---
title: 15 Inspirations for Psychonauts with Tim Schafer
date: 2025-04-29T11:51:00-07:00
author: Tom Kiss
canonical_url: "https://www.doublefine.com/dftv/15-inspirations-for-psychonauts-with-tim-schafer"
section: DFTV Videos
---
[Watch on YouTube: 15 Inspirations for Psychonauts with Tim Schafer](https://www.youtube.com/watch?v=MpiKc_l4wZ4)

[View transcript ](https://www.doublefine.com/dftv/15-inspirations-for-psychonauts-with-tim-schafer#transcript)

# 15 Inspirations for Psychonauts with Tim Schafer

In honor of the 20th anniversary of Psychonauts Tim Schafer sat down in the Double Fine Action Studio to recount the different pieces of media that helped shape the game.The Fly II...? Sure, why not.

Duration: 12 minutes and 40 seconds long  
Find out more about: [Thank You Bus Driver](https://www.doublefine.com/games/thank-you-bus-driver), [Kiln](https://www.doublefine.com/games/kiln) and [Autonomous](https://www.doublefine.com/games/autonomous).  
Published: April 29th 2025

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## Episode Transcript

0 secondsHi, everybody! It's Tim Schafer. And we are here to talk about Psychonauts.

2 secondsPsychonauts 2, you say? No, Psychonauts 1.

4 secondsBecause this month is the anniversary.

7 secondsThe 20th anniversary, if you can believe it,

9 secondsof shipping Psychonauts into the world, the very first game,

11 secondsour very first game here at Double Fine Productions.

13 secondsAnd we are celebrating in a lot of different ways

15 secondsand sharing a lot of things on doublefine.com,

17 secondsbut today we are talking about inspirations

20 secondsthat led to the creation of that game.

21 secondsThese are mostly my inspirations.

23 secondsThere was a big team involved, and everyone had their own inspirations,

26 secondsbut these are the ones that came to mind when I was thinking about

28 secondshow this crazy game came together.

30 secondsGoing back in time,

31 secondsI was at LucasArts for a whole decade making point-and-click adventure games.

35 secondsAnd one of them I made was Full Throttle.

37 secondsAnd I've told this story a few times,

39 secondsbut there was a scene I wanted to put in the game

41 secondswhere Ben Throttle was going to take peyote

43 secondsand then have an interactive peyote trip

45 secondsthat was gonna be something the player would go through

47 secondsand they would navigate these visions,

49 secondsand mysterious symbols,

51 secondsand use that information to solve a puzzle.

53 secondsBut I kind of decided not to try and force that through,

55 secondsbecause it seemed like at that time it would not have flown

59 secondsin that family company.

1 minute and 1 secondNo one censored it, but I don't think the world was ready

1 minute and 2 secondsfor this idea quite yet.

1 minute and 4 secondsBut I've loved the idea of dream sequences, even back then,

1 minute and 7 secondsand interactive dream sequences were just really interesting.

1 minute and 9 secondsDreams as a way of understanding your mind in a better way than you can

1 minute and 13 secondswhen you just look at your conscious mind.

1 minute and 16 secondsAnd then, I was pitching into later times of my career at Lucas a spy game.

1 minute and 21 secondsI wanted to make this spy game

1 minute and 22 secondsthat was influenced a lot by Hong Kong martial arts movies

1 minute and 25 secondsI was seeing at the time.

1 minute and 26 secondsSo, there was a lot of martial arts fighting,

1 minute and 28 secondsand also heavy meditation part of it.

1 minute and 31 secondsAnd you were going to do things like

1 minute and 33 secondsintercept a killer drone that was trying to kill you,

1 minute and 35 secondsand then meditate on it,

1 minute and 36 secondsand use that meditation to go into a vision quest inside your own brain.

1 minute and 40 secondsAnd that vision quest would have puzzles in it.

1 minute and 42 secondsAnd you'd use that information to identify where the drone had come from.

1 minute and 46 secondsThat was the idea I had for that game.

1 minute and 47 secondsI was pitching that around, talking to people about it.

1 minute and 49 secondsAnd someone came into my office like:

1 minute and 50 seconds"Tell me about that game where you go into other people's minds."

1 minute and 52 secondsAnd I was like: "No, no, no. You don't go into other people's minds.

