whose detail would fit into the console. Rubin’s contribution lives at that intersection, where a desired look becomes a series of decisions that can actually be built.

After Naughty Dog

From making a world to supporting other makers

Rubin’s subsequent career included leading THQ and helping establish Oculus’s content operation, later within Meta. Those roles concern the conditions under which other teams make games, and should not be confused with personally directing their work. His March 2026 departure from Meta makes the period historical rather than a current job title.

Return to the two voices in the making-of essays. Gavin describes the mechanisms; Rubin repeatedly points to what their images made possible. Neither account explains the whole studio, but together they let a reader see creative direction as a practical conversation—one in which a cartoon’s tiny outline and a team’s large ambition have to fit the same screen.

Characters in motion

Drawing the playable world