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We spent the next several months developing multiple levels of the game concurrently at an unprecedented pace. It was well received by our publisher who renewed its green-light decision. With new management in place, and everyone focused on one game section for three intense do-or-die months, the Black Velvetopia level emerged as one of the most innovative expressions of the Psychonauts gameplay experience.
#Psychonauts game trial
I joined the team as executive producer in the middle of this trial in the summer of 2003. The new contract stipulated that within three months we hire a producer and develop a build of the game that demonstrated the fun factor of the finished product-or risk cancellation. Just prior to our office move, we amended our publishing agreement to move out the ship date. Eventually, our schedule began to slip as well. In another case, it was only after a milestone had been submitted that we learned of content that was required before the delivery would be approved and a payment released. One early publisher milestone required that we demonstrate multi-pass effects before the renderer was completed. So we packed up and moved into our current climate-controlled, industrial, loft-like space.Īs if deplorable office conditions weren’t enough, we also faced impossible deadlines. What started as punk-rock charm soon became depressing, disgusting, and dangerous.īy July 2003, office space had become affordable again-outrageously cheap, in fact. Rats made themselves comfortable in our offices, and even worse, on rainy days the sewers under the office would expel through the latrines, onto the floors, and through the halls. Inside, there was no heat (space heaters would blow the circuit breakers). Another day, there was a dead body in the doorway across the street, apparently the victim of an overdose. One night, a woman from the transient hotel next door jumped out a fifth floor window and landed on our roof, breaking her leg and knocking a hole in our ceiling. There was a rough and ready start-up vibe to the place it was really great for parties, and big enough that we could actually drive our cars into the warehouse and park next to our desks.īut the neighborhood was not the safest. In 2001, during the dot-com boom, the only San Francisco work space we could afford was a warehouse on Clara Street. Some times, however, our successes during the game’s production seemed like they could be defined as “repeatedly snatching victory from the jaws of certain defeat.” With no precedent to guide us through the problems that arose, we relied on our prior experiences and a collective desire to be successful. But the company also suffered perilous setbacks that threatened its survival. Double Fine did many things right, such as boundlessly tolerating creative risk and exploiting the strengths of the company in its product.
#Psychonauts game software
SOFTWARE USED Maya, Photoshop, Premiere, Lua, Python, Emacs, Visual SlickEdit, XACT authoring tools, Perforce, Visual Studio.Net, MoinMoin Wiki, Bugzilla, Bink Video SDK, Microsoft Xbox XDKĭouble Fine was born to develop original, genre-defining games based on the imaginative outpourings from the mind of its founder, Tim Schafer-the first of which was Psychonauts. HARDWARE USED Xbox dev kit, Dual Xeon 2.66 GHz, 1GB RAM, Nvidia GeForce 6800GT PEAK TEAM SIZE 42 full-time developers, 5 contractors. Tools: 81,260 lines in 445 files in C++/C# 11,318 lines in 51 files in Python.


Game Script: 332,650 lines in 2,433 files in Lua.
#Psychonauts game code
LINES OF CODE Game: 166,781 lines in 381 files in C++.
#Psychonauts game Pc
PLATFORMS Xbox later ported to PC (internally), and PS2 (by Budcat Creations) Play Psychonauts 2 with Xbox Game Pass, on Xbox Series X|S, Xbox One, Windows, Xbox Cloud Gaming, PlayStation 4 and 5 (with backwards compatibility).GENRE Third-Person Action/Adventure/ Platformer We hope you will enjoy this fantastical journey into the minds of misfits, miscreants, and marvelous dreamers. That’s it! The game is out! Sit back, roll up your sleeves, and dive into Psychonauts 2! Which, we must stress again, is finally here after five years of development and ~ 16 years after the original Psychonauts.

Just as Raz acquires new abilities, we hope you’ll feel empowered to enjoy and explore each world to the fullest, just how you like.īut, yeah. A big ol’ suite of accessibility options is there to make sure you and a variety of players of different ages and needs can enjoy the adventure.
#Psychonauts game full
Psychonauts 2 is a game full of challenges and secrets but also one we wish all players to experience on whatever terms they desire.
