The development of the original Psychonauts was a fraught experience

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In 2005, quirky psychedelic platformer Psychonauts debuted as Double Fine’s inaugural project, delighting audiences with its offbeat sense of humor, bizarre visual style, and unforgettably unique characters. Birthed in the post-dotcom boom in early 2000s San Francisco, the title was well-received, a culmination of Tim Schafer’s creative vision and commitment to excellence, and achieved through the determined efforts of a talented team of collaborators, including co-writer Erik Wolpaw, who would go on to write the Portal games for Valve shortly after Psychonaut‘s development.

But while the game was a critical darling, its creative success was also the result of multiple obstacles and setbacks, from poor working conditions to inexperience, rapidly decaying communication, constant crunch cycles, the search for a publisher, and Schafer’s overextension as he took on multiple roles in production. Says producer Caroline Esmurdoc, who was hired to manage the resulting chaos, “Some times…our successes during the game’s production seemed like they could be defined as ‘repeatedly snatching victory from the jaws of certain defeat.'”

Despite the pressure, the team managed to not only find the game a publisher under tight deadlines, but they also did so “without compromising the quality of the game, losing ownership of the company, or missing a single day of payroll,” says Esmurdoc. “Through a series of setbacks and disappointments that would have decimated other groups, the Double Fine crew displayed an unshakable spirit, resulting in the creation of one of the most cohesive teams I’ve ever seen. Solidarity like that is not something that can be recruited, but only forged in fire.”

Read her breakdown of precisely what went right and wrong in the development of Psychonauts in this classic postmortem from the August 2005 issue of Game Developer Magazine, republished in 2015 for the game’s 10th anniversary.





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