Man der Typ scheint ja echt eine Legende zu sein :nerd:
Wurde sogar schon 2004 für sein Lebenswerk ausgezeichnet.
Crash Bandicoot (1996, PlayStation) — Executive Producer
Crash Bandicoot 2: Cortex Strikes Back (1997, PlayStation) — Producer, Designer
Spyro the Dragon (1998, PlayStation) — Executive Producer, Designer
Crash Bandicoot 3: Warped (1998, PlayStation) — Executive Producer, Designer
Spyro the Dragon 2: Ripto's Rage! (1999, PlayStation) — Executive Producer
Crash Bash (2000, PlayStation) — Producer, Designer
Spyro: Year of the Dragon (2000, PlayStation) — Design Consultant
Jak and Daxter: The Precursor Legacy (2001, PS2) — Programmer
Ratchet and Clank (2002, PS2) - Designer
Jak II (2003, PS2) — Programmer, Designer
Ratchet & Clank: Going Commando (2003, PS2) — Designer
Ratchet & Clank: Up Your Arsenal (2004, PS2) — Design Consultant
Resistance: Fall of Man (2006, PS3) — Design Consultant
Uncharted: Drake's Fortune (2007, PS3) — Design Consultant
Ratchet & Clank Future: Tools of Destruction (2007, PS3) — Design Consultant
Resistance 2 (2008, PS3) — Designer
God of War III (2010, PS3) — Design Consultant
Killzone 3 (2011, PS3) — Design Consultant
in der Videospiel Branche gibt es sogar die sogenannte Cerny Methode
From his extensive experience on the "dos and don'ts" in the game industry he has developed the "Cerny method"[SUP]
[5][/SUP] , a strategy for game development. His method prefers a free-form, pre-production stage that explores a game's viability prior to full development.[SUP]
[6][/SUP] For example, he advocates that if the first level produced does not excite customers, then the game idea should be set aside before too much effort is put into it