Crystal Dynamics

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Crystal Dynamics, Inc. is an American video game developer located in San Carlos, California. The studio is most recognized for creating games in the Tomb Raider, Legacy of Kain, and Gex series.

Crystal Dynamics, Inc. is an American video game developer located in San Carlos, California. The studio is most recognized for creating games in the Tomb Raider, Legacy of Kain, and Gex series.

Madeline Canepa, Judy Lange, and Dave Morse started Crystal Dynamics as a company that split off from The 3DO Company in July 1992. At first, the studio focused on the 3DO console, and its first game, Crash 'N Burn (1993), was the game that came with the console. In 1994, it became the first developer outside Japan to make games for the PlayStation. Soon after, the studio began adapting its older games for the PlayStation. The studio also created Gex (1995) and published Blood Omen: Legacy of Kain (1996), which later became game series. In 1996, the company faced financial problems, leading to many layoffs and the end of its game publishing business. Because financial issues continued, the publisher Eidos Interactive bought the studio in November 1998.

In 2003, Eidos Interactive assigned Crystal Dynamics to develop the Tomb Raider series. The studio then created a modernized trilogy of games, including Tomb Raider: Legend (2006), Tomb Raider: Anniversary (2007), and Tomb Raider: Underworld (2008). In 2009, Crystal Dynamics became part of the Japanese company Square Enix, which acquired and combined Eidos Interactive’s parent company. The studio then developed the first two games in a Tomb Raider reboot trilogy—Tomb Raider (2013) and Rise of the Tomb Raider (2015)—and helped with the development of Shadow of the Tomb Raider (2018) while working on Marvel's Avengers (2020). In August 2022, Square Enix sold Crystal Dynamics to Embracer Group.

As of 2022, Crystal Dynamics has 273 employees working across three studios, led by Scot Amos, the head of the studio. The company is currently making Tomb Raider: Legacy of Atlantis and Tomb Raider: Catalyst, which are planned for release in 2026 and 2027, respectively.

History

Crystal Dynamics was created by Madeline Canepa, Judy Lange, and Dave Morse on July 8, 1992. They separated from The 3DO Company. Canepa and Lange had worked as marketing leaders for Sega, where Canepa played a key role in launching the game Sonic the Hedgehog, earning her the nickname "Mother of Sonic." Morse had helped start Amiga Corporation, which made the Amiga line of home computers, and New Technology Group, which aimed to design a video game console. In 1990, New Technology Group partnered with Electronic Arts to create the 3DO, which later became The 3DO Company. At Crystal Dynamics, Lange became president, Canepa led marketing, and Morse became chairman and CEO. He also remained CEO of New Technology Group until it merged with The 3DO Company. Technology Partners and Kleiner Perkins Caufield & Byers gave Crystal Dynamics initial funding. The studio’s first offices were in a retail space at Palo Alto Airport in Palo Alto, California. Mark Cerny, who had also worked for Sega, became the studio’s first developer later that year. The studio’s first projects were Crash 'N Burn and Total Eclipse, which started production at the same time and were announced as launch games for the 3DO in April 1993. Cerny helped develop the game engine used for Crash 'N Burn, Total Eclipse, and Off-World Interceptor. Making games for the 3DO system allowed the company to use CD-ROMs instead of cartridges, which were more expensive.

In June 1993, Crystal Dynamics hired Strauss Zelnick as president and CEO. Zelnick had previously worked at 20th Century Fox. Lange said Zelnick was chosen for his business skills, as the studio already had creative talent with 28 developers. Zelnick owned between 25% and 50% of the company and brought in more investors. Home Box Office bought 10% in July 1993, and King World purchased 10% for $7.5 million in September 1993. These investments were valued at about $20 million. Zelnick’s experience in film and television led the studio to focus more on full-motion video in its games. Crash 'N Burn was released as the 3DO’s included game in October 1993. A review in Electronic Gaming Monthly that month called the studio "the hottest new video game company on the upscale scene."

