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Jak and Daxter
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===Main series=== Naughty Dog began work on a new game shortly after the release of the [[Sixth generation of video game consoles|sixth generation of consoles]]. Only two programmers were originally allocated to the project, as the rest of the department was still developing ''[[Crash Team Racing]]''. They began by building a new [[Game engine|graphics engine]] that would be capable of [[Rendering (computer graphics)|rendering]] a seamlessly connected, open world environment. They then developed a fully articulated character to examine the engine's efficiency, before presenting the idea to [[Sony Computer Entertainment]] following the completion of ''Crash Team Racing''.<ref name="Gamasutra">{{cite web|url=http://www.gamasutra.com/view/feature/131394/postmortem_naughty_dogs_jak_and_.phpprint=1|title=Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy|publisher=Gamasutra|author=Stephen White|date=July 10, 2002|access-date=January 27, 2016|archive-date=February 4, 2016|archive-url=https://web.archive.org/web/20160204202604/http://www.gamasutra.com/view/feature/131394/postmortem_naughty_dogs_jak_and_.phpprint=1|url-status=dead}}</ref> The aim of their new title was to break away from the linear approach taken in the ''[[Crash Bandicoot]]'' series, with minimal story and character development, and individually loaded levels.<ref name="PSXextreme">{{Cite web|url=http://www.psxextreme.com/feature/45.html|title=Interview with Naughty Dog staff|publisher=PSXemtreme|author=Arnold K (SolidSnake)|access-date=January 27, 2016|archive-url=https://web.archive.org/web/20180617071411/https://psxextreme.com/2009/09/12/feature-450/|archive-date=June 17, 2018|url-status=dead}}</ref> In a behind-the-scenes special by ''Naughty Dog'' it was revealed that a new blend animation had been utilised for the game, allowing for a smoother frame rate and animation process.<ref name="Timeline">{{cite web|url=http://www.naughtydog.com/timeline/ |title=Naughty Dog β 30 Year Timeline |publisher=IGN |author=Ziff Davis |access-date=January 11, 2019|url-status=dead |archive-url=https://web.archive.org/web/20150813121753/http://www.naughtydog.com/timeline/ |archive-date=August 13, 2015}}</ref> The engine for ''Jak and Daxter'' was created from the ground up specifically for the game. Unusually for most games, Naughty Dog invented a new programming language, [[Game Oriented Assembly Lisp|GOAL]], which was only ever used for the ''Jak and Daxter'' series.<ref>{{cite web|url=http://blog.us.playstation.com/2012/08/24/behind-the-classics-jak-daxter/|title=Behind the Classics: Jak & Daxter|date=August 24, 2012|publisher=[[Sony Computer Entertainment Europe|SCEE]]|access-date=June 19, 2014|archive-date=August 3, 2014|archive-url=https://web.archive.org/web/20140803145250/http://blog.us.playstation.com/2012/08/24/behind-the-classics-jak-daxter/|url-status=live}}</ref> ''Jak and Daxter: The Precursor Legacy'' was revealed at [[E3]] in June 2001. The game had a budget of $14 million and a development cycle that lasted nearly three years.<ref>{{Cite web|url=http://ie.ign.com/articles/2013/10/04/rising-to-greatness-the-history-of-naughty-dog?page=9|title=Rising to Greatness: The History of Naughty Dog Page 9|publisher=IGN|author=Colin Moriarty|date=October 4, 2013 |access-date=January 27, 2016|archive-date=June 6, 2021|archive-url=https://web.archive.org/web/20210606093920/https://www.ign.com/articles/2013/10/04/rising-to-greatness-the-history-of-naughty-dog?page=9|url-status=live}}</ref> At that time, they managed to create a fully interactive world and conceived a narrative that would allow for more meaningful character development. The two central characters also went through a rigid design process that took inspiration from both [[manga]] and [[Disney]] animation. They had initially planned on introducing a third character who would evolve as the game progressed in a [[Tamogotchi|Tamogotchi-style fashion]]. However, this idea was scrapped as it led to several unnecessary complications. The game's [[soundtrack]] was recorded at [[Mutato Muzika|Mutato Muzika Studios]], and was produced by [[Mark Mothersbaugh]] with [[Josh Mancell]] composing the score.
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