Devin Kelly-Sneed's Avatar

Devin Kelly-Sneed

@devinks.bsky.social

making games and music worked on Psychonauts 2 and Keeper pfp by @michaelfirman.bsky.social

914 Followers  |  184 Following  |  32 Posts  |  Joined: 24.07.2023  |  1.9184

Latest posts by devinks.bsky.social on Bluesky

Not wrong. I kind of wish it were boxes and triangles. Both kiki, but with the number of sides corresponding to odd/even. And I suppose the word Odd starting with a circle is a reasonable argument for the current standard.

12.01.2026 17:30 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I’m so sorry, Kee. A lot of what they do with Raz is my fault. I made those bugs.

06.01.2026 21:42 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Neat concept!
Got this in only two guesses because it uses a ruleset I was already familiar with. I like how it highlights the rule violations on incorrect guesses. Looking forward to more!

01.01.2026 18:34 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I just built 5.7 in vs 2026 this past week using the 2022 toolchain. The things I needed in the installer were under Individual Components. Searched for β€œ14.44 build tools”. I think the two things I needed were MSVC and ATL.

22.12.2025 00:56 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Edit and Continue worked in the gameplay code on that project. Was a delight!

13.11.2025 20:31 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I hope so

30.08.2025 05:47 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Bee Magic is a wonderful puzzle game (go play it!). Using movement patterns to cast spells creates interesting challenges with the level design. Really nice to read about design iteration on the map!

27.07.2025 16:40 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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From @leepetty.bsky.social‬ and Double Fine Productions, our new game is Keeper - a beautiful and surreal third-person, atmospheric puzzle adventure, and a story told without words.

On October 17 2025 β€” The Keeper Shall Awaken! Wishlist today, and find out more on www.doublefine.com

08.06.2025 18:14 β€” πŸ‘ 1583    πŸ” 363    πŸ’¬ 47    πŸ“Œ 119

You are the bed now.

17.01.2025 05:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Behind the Code: On The Move! Raz is an acrobat. He runs, jumps, climbs, rolls, swings, and slides through the world.

Last year I wrote about the movement systems for Raz that we built on top of Unreal’s CharacterMovementComponent. This covers the architecture of our Move Mode system, how a few of our custom modes work, and a bit about dealing with inconsistent gravity.

doublefine.com/news/behind-...

15.01.2025 22:52 β€” πŸ‘ 124    πŸ” 29    πŸ’¬ 1    πŸ“Œ 0

The most egregious scrabble play I’ve seen allowed is β€œMRT”. As in the actor Mr T. The folks at that table had a very unique interpretation of the rules.

29.12.2024 07:31 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Poor quality drawing of a dog with a head shaped light a twisty cfl light bulb

Poor quality drawing of a dog with a head shaped light a twisty cfl light bulb

Mine didn’t come out right…

02.12.2024 20:43 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Save 90% on Psychonauts 2 on Steam Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers.

And if you haven’t already played Psychonauts 2, it’s currently an absurd 90% off on Steam: store.steampowered.com/app/607080/P...

02.12.2024 19:33 β€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

I hope to find time to write more of these. It’s great to be able to share behind the scenes info for others to learn from. And the process of writing helps me think about how I might improve similar systems in the future.

02.12.2024 19:27 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Behind the Code: Designing Raz's Jump Skip down past this Video Gallery. Skip up past this Video Gallery. Skip down past this Image Gallery. Psychonauts 2: Jumping - Jump hold button…

I wrote a small series of articles earlier this year about some gameplay features I worked on in Psychonauts 2. A little look into how we built and tuned the systems. Here’s the one about Raz’s jump: doublefine.com/news/devin-a...

02.12.2024 19:24 β€” πŸ‘ 146    πŸ” 38    πŸ’¬ 6    πŸ“Œ 10

Any results from the chilled dough portion of the experiment?

27.11.2024 02:22 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Wow, 512 followers! Intro post time! I make games (current: Double Fine, past: LucasArts, Dynamighty). Mostly a programmer, but some design too. Other interests include music (piano and composition), puzzles, and being outside. Quiet, but sometimes I like to write about gameplay systems.

26.11.2024 22:25 β€” πŸ‘ 34    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

I played 868-HACK during my daily commute for years. Fantastic roguelike with interesting risk/reward choices, simple controls, and turn-based gameplay so you can play at your own pace. Very excited that a sequel is in the works!

23.11.2024 18:56 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The beautiful sounds are for my officemates, not me

20.11.2024 20:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Oh this sounds like me. I’d appreciate being added!

16.11.2024 21:24 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Very cool, nice progress!

16.11.2024 17:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I have fond memories of playing a bunch of these with you! Also Mario Kart on the broken tv where green and red shells were slightly different shades of brown.

20.10.2024 01:21 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

That dopamine hit is the real reason to avoid premature optimization

26.06.2024 02:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Behind the Code: On The Move! Raz is an acrobat. He runs, jumps, climbs, rolls, swings, and slides through the world.

Navigating a brain involves running, climbing, and more.

Player Movement and Powers Feature Lead Devin Kelly-Sneed (@devinks.bsky.social) has once again sat down for a closer look at Psychonauts 2. This time, it’s all about movin’ around!

Read more: doublefine.com/news/behind-the-code-move-modes

20.06.2024 20:54 β€” πŸ‘ 21    πŸ” 6    πŸ’¬ 1    πŸ“Œ 0

I have a vague recollection that there were reasons we didn’t use EQS for this feature, but I wasn’t involved in the decision and unfortunately don’t know what they were. Best guesses: EQS being labeled β€œexperimental” or concerns about it being too tightly tied to AI systems.

13.06.2024 06:35 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Most of the time game thread wasn’t the limiting factor in frame rate. We considered various optimizations (multithreading, storing targets in an octree, etc.) but didn’t end up needing to.

12.06.2024 18:13 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

The targets were put into a few different lists based on broad search categories. We’d run through the entire list for the appropriate category. To mitigate the perf cost we tried to order the conditionals to discard as many targets as possible without doing very costly evaluations.

12.06.2024 18:09 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Registration was generally through InitializeComponent/UninitializeComponent. I think those got called when something streamed in/out, but can’t remember for sure. There was also a way for targets to be set Active/Inactive at runtime which let us temporarily ignore them during searches.

12.06.2024 18:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Behind The Code: Locked On Target Here’s a quick rundown of how Target Search was used to enable that sequence: Player fires Psi Blast. Target Search finds the flying Regret enemy to aim…

I wrote another Behind the Code article about Psychonauts 2! This time I explain how we used our Target Search system. It finds and prioritizes objects in the world for Raz’s powers to interact with.

www.doublefine.com/news/devin-t...

24.05.2024 21:33 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

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