In January 1994, Zelnick created a plan for Star Interactive, a company that would publish games by outsourcing management and distribution to Crystal Dynamics and manufacturing to another company. Crystal Dynamics would receive $1.5 million annually and 10% of Star Interactive’s profits for managing the company, plus 22.5% of its sales for distributing games. Star Interactive’s leadership included Mark Beaumont, a former executive from The Software Toolworks; Allen Chaplin, Crystal Dynamics’ vice president of sales; and Judy Lange, then the company’s executive vice president. In February 1994, Zelnick announced that Crystal Dynamics would make games internally, like a movie studio, while also releasing games from independent developers. The studio hired Fred Ford and Paul Reiche III of Toys for Bob, first as contractors and later as employees, to develop The Horde, a game they had pitched to Canepa and Lange during their time at Sega. Another potential project was Way of the Warrior by Naughty Dog, which the developer showed to companies at the 1994 Consumer Electronics Show. In March 1994, Bertelsmann Music Group (BMG), where Zelnick had worked as a consultant, agreed to handle marketing and distribution for Crystal Dynamics and Star Interactive outside North America. However, Star Interactive failed to raise $30 million, so the plan was canceled in early 1994, and Judy Lange left the company. By August 1994, the studio had more than 100 employees.

In 1994, Crystal Dynamics became the first developer outside Japan for the PlayStation. Zelnick wanted to move away from the struggling 3DO system, and Mark Cerny traveled to Sony’s headquarters in Tokyo to negotiate a deal. Although PlayStation contracts were limited to Japanese companies at the time, Cerny, who spoke fluent Japanese, signed the agreement in that language, which was approved by Shuhei Yoshida. Later, Cerny was hired as head of Universal Interactive Studios and did not use the PlayStation development tools the company received. By October 1994, the 3DO system’s poor sales hurt Crystal Dynamics. John Eastburn, the studio’s chief operating officer, said 3DO developers could not break even unless the system’s user base grew from 75,000 to 500,000. In December 1994, the studio partnered with Matsushita Electric, the 3DO manufacturer, to distribute its games through 10,000 consumer electronics stores. In January 1995, Zelnick left Crystal Dynamics to manage BMG’s North American operations, but he remained a director and shareholder. After Zelnick’s departure was announced in September 1994, rumors spread that The 3DO Company and Spectrum HoloByte might buy the studio. However, Morse said Crystal Dynamics was not for sale, as it had $20 million in savings and a $5 million loan from Silicon Valley Bank. He then became CEO and took a more active role in the company. In May 1995, Randy Komisar from LucasArts was hired as president and CEO. Under Komisar, Crystal Dynamics converted its older 3DO games to the PlayStation and Sega Saturn systems.

Crystal Dynamics tried to copy major game companies by creating a mascot character, leading to the 1995 game Gex, which features a gecko named Gex. Around this time, the studio published Slam 'N Jam '95 and Blazing Dragons, and worked with Canada-based Silicon Knights on Blood Omen: Legacy of Kain. The project became too large and lost focus, so the publisher hired Amy Hennig to improve the game’s story.

By 1996, the slow growth of the CD-ROM games market caused financial problems for the studio. In June 1996, the company announced a reorganization: Ted Ardell, a partner at Technology Partners, became CEO. Komisar, Canepa, and Eastburn were removed from their roles, and a third of the company’s 102 employees were laid off over three months. Crystal Dynamics stopped publishing games and focused only on making its own games. Extra computer equipment and office supplies were sold in September 1996. Ardell managed daily operations, and Rob Dyer, a former senior vice president and general manager, became president in April 1997.

After releasing the second Gex game, Gex: Enter the Gecko, Crystal Dynamics began working on Gex 3: Deep Cover Gecko. At this time, many developers, including most of the Gex team and the lead designer of Enter the Gecko, Daniel Arey, left the company. Some joined Naughty Dog. Bruce Straley, a designer on Enter the Gecko, was offered the director role for the third game but chose to join his friends at Naughty Dog instead. Crystal Dynamics also started developing a second Legacy of Kain game, codenamed Shifter, without Silicon Knights’s help. While Hennig and Seth Carus created new characters, Silicon Knights filed a legal action, accusing Crystal Dynamics of using their intellectual property.

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