Production of
Warped began in January 1998, with Naughty Dog given only ten and a half months and a budget of over $2 million to complete the game. Programmers Andy Gavin, Stephen White and Greg Omi created three new gameplay engines for the game. Two of the three new engines were three-dimensional in nature and were created for the airplane and jet-ski levels; the third new engine was created for the motorcycle levels in the style of a
driving simulator. The new engines combined make up a third of the game, while the other two-thirds of the game consist of the same engine used in the previous games. Jason Rubin explained that the "classic" engine and game style was preserved due to the success of the previous two games and went on to say that "were we to abandon that style of gameplay, that would mean that we would be abandoning a significant proportion of gamers out there." An arbitrary plane
z-buffer was created for the jet-ski and flooded Egyptian levels of the game. A real
shadow was given to the Crash character at the request of the Sony Computer Entertainment America producers, who were "sick of that little discus that's following him around." To create an "arcade" experience in the airplane levels and to differentiate them from flight simulators, the enemy planes were programmed to come out in front of the player and give the player ample time to shoot them before they turn around and shoot the player rather than come up behind the player and hit them from behind. The Relic system was introduced to give players a reason to return to the game after it has been completed. American Exitus artist
Charles Zembillas, who was a character designer for the previous two games, reprised his role for
Warped. Uka Uka was created as a presence that would cause Doctor Neo Cortex to cower in fear. The emotion sketches depicting Cortex begging for forgiveness inspired the shot design and animation for the game's cinematic introductory sequence. Because the game's plot involved time travel, the time-traveling Doctor Nefarious Tropy was conceptualized. Zembillas drew the first sketches of Tropy (and the doodle he created as Naughty Dog was describing the character to him) on January 22, 1998. Tropy's wearable time-traveling device was conceptualized early on in the character's design evolution and initially appeared as a belt-like contraption that featured a
digital read out displaying the year Tropy intended to travel to. Tropy's piston-driven, smog-generating time machine was made to reflect his unhealthy obsession with time. The Dingodile character was conceptualized by Naughty Dog employee Joe Labbe II, who requested a character that was a cross between a dingo and a crocodile. At certain points, the character alternatively wore an Australian style hat, had a "mop of scruffy hair" and
walked on all fours. Naughty Dog initially wanted Dingodile to be a fire-breathing character before Zembillas suggested giving him a flamethrower to make him "much more interesting". The final sketches of Dingodile were drawn on February 12, 1998. When conceiving Coco Bandicoot's companion in the Chinese levels, it was decided that a "cute and huggable critter" that fit the Chinese theme was needed. A
panda was originally considered but was rejected due to its similarity to the
polar bear seen in
Cortex Strikes Back. A
tiger cub, Pura, was chosen as an alternative. When creating the
Triceratops chase sequences in the prehistoric levels, a minion of Doctor Cortex was initially animated riding the beast. Whenever the triceratops got stuck, it would thrash the minion around. The rider was ultimately removed for technical reasons. The
Tyrannosaurus hatchling that Crash mounts in the prehistoric levels was drawn with
chicken-like proportions by Rafei. The shark seen in the game's underwater levels was one of
Jason Rubin's first
Alias PowerAnimator models. The model was originally built for the first
Crash Bandicoot game, but was not used until
Warped. The soundtrack of the game was produced by
Mark Mothersbaugh and composed by
Josh Mancell of
Mutato Muzika. The sound effects were created by Mike Gollum, Ron Horwitz and Kevin Spears of Universal Sound Studios.
Clancy Brown voiced the dual role of Doctor Neo Cortex and Uka Uka, while
Brendan O'Brien voiced the dual role of Doctor N. Gin and Tiny Tiger. Additionally,
Michael Ensign voiced Doctor Nefarious Tropy,
William Hootkins voiced Dingodile and
Mel Winkler voiced Aku Aku. A small sampling of the game's levels was prominently displayed at Sony's
Electronic Entertainment Expo booth in Atlanta, Georgia. and in Europe on December 11, 1998. The game's release was accompanied by marketing campaigns by Sony and
Pizza Hut. A playable
game demo of the
Insomniac Games game
Spyro the Dragon is available in the final product and can be accessed by entering a
cheat code at the title screen. ==Reception==