1 minute and 54 secondsYou go into your own mind."

1 minute and 56 secondsAnd then I was like: "But wait a second..."

1 minute and 58 secondsAnd I just kind of thought about that like:

1 minute and 59 seconds"Huh, that could be better."

2 minutes and 1 secondBut I kind of put that aside for a long time

2 minutes and 3 secondsand kept working on my spy game.

2 minutes and 5 secondsBut I think that's really interesting to think about how a lot of times

2 minutes and 8 secondscreative ideas come from someone misunderstanding.

2 minutes and 11 secondsLike, you read something, you read it wrong, and it sounds--

2 minutes and 13 seconds"Wait, I like that idea better."

2 minutes and 14 secondsYou never know where creative ideas come from.

2 minutes and 16 secondsAnd sometimes they come from a misunderstanding like that.

2 minutes and 18 secondsNow I gotta talk about movies.

2 minutes and 19 secondsLet's talk about Dennis Quaid.

2 minutes and 20 seconds1984. The classic film Dreamscape.

2 minutes and 23 secondsIf you've never seen, you should watch it. It's a lot of fun.

2 minutes and 26 secondsAnd it's about a guy who has the ability to go into people's dreams.

2 minutes and 29 secondsSo, someone is sleeping there...

2 minutes and 30 secondsIt's a little-- It's a little creepy, but...

2 minutes and 32 seconds...someone is sleeping there, he can lay down next to them,

2 minutes and 34 secondsand go into their brain,

2 minutes and 35 secondsand experience their dream as they are having it.

2 minutes and 37 secondsAnd you can see, there is, obviously, a lot of overlap

2 minutes and 39 secondswith the ideas of Psychonauts,

2 minutes and 40 secondsbeing able to explore someone else's unconscious mind.

2 minutes and 42 secondsBut this was specifically while they were asleep.

2 minutes and 44 secondsAnd there are some weird things that happen in that movie

2 minutes and 47 secondsthat I'm not gonna defend.

2 minutes and 48 secondsBut there is a great scene where he goes into the mind of this boy

2 minutes and 51 secondswho is having really bad nightmares,

2 minutes and 52 secondsand he sees that the boy is being chased by this cobra monster.

2 minutes and 54 secondsThis hideous cobra monster is trying to kill him.

2 minutes and 56 secondsAnd Dennis Quaid is running around with him,

2 minutes and 58 secondstrying to help him, keep him safe from this cobra monster.

3 minutes and 1 secondAnd they run through his house, and at the dining room table

3 minutes and 3 secondshis dad is sitting there not doing anything.

3 minutes and 5 secondsAnd the little kid goes: "Oh, that's just my dad. He never helps."

3 minutes and 8 secondsAnd they run through it.

3 minutes and 9 secondsThat's my dad. But he won't help us.

3 minutes and 12 secondsThe little bastard's right.

3 minutes and 13 secondsAnd I thought that was so kind of sad to see

3 minutes and 16 secondshow the boy saw his dad in his own mind.

3 minutes and 18 secondsAnd you can see that play out in Psychonauts.

3 minutes and 20 secondsRaz's relationship with his father, I think,

3 minutes and 22 secondsgot a lot of inspiration from that, so.

3 minutes and 24 secondsBasically I just stole that whole thing.

3 minutes and 26 secondsSorry, Dennis Quaid.

3 minutes and 27 secondsBut it's a fun movie. Kate Capshaw is in there.

3 minutes and 29 secondsAnd, uh... it's worth checking out.

3 minutes and 31 secondsThere is a book I wanted to mention.

3 minutes and 33 secondsHaruki Murakami book called

3 minutes and 34 secondsHard-Boiled Wonderland and the End of the World.

3 minutes and 36 secondsWhich is a book about, among other things,

3 minutes and 39 secondsa man finds out that he is slipping into his own unconscious mind.

3 minutes and 43 secondsAnd he is going to eventually become trapped inside his unconscious.

3 minutes and 47 secondsAnd he won't be able to experience the outside world anymore.

3 minutes and 49 secondsHe is gonna be trapped in this other part.

3 minutes and 51 secondsAnd half the book is set inside this little village

3 minutes and 54 secondsthat is really just a construct inside his mind.

