The story
Founded by Andy Gavin and Jason Rubin in 1984.1
As JAM Software (1984–1988)
Naughty Dog was founded as "JAM Software" in 1984 by high school students Jason Rubin, Andy Gavin, and Mike Goyet. Rubin and Gavin met as pre-teens in 1982 at a weekend Hebrew school in Virginia. After they discovered a mutual interest in computers and video games, they began regularly discussing programming, game development, and game piracy during class. The acronym "JAM" originally stood for "Jason, Andy and Mike"; however, within months, Goyet became uninterested in the work and did not contribute to JAM's operations, prompting Rubin and Gavin to buy back his share of the company for about US$100, and the acronym was redefined as "Jason and Andy's Magic". Having experimented with Lisp and C++, Rubin and Gavin chose to create software for the Apple II. They initially operated from their homes with financial support from their parents.
The company's debut title, Math Jam, was a self-published educational game designed to teach basic arithmetic, and was sold to local schools packaged in Ziploc bags. Shifting their focus to entertainment titles, they attempted a number of projects, including a nearly-finished golf game that was accidentally overwritten. Their second title, a skiing game originally titled Ski Stud and later titled Ski Crazed, was sold to publisher Baudville for $250 and released in 1987; it was JAM's first commercial game, and sold more than 1,000 copies. Their next title was Dream Zone (1988), a graphic adventure game about a boy who must escape from a surreal dream world by vanquishing a beast causing his recurring nightmares. It was JAM's first game to be released outside the Apple II platform, being ported to the MS-DOS, Amiga, and Atari ST. While the game was successful, Rubin and Gavin grew dissatisfied with Baudville's limited marketing and distribution, and parted ways with the publisher.
Early titles as Naughty Dog (1989-1995)
Rubin and Gavin cold called game publisher Electronic Arts (EA) and secured a contract with them after sending a copy of Dream Zone. Their next game, Keef the Thief, was a graphic adventure with role-playing elements featuring a banished thief navigating a fantasy setting. During development, JAM Software was rebranded as Naughty Dog, with Keef the Thief being their first title to be released under the name. The name change was mandated by EA during the signing of their publishing agreement due to the JAM Software name being trademarked in Australia. The new name stemmed from a doodle by Rubin depicting a cartoon dog wearing sunglasses on a beach surrounded by women, which Rubin suggested as the company name despite initial reservations from Trip Hawkins about its marketability. Keef the Thief was released for the Amiga, Apple IIGS, and MS-DOS in 1989.
The commercial success of Keef the Thief prompted EA to commission Naughty Dog's next title, an ambitious role-playing game initially titled Buccaneer. As Rubin and Gavin were now college seniors in separate states, they traded information and data by modem, reconvening at Gavin's family home in Virginia during summers to continue work on the game. Buccaneer would eventually become Rings of Power, a role-playing game with isometric graphics that follows the apprentice sorcerer Buc, who must assemble a team of adventurers and collect eleven rings to defeat the evil god Void. The game was originally developed for the PC and Amiga, but shifted to the Sega Genesis after Gavin discovered EA's reverse-engineered Genesis development kits, making the game Naughty Dog's first console title. Rings of Power was released in 1992 to moderate commercial success, but EA's declination to reprint the game for economical reasons disillusioned Rubin and Gavin, and convinced them to take a brief hiatus from game development.
In 1993, Rubin and Gavin were approached by The 3DO Company founder Trip Hawkins and encouraged to develop a game for the 3DO console. Inspired by the popularity of fighting games, Naughty Dog developed Way of the Warrior, self-funding production with the money made from Rings of Power. After a financially straining development, Naughty Dog showcased the game at the Consumer Electronics Show, which won them a three-game contract with Universal Interactive Studios. Way of the Warrior was released in 1994 and sold modestly.
Crash Bandicoot (1996–2000)
Rubin and Gavin moved from Boston to Los Angeles to meet with Universal's Mark Cerny. They decided to create a three-dimensional character-based platform game for the PlayStation, taking into account its lack of a mascot. Production began after Naughty Dog signed a developer agreement with Sony and secured a development kit. The game, Crash Bandicoot, starred the titular genetically altered marsupial, who must foil the world domination plot of his creator Doctor Neo Cortex and rescue his girlfriend. Published by Sony Computer Entertainment, Crash Bandicoot was released in 1996 to commercial success, becoming one of the best-selling PlayStation games.
