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Watching 1. The Color of the Sky in Your World
43mOn the ten-year anniversary of Psychonauts, Double Fine veterans reflect back on the turbulent production. Tim decides it might be time to return to the Psychonauts universe...
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2. Not in the Cards
35mThe studio kicks off development of the Psychonauts VR game that will bridge the gap between the original Psychonauts and its sequel.
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3. Awesome Toybox
30mRhombus of Ruin gets a pair of new project leads. Tim invites his most trusted artists to the studio to help brainstorm for Psychonauts 2.
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4. Bringing Back Psychonauts
20mThe studio prepares to announce Psychonauts 2 on a new funding platform, creating both fresh opportunities and complications.
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5. You’re Public Now
24mPsychonauts 2’s funding campaign is in full effect, but Double Fine finds itself confronting criticisms of previous projects in order to move forward.
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6. Creative Promises
35mTim and new lead designer Zak lock themselves in a conference room for months, attempting to define the gameplay and story of Psychonauts 2.
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7. We’ll Know Where It Is
35mIt's a surprising day at the studio as a beloved team member shares personal news.
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8. A Couple Years of a Lot of Work
48mThe Psychonauts 2 team staffs up with both veteran team members and new hires, while attempting to create a prototype of the game experience.
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9. One Shot
51mDouble Fine hires a rookie designer and longtime studio fan to kick off development of a new game level.
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10. Bittersweet Gravity
36mJames finds his footing with the team and Psychonauts 2's first mental landscape takes shape.
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11. Not Doing the Typical
38mDespite the previous breakthrough, the team struggles to impress Tim, who pushes for even stronger concepts. Meanwhile, Amnesia Fortnight draws near.
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12. Amnesia Fortnight
64mIt's time for Amnesia Fortnight, a two-week game jam meant to invigorate the studio.
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13. I Made a Game
25mLeaders and team members reflect on the highs and lows of the most recent Amnesia Fortnight.
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14. Surface Tension
37mFrustration from Amnesia Fortnight carries back over into Psychonauts 2 as the team struggles to see eye to eye on the execution of the newest level concept.
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15. Hard to Get Old
44mTim celebrates his 50th birthday while publisher Starbreeze puts pressure on the team with an impending visit.
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16. Written into a Corner
39mA new art director is hired to help smooth out the relationship between the art and design teams.
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17. The Heart of Double Fine
36mTim's reception of a major award is made bittersweet by the departure of a founding Double Finer.
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18. What Good Looks Like
40mFollowing a major departure from the studio, the team is forced to examine their own processes or risk losing more vital team members.
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19. I Want More of That
40mA wave of new hires changes the team dynamics at Double Fine and generates fresh ideas for Psychonauts 2.
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20. Brainstormed Out
28mAsif is given the task of adapting his Amnesia Fortnight project into a full-fledged Psychonauts level.
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21. Much More Drastic Things
62mWith time and money running out, Zak struggles to find the path forward.
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22. Quite an Adventure
37mThe team is shattered and reformed just as they face an uphill battle with delivering their first playable demo for the public.
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23. Always be Closing
36mTim struggles to balance his new role as project leader amongst a team of strong personalities.
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24. Best Teeth
26mThe team wraps up their playable demo and has a blast showing the game off to the public for the first time.
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25. A Different Beast
48mTim steps up his involvement after some high profile exits from the studio, bringing major changes to the project.
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26. The Amnesia Fortnight Movie
111mAmnesia Fortnight returns, calming tensions within the studio as everyone takes a much-needed break from Psychonauts.
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27. Villians of Crunch Mode
64mIssues with the expanding schedule come to a head as the studio attempts to reconcile with its past participation in crunch culture.
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28. You Have a Resume?
42mFallout from the scheduling conflict results in more exits from the studio, but others continue to rise and fill leadership roles.
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29. It’s Looking Grim
24mAs pressure mounts to complete the game, a worldwide pandemic suddenly changes everything.
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30. Time Away
29mThe team adjusts to working from home during the pandemic, pushing the release date out even further.
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31. Making the Best of It
27mIntense political happenings, raging wildfires and general unrest cast a dark shadow over the studio as they struggle to finish Psychonauts 2.
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32. The Journey They’ve Been On
97mThe team pushes closer to Psychonauts 2’s release, fighting to remain true to Double Fine’s values.
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33. We Wrote It Down
94mDouble Fine reflects on the launch of Psychonauts 2 and the PsychOdyssey documentary series while looking to the future and a return to smaller projects.