3 minutes and 57 secondsAnd there is all this symbolism,

3 minutes and 58 secondsall these shadows, and a library,

4 minutes and 0 secondsand people he meets there.

4 minutes and 1 secondBut it really just stands

4 minutes and 2 secondsfor this kind of prison inside his own mind.

4 minutes and 5 secondsAnd that was just that idea of constructs inside your head

4 minutes and 7 secondsand different places you can go,

4 minutes and 9 secondsand different locations you can go to that are in your unconscious,

4 minutes and 11 secondsthat are not the real world, but they are inside your head,

4 minutes and 14 secondsI thought was really interesting, and I think that kind of persisted

4 minutes and 16 secondsin my head ever since I read that book in the 90s.

4 minutes and 19 seconds1994.

4 minutes and 20 secondsThe New Legend of Shaolin.

4 minutes and 22 secondsI was watching a lot of Hong Kong movies in the 90s.

4 minutes and 24 secondsAnd this one is a Jet Li classic.

4 minutes and 27 secondsAnd it's one of the two movies he made

4 minutes and 29 secondswith a child actor who could match a lot of his moves,

4 minutes and 32 secondsand they did a lot of martial arts together.

4 minutes and 33 secondsLike, Jet Li and this kid.

4 minutes and 34 secondsThe other one he made was My Father is a Hero

4 minutes and 37 secondswhich is a great, like, cop movie.

4 minutes and 38 secondsBut this is an old Shaolin-style movie.

4 minutes and 41 secondsAnd it's got this little kid in it who is just amazing.

4 minutes and 45 secondsHe's got kind of, like, a little mohawk,

4 minutes and 46 secondsand is just very intense, no-nonsense little kid.

4 minutes and 48 secondsHe is not, like, doing a lot of precocious little things.

4 minutes and 50 secondsHe is, like, a kung fu master.

4 minutes and 52 secondsAnd he is just really serious.

4 minutes and 53 secondsAnd he is, um...

4 minutes and 54 secondsHe is still a kid, but he is just so intense.

4 minutes and 56 secondsYou might not think of Raz when you watch that, but to me...

5 minutes and 0 secondsIt was like-- I'd never made a game about a kid before.

5 minutes and 2 secondsYou know, Day of the Tentacle, or Full Throttle, or Grim Fandango,

5 minutes and 5 secondsthey are all adults.

5 minutes and 5 secondsAnd this was the movie I was like:

5 minutes and 7 seconds"Oh, it would be fun to do a game about a ten-year old,

5 minutes and 9 secondsbut who's, like, got a really adult mind.

5 minutes and 11 secondsBecause they are really dedicated.

5 minutes and 12 secondsThey are focused, and they are committed."

5 minutes and 13 secondsAnd that's what, I think, Raz is like when he shows up at camp.

5 minutes and 16 secondsAnd he is like: "I want to be a Psychonaut."

5 minutes and 17 secondsSo, he is just driven to that task.

5 minutes and 19 secondsAnd I think that was very much inspired by the kid from The New Legend of Shaolin.

5 minutes and 23 secondsAlso really fun martial arts movie.

5 minutes and 25 secondsI have Fly II on my list.

5 minutes and 27 secondsBecause we were thinking about like: "What is the setting for this?"

5 minutes and 29 secondsAnd someone threw out: "What about the Fly II?"

5 minutes and 31 secondsAnd I said: "There was a Fly II? I didn't know there was a Fly II."

5 minutes and 34 secondsAnd it's Eric Stoltz as the child of Brundle, like, the Fly character.

5 minutes and 39 secondsAnd he is being raised in, like, a scientific research facility.

5 minutes and 42 secondsSo, it was a facility where they had all these, like, kids with psychic powers

5 minutes and 45 secondskind of trapped, and they are experimenting on them.

5 minutes and 47 secondsI think this has been done many times since.

5 minutes and 49 secondsAnd, like, Stranger Things has a setup like this too.

5 minutes and 52 secondsFirestarter.

5 minutes and 53 secondsBut this facility had a bunch of kids together.

5 minutes and 55 secondsAnd it was gonna be really scientific.

5 minutes and 57 secondsThe main character was gonna be named X2,

5 minutes and 59 secondsI remember that.

6 minutes and 0 secondsAnd you were later gonna meet his friends X3 and X4.

