---
title: PsychOdyssey EP10 - “Bittersweet Gravity”
date: 2023-01-20T13:11:00-08:00
author: Harper Jay
canonical_url: "https://www.doublefine.com/dftv/psychodyssey-ep10-bittersweet-gravity"
section: DFTV Videos
---
[Watch on YouTube: Bittersweet Gravity](https://www.youtube.com/watch?v=DP9SLCbmI0U)

[View transcript ](https://www.doublefine.com/dftv/psychodyssey-ep10-bittersweet-gravity#transcript)

# Bittersweet Gravity

James finds his footing with the team and Psychonauts 2's first mental landscape takes shape.

[ Download Video ](https://archive.org/details/Double_Fine_PsychOdyssey)

Duration: 36 minutes and 0 seconds long  
Published: January 20th 2023

[psychodyssey](https://www.doublefine.com/search/tag/psychodyssey)[psychonauts 2](https://www.doublefine.com/search/tag/psychonauts-2)[making of psychonauts 2](https://www.doublefine.com/search/tag/making-of-psychonauts-2)[documentary](https://www.doublefine.com/search/tag/documentary)

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4KClosed Captions](https://www.doublefine.com/dftv/psychodyssey)

## Episode Stills Gallery

- [![Artist Jeremy Natividad sits in front of a whiteboard chock full of concepts and ideas, all of which are scribbled in blue ink.](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-05.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-05.jpeg "Double Fine PsychOdyssey - Episode 10 - Jeremy")
- [![Zak, wearing an orange shirt and seated before a mysterious white wall, discusses the highs and lows of project development.](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-04.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-04.jpeg "Double Fine PsychOdyssey - Episode 10 - Isolated Zak")
- [![Programmers Duncan Boehle and Aaron Jacobs stand back to back and smile proudly with their arms crossed during a stand-up meeting.](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-01.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-01.jpeg "Double Fine PsychOdyssey - Episode