When Crash Twinsanity was released, our studio manager, Steve Riding, decided to omit individual roles from the Traveller’s Tales Oxford team in the credits.

This has always bugged me, so I’ve decided to write out the full unredacted credits here for posterity.

Traveller’s Tales Oxford Team

TT Oxford Legends

Management

Head of Studio Steve Riding

Design / Production

Creative Director / Writer Paul Gardner
Producer David S. Robinson
Designer John McCann
QA Manager / Scripter Neall Jones
Producer Richard Baxter

Art

Lead Artist Daniel Tonkin
Artist Chris Abedelmassieh
Artist Jaqui Bursnall
Artist Girish Mekwan
Artist Jason Millson
Artist Simon Forster
Concept / Storyboard / UI Artist Keith Webb

Animation

Lead Animator Nicola Cavalla
Animator James Clark
Animator Simon Jaques

Programmers

Head Programmer Steve Oldacre
Lead Programmer Andrew Tate
Programmer Matthew Lewis
AI Programmer Ian Moir
Graphics Programmer Nic Ho Chee
Programmer / Physics Kazimir Wanelik
Game / Physics Programmer Kevin Pimm
Programmer / XBox Port Juan Vicente Ramirez Garcia
Gameplay Programmer Jonathan Evripiotis
Gameplay Programmer Kingsley Stephens
Gameplay Programmer Alex Waterston
Programmer / Sound David Pollard
Programmer / Cutscenes Parvindar Singh
Programmer Scott Evans

Notable External Staff

External Producer Kirk Scott
External Producer Caroline Trujillo
External Producer Chris Wilson
Creative Consultant Jordan Reichek / Perky Pickle Studios

Ex-TT Oxford Team members

Special Thanks

These people worked on the project, and left before the end, but were included in the credits anyway in the “special thanks” section.

Programmer Robin E. Charlton
Concept Artist Danny Flynn
3D Artist Jonathan Derby
Environment Artist Ludovic Rubin
Environment Artist Debbie Keys

Uncredited

It’s a regular practice in the games industry to exclude people from the credits, usually if they’ve left the studio part way through development. Generally this is done at the whim of studio management. I object to this practice so I’ve included here people who worked on the project and were left out of the official credits. If I forgot anyone, please let me know!!

Concept Artist Richard Albon
Concept Artist (Crash Evolution & Earlier) Duke Mighten
2D/Texture Artist Tahir Rashid
Animator Faraz Hameed
Animator Terry Bannon
Lead Designer (Crash Evolution) Dax Ginn
Senior Designer (Crash Evolution) James Charlesworth
Designer (Crash Evolution) Amanda Jeffrey
Designer Nana Louise Nielsen
Designer Gillian (???)

Design’t department

JMac's Tropy

It might be worth going into a bit more detail about the design department, as that is where my role lay, and where a lot of the chaos originated!

We originally had a fairly large design department when the project was known as Crash Evolution. I was the third designer on the team, with Dax & James being there before me. We were up to 5 people at one point, myself included. After this period, the project went sour, and the original Lead Designer left followed by 2 others.

Nana and myself remained as the sole designers after the project was rebooted, intially as “Crash Unlimited”, and Paul G. became Creative Director after previously being artist & animator. We tried to hire some more designers but it didn’t work out. Nana left soon afterwards, leaving me as the sole remaining person who was hired as a designer, with Paul G as Creative Director.

We were then joined by David Robinson. He initially worked for Vivendi as an external producer, and for reasons unknown to myself, he decided to leave them and come and work directly with us as our in-house producer. He then took on some of the game design responsibilities as well.

We never had anyone in the official capacity of Lead Designer after that point, with various aspects of that role either being handled variously by Paul G, Dave R. and myself, or forgotten about entirely! No more attempts were made to hire any designers at all. Instead we hired 3 programmers, and they covered a lot of the day to day work that would usually be performed by the design department. Those were Jon E, Kingsley S & Alex W.

Towards the end of development (3-4 months before release I think), we absorbed a number of staff from a local studio which went bust. This was LTStudios. Neall Jones joined as part of this group, and he became design manager of our next project (Super Monkey Ball Adventure), but wasn’t around long enough to assist significantly with the design of Twinsanity

I hope that serves to explain some of the craziness and inconsistency in the finished product!!

Go Karts