6 minutes and 3 secondsBut then maybe you'd meet X1.

6 minutes and 4 secondsAnd maybe later on meet X0. It would be like Racer X.

6 minutes and 7 secondsI'm giving up being a racer.

6 minutes and 8 secondsAnd from now on I will be a full-time international secret agent

6 minutes and 11 secondswithout a name or a country.

6 minutes and 12 secondsGoodbye, Speed.

6 minutes and 13 secondsI don't know. I had all these ideas for it.

6 minutes and 14 secondsBut the slogan was gonna be: "X2...

6 minutes and 17 secondsRaised by science. Loved by no one."

6 minutes and 20 secondsWay more dramatic than--

6 minutes and 22 secondsAnyway.

6 minutes and 23 secondsThat was one of those little dead-ends that we didn't go down.

6 minutes and 25 secondsBut it did kind of evolve like:

6 minutes and 26 seconds"I don't think that research facility will be as fun to explore."

6 minutes and 28 secondsAnd then, in doing free-writing after that I'm like:

6 minutes and 32 seconds"What if it's in a summer camp?"

6 minutes and 33 secondsSo, it became a summer camp which is, like, a little lighter of a setting.

6 minutes and 36 secondsBut still a gathering of a bunch of kids together

6 minutes and 38 secondsfor purposes of, like, science and stuff, and training.

6 minutes and 41 secondsNow, I bring up-- Like, Nightmare Before Christmas.

6 minutes and 43 seconds1993.

6 minutes and 44 secondsPeople always refer to Psychonauts, or they did at the time, as...

6 minutes and 48 seconds...Burton-esque.

6 minutes and 49 secondsAnd I think, like, anything that's creative

6 minutes and 51 secondsor interesting looking always is called Burton-esque.

6 minutes and 53 secondsAnd it's kind of a sad commentary on how few things there were back then

6 minutes and 56 secondsthat were interesting and creative.

6 minutes and 57 secondsBecause I don't know if you would say-- Like, you look at Psychonauts,

7 minutes and 0 secondsyou wouldn't say it's exactly like Nightmare Before Christmas.

7 minutes and 3 secondsBut it definitely was on our minds a lot.

7 minutes and 6 secondsLike, that movie had a lot of impact on people who watched it back then.

7 minutes and 9 secondsIt was so creative and such a well-crafted movie.

7 minutes and 12 secondsAnd if we had our way,

7 minutes and 14 secondswe would have probably made the game look a lot more stop motion.

7 minutes and 17 secondsWe kind of were like: "What if it looked like stop motion?"

7 minutes and 20 secondsI was really fascinated with claymation and, like:

7 minutes and 22 seconds"What if we had a shader where you have moving thumbprints?"

7 minutes and 24 secondsKind of like a Will Vinton claymation at the time.

7 minutes and 27 secondsLike, you would see the thumbprints of the animator moving around every frame.

7 minutes and 29 secondsI was like: "What if we could do that?"

7 minutes and 31 secondsI didn't even know what a shader was back then.

7 minutes and 32 secondsBut, you know, I had this idea.

7 minutes and 34 secondsAnd basically, like... We just didn't know how to do that.

7 minutes and 37 secondsSo, I don't know would that have been better or worse

7 minutes and 39 secondsbut Psychonauts might have had that real Nightmare Before Christmas

7 minutes and 42 secondspuppet kind of look.

7 minutes and 43 secondsBut I think you can look at Black Velvetopia

7 minutes and 46 secondsand see a lot of inspiration for that

7 minutes and 48 secondsin the Oogie Boogie scene at the end of Nightmare.

7 minutes and 50 secondsWhere just the coolness-- it's something I've always liked,

7 minutes and 53 secondsis the way the black light looks,

7 minutes and 54 secondsand how it moves,

7 minutes and 55 secondshow it's dark, but it's bright at the same time.

7 minutes and 58 secondsSo, Black Velvetopia, I think, owes a lot to Oogie Boogie.

8 minutes and 0 secondsWe are gonna do our best. We are gonna do the best we can!

8 minutes and 3 secondsEdit that so I got that quote right.

8 minutes and 4 secondsI'm gonna do the best I can.

8 minutes and 6 secondsWe are gonna do the best we can.

8 minutes and 7 secondsForget it. Forget I said any of that.

