I hope so
30.08.2025 05:47 β π 2 π 0 π¬ 0 π 0@devinks.bsky.social
making games and music did player movement for Psychonauts 2 currently working on Keeper at Double Fine pfp by @michaelfirman.bsky.social
I hope so
30.08.2025 05:47 β π 2 π 0 π¬ 0 π 0Bee 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 π 3 π 0 π¬ 0 π 0From @leepetty.bsky.socialβ¬ 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
You are the bed now.
17.01.2025 05:45 β π 1 π 0 π¬ 0 π 0Last year I wrote about the movement systems for Raz that we built on top of Unrealβs 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-...
The most egregious scrabble play Iβve seen allowed is βMRTβ. 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 π 0 π 0 π¬ 0 π 0Poor quality drawing of a dog with a head shaped light a twisty cfl light bulb
Mine didnβt come out rightβ¦
02.12.2024 20:43 β π 10 π 0 π¬ 1 π 0And if you havenβt already played Psychonauts 2, itβs currently an absurd 90% off on Steam: store.steampowered.com/app/607080/P...
02.12.2024 19:33 β π 14 π 5 π¬ 0 π 0I hope to find time to write more of these. Itβs 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 π 10 π 0 π¬ 1 π 0I 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. Hereβs the one about Razβs jump: doublefine.com/news/devin-a...
02.12.2024 19:24 β π 146 π 38 π¬ 6 π 10Any results from the chilled dough portion of the experiment?
27.11.2024 02:22 β π 1 π 0 π¬ 1 π 0Wow, 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 π 35 π 0 π¬ 2 π 0I 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 π 3 π 0 π¬ 0 π 0The beautiful sounds are for my officemates, not me
20.11.2024 20:27 β π 1 π 0 π¬ 0 π 0Oh this sounds like me. Iβd appreciate being added!
16.11.2024 21:24 β π 1 π 0 π¬ 1 π 0Very cool, nice progress!
16.11.2024 17:02 β π 1 π 0 π¬ 0 π 0I 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 π 1 π 0 π¬ 1 π 0That dopamine hit is the real reason to avoid premature optimization
26.06.2024 02:31 β π 2 π 0 π¬ 0 π 0Navigating 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, itβs all about movinβ around!
Read more: doublefine.com/news/behind-the-code-move-modes
I have a vague recollection that there were reasons we didnβt use EQS for this feature, but I wasnβt involved in the decision and unfortunately donβt know what they were. Best guesses: EQS being labeled βexperimentalβ or concerns about it being too tightly tied to AI systems.
13.06.2024 06:35 β π 1 π 0 π¬ 0 π 0Most of the time game thread wasnβt the limiting factor in frame rate. We considered various optimizations (multithreading, storing targets in an octree, etc.) but didnβt end up needing to.
12.06.2024 18:13 β π 1 π 0 π¬ 1 π 0The targets were put into a few different lists based on broad search categories. Weβd 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 π 0 π 0 π¬ 1 π 0Registration was generally through InitializeComponent/UninitializeComponent. I think those got called when something streamed in/out, but canβt 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 π 1 π 0 π¬ 0 π 0I 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 Razβs powers to interact with.
www.doublefine.com/news/devin-t...
Jumping is one of the most important things you do in Psychonauts 2 but how do you design the perfect jump?
Player Movement and Powers Feature Lead @devinks.bsky.social breaks down the entire process behind Razβs acrobatics in this article!
Read here: doublefine.com/news/devin-article-raz-jump
Figured out what the bus bridge is bsky.app/profile/kana...
25.09.2023 23:17 β π 6 π 0 π¬ 0 π 0This type of tragedy is why you should post a pet picture instead. Nobody is concerned about bad text when cute dog.
02.09.2023 17:03 β π 0 π 0 π¬ 1 π 0Oh, hah! Found Keeβs writeup. It was an issue with the fall volume respawn logic when there were multiple overlapping respawn requests. Iβd fixed it in the dev branch before the reports came in, which is why we couldnβt repro!
31.08.2023 04:44 β π 4 π 0 π¬ 0 π 0Do you remember what the cause was? I remember trying to repro this one for hours.
31.08.2023 04:34 β π 0 π 0 π¬ 1 π 0