In 1997, Naughty Dog released Crash Bandicoot 2: Cortex Strikes Back, which introduced a hub-based level progression system and new vehicles for Crash to commandeer. It became one of the best-selling titles of 1998. Crash Bandicoot: Warped was developed in ten and a half months and features a time-traveling premise as well as new vehicles and techniques. It was released in 1998 and also met with commercial success. The kart racing game Crash Team Racing was developed in tandem with Warped and released in 1999.
Acquisition by Sony, Jak and Daxter (2001–2006)
In January 2001, Sony Computer Entertainment acquired Naughty Dog for an undisclosed sum, making the studio a wholly-owned first-party developer.. The sale was influenced by Naughty Dog's frustration over their lack of control over Crash Bandicoot and the financial burdens of independent development, with the acquisition securing the studio's financial stability and allowing them to focus on creative risks without the pressure of self-funding. Naughty Dog's new intellectual property, Jak and Daxter: The Precursor Legacy, began development during production of Crash Team Racing, with the team aiming to create a seamless open world without loading screens. The story features Jak, who must restore his transformed friend Daxter and stop a rogue sage from corrupting the world. The game was released in 2001 and sold over 2 million copies in North America.
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Jak II was developed over two years, and features a darker narrative featuring Jak navigating a dystopian city to exact vengeance on its tyrannical baron. The game was released in 2003 and became Naughty Dog's fastest-selling title at the time.
Uncharted (2007–2012)
In 2007, Naughty Dog released the Uncharted series, and made its first approach to realistic worlds and characters, in contrast to its Crash Bandicoot and Jak and Daxter series, which featured fantastical worlds set in a fictional setting. The Uncharted franchise has been praised for its cinematic quality and technical proficiency, and has sold over 41 million copies worldwide as of December 2017.
In 2012 and 2013, Naughty Dog teamed with Mass Media Inc. to release the Jak and Daxter Collection. It contains high-definition ports of the original PlayStation 2 trilogy and was released for PlayStation 3 and PlayStation Vita respectively. In May 2013, Naughty Dog confirmed it will keep its existing in-house engine used in Uncharted and The Last of Us for the PlayStation 4.
The Last of Us and Uncharted 4 (2013–2020)
The Last of Us was released in June 2013, and follows the journey of smuggler Joel and teenager Ellie across a post-apocalyptic United States. The game sold 17 million copies by 2018. In February 2014, Naughty Dog released The Last of Us: Left Behind, a DLC expansion exploring Ellie's past friendship with Riley. A remastered version of The Last of Us for the PlayStation 4 was announced in June 2014. Development on Uncharted 4: A Thief's End took place parallel to that of The Last of Us under the direction of Amy Hennig and Justin Richmond before their departure in 2014. Neil Druckmann and Bruce Straley restarted production, and the game was released in May 2016.
The Last of Us Part II entered development in 2014, and was announced at the 2016 PlayStation Experience event. In August 2017, Naughty Dog released Uncharted: The Lost Legacy, a standalone expansion of Uncharted 4. Following multiple delays, The Last of Us Part II was released in June 2020.
Post–The Last of Us Part II developments (2021–present)
In June 2022, Naughty Dog announced that the multiplayer component of The Last of Us Part II would be developed as a standalone game set in The Last of Us universe. Druckmann described its scope as equal to Naughty Dog's single-player games and said it would feature new characters and a different American location. Development of The Last of Us Online, which spanned seven years, was scaled back in May 2023 after Sony's consultation with Bungie, which raised questions of the game's ability to maintain player engagement. Company layoffs in October 2023 eliminated at least 25 contractual positions without severance, mostly in quality assurance. Production of The Last of Us Online was canceled in December 2023; the decision was motivated by Bungie's review, which convinced Naughty Dog that the game's scope would affect the studio's future ability to develop single-player games.
The Last of Us Part II Remastered, which features new gameplay modes, was released in January 2024. It was ported to Windows in April 2025, and an update was released in July 2025, allowing the game's narrative events to be played in linear order. Naughty Dog considered working on a third The Last of Us game in the series after Part II and spent time prototyping ideas before deciding to work on Intergalactic: The Heretic Prophet. The studio revealed Intergalactic in December 2024.
From Wikipedia’s article on Naughty Dog, shared under CC BY-SA 4.0.3