8 minutes and 9 secondsOkay, um...

8 minutes and 10 secondsAnother artist I just wanted to call out

8 minutes and 11 secondsthat I know a lot of our artists talked about a lot.

8 minutes and 13 secondsYou know, our artists, Scott Campbell,

8 minutes and 15 secondsand Peter Chan, and Nathan Stapley,

8 minutes and 16 secondsat the beginning of that project were trying to figure out the look.

8 minutes and 19 secondsAnd a lot of the game is really, like, Scott Campbell's characters come to life.

8 minutes and 22 secondsBut one of the inspiring artists we were looking at was named Joe Sorren.

8 minutes and 25 secondsJoe Sorren is an American artist who does a lot of really unique character shapes

8 minutes and 30 secondsand also character color schemes.

8 minutes and 32 secondsIf you look at the faces of the characters in Psychonauts,

8 minutes and 35 secondsthey are all faces you don't see in nature,

8 minutes and 37 secondsand, like, colors you don't see in nature necessarily.

8 minutes and 39 secondsBlue faces and green faces.

8 minutes and 40 secondsAnd it's one of the reasons that a lot of the characters' faces

8 minutes and 43 secondsin Psychonauts have a very odd, like, painterly, multicolored look to them.

8 minutes and 47 secondsThat was very inspired by Joe Sorren,

8 minutes and 49 secondsbut I thought looked neat.

8 minutes and 52 secondsIn a creepy way. But I like it.

8 minutes and 54 secondsI named a bunch of video games here.

8 minutes and 56 secondsBecause I was at LucasArts making point-and-click adventures.

8 minutes and 58 secondsWhich were, like, you know, mostly they were 2D,

9 minutes and 0 secondsGrim was 3D.

9 minutes and 1 secondBut you would mostly click on an object, and then click to interact with it,

9 minutes and 4 secondsand the character's motion would be handled by the game.

9 minutes and 7 secondsAnd then I played Super Mario 64.

9 minutes and 10 secondsI remember that was the first one where I just, like, pushed the joystick

9 minutes and 13 secondsin the direction I wanted to go, and the character run that way,

9 minutes and 15 secondsand I was like: "Wait a second!"

9 minutes and 17 secondsAs much as I love tank controls.

9 minutes and 18 secondsAnd then I, at the time, played a lot of games like Final Fantasy VII.

9 minutes and 22 secondsMaybe later, like, Ocarina of Time.

9 minutes and 24 secondsThese games where you just drove the character directly and run around.

9 minutes and 27 secondsAnd you could still do things, and have a story,

9 minutes and 28 secondsand solve puzzles and stuff, but...

9 minutes and 30 secondsI think that was the moment where I was like:

9 minutes and 31 seconds"I don't think I want to make a point-and-click adventure anymore.

9 minutes and 33 secondsI think I want to make a console game.

9 minutes and 34 secondsI want to make a character-driven console game

9 minutes and 37 secondsthat is just really immediate,

9 minutes and 38 secondsand has more action,

9 minutes and 39 secondsbut, you know, has a lot of narrative and stuff.

9 minutes and 41 secondsAnd I think that was a big turning point for me

9 minutes and 43 secondsto leave behind what I've been doing

9 minutes and 45 secondsfor the last ten years and try something new.

9 minutes and 46 secondsSo, I would credit those games.

9 minutes and 48 secondsAnd another one...

9 minutes and 49 secondsSkies of Arcadia was the one that I played the most recently

9 minutes and 51 secondsbefore making Psychonauts.

9 minutes and 52 secondsAnd there are some actual mechanics from that game that showed up in Psychonauts.

9 minutes and 55 secondsLike the Chams.

9 minutes and 56 secondsThese little buried Chams that kind of give off this vibration.

9 minutes and 59 secondsThey are under the ground, you have to dig them up.

10 minutes and 1 secondAnd I think that's where-- obviously, where Psitanium came from

10 minutes and 4 secondsin Psychonauts too.

10 minutes and 5 secondsSo, thank you, Skies of Arcadia.

10 minutes and 7 secondsShout-out Harper.

10 minutes and 8 secondsAnd then, I want to talk about figments.

10 minutes and 10 secondsSo, figments are a collectible in Psychonauts.

