Crash of the Titans was developed by Radical Entertainment and published by Vivendi Games under its Sierra Entertainment label.[8] Development began immediately following the completion of Crash Tag Team Racing, and was conducted by the same team behind the preceding title as well as The Simpsons: Hit & Run.[9] Lead designer Joe McGinn explained that the game's focus on action-oriented gameplay and the jacking mechanic was influenced by an aim to recapture the difficulty of the original Crash Bandicoot trilogy while accommodating for advances in gameplay since that time. The development team sought to achieve this by granting Crash a wider variety of fighting moves, which they described as "Street Fighter lite"; McGinn elaborated that while the combat system would lack the hardcore appeal of Soulcalibur, it would be deep enough for skilled gamers to explore. He added that the jacking mechanic would grant Crash more moves than he would have on his own, as well as appeal to a gamer's sense of fairness. To achieve this, all the Titans' moves were constructed with the mindset that the player would be using them. Designer Josh Mitchell acknowledged that the level design lacks traditional puzzles due to the emphasis on combat, though elements requiring the use of a certain Titan's abilities were incorporated. The Wii version of the game incorporates the console's motion control feature, with the gestures being designed to feel natural, be completely reliable, and to not tire the player; gestures that would be better served by a button press were avoided. Several projectile-wielding Titans were designed to take advantage of the Wii Remote's "light gun" pointing interface. The Xbox 360 version includes over 40 achievements designed to accommodate various gaming styles. The PlayStation 2 version was the development team's fourth title for the console.[10]