10 minutes and 13 secondsThey are these little 2D drawings that you can run through and collect,

10 minutes and 16 secondsand they help tell the story of the game.

10 minutes and 18 secondsAnd I think it's interesting, because there is different stories

10 minutes and 20 secondsabout where those came from.

10 minutes and 21 secondsI was talking to people on the team.

10 minutes and 23 secondsAnd I remember this version,

10 minutes and 25 secondsthat Peter Chan and Scott Campbell remember,

10 minutes and 27 secondswhere we were looking at artists like Jean-Michel Basquiat and Paul Klee.

10 minutes and 31 secondsWho both, among their other styles,

10 minutes and 33 secondsthey also have this really squiggly line art drawing.

10 minutes and 35 secondsAnd Peter's thought was that:

10 minutes and 37 seconds"How do we differentiate the mental world from the physical world in Psychonauts?

10 minutes and 41 secondsYou are in the campgrounds, it's physical.

10 minutes and 42 secondsYou go in someone's mind, it's mental.

10 minutes and 44 secondsHow do we make them look different?"

10 minutes and 45 secondsAnd one of the ways was: "Well, how about the world is kind of--

10 minutes and 47 secondsIt's a thought, it's a memory, it's unconscious.

10 minutes and 50 secondsSo, it's maybe half-finished.

10 minutes and 51 secondsSo, we could have a solid tabletop.

10 minutes and 53 secondsBut we could have a bottle that's a 3D model bottle.

10 minutes and 56 secondsBut then we could have a line drawing of a bottle.

10 minutes and 57 secondsAnd a line drawing of something else.

10 minutes and 59 secondsAnd that would make the world look a little bit like a dream."

11 minutes and 1 secondAnd that was something he was experimenting with at the time.

11 minutes and 4 secondsNow, Erik Robson, our lead designer is like:

11 minutes and 6 seconds"Let me tell you where figments came from.

11 minutes and 7 secondsWe were doing the nightmare level

11 minutes and 9 secondsand I wanted to make it more scary.

11 minutes and 11 secondsAnd there was this game called The Suffering

11 minutes and 13 secondswhich used to, like, flash up these images on the screen,

11 minutes and 16 secondsreally scary visions just for a few seconds.

11 minutes and 18 secondsAnd so, I put up a child's drawing of a bunny in the nightmare level

11 minutes and 21 secondsand just flashed it on the screen.

11 minutes and 22 secondsAnd that Scott liked the aesthetic so much he was like:

11 minutes and 24 seconds"We could put this everywhere."

11 minutes and 25 secondsEverybody is, like, a hundred-percent sure that their version of the story is right.

11 minutes and 28 secondsAnd I think it's really interesting

11 minutes and 29 secondsbecause games are bringing together a lot of creative people.

11 minutes and 31 secondsAnd creative people collaborating on something is really interesting.

11 minutes and 34 secondsBut there's this thing where ideas come from

11 minutes and 35 secondsis not always, like, one place.

11 minutes and 37 secondsAnd you might be a hundred-percent sure that it came from this one place,

11 minutes and 40 secondsbut to someone else,

11 minutes and 41 secondstheir start of that journey to that idea

11 minutes and 43 secondswhere you met and had an idea together

11 minutes and 45 secondscould have started somewhere else.

11 minutes and 46 secondsAnd so, they think it came from here,

11 minutes and 47 secondsand you think it came from here.

11 minutes and 48 secondsAnd really, it was when you both described your ideas,

11 minutes and 50 secondsthe overlap became the idea that got into the work,

11 minutes and 53 secondsand eventually comes to make something like a game,

11 minutes and 55 secondslike Psychonauts that we are here still talking about 20 years later.

11 minutes and 58 secondsSo, I hope that was interesting.

12 minutes and 0 secondsIf not, it's just me rambling.

12 minutes and 2 secondsBut I'm excited to be talking about Psychonauts 20 years later.

12 minutes and 4 secondsI still love that game. I hope you like it too.

12 minutes and 6 secondsAnd thank you for joining us on this celebration

12 minutes and 9 secondsof the 20th anniversary of Psychonauts.

12 minutes and 13 secondsYou guys gonna say anything?

12 minutes and 16 secondsWe'll dub that in later.

12 minutes and 17 secondsBye!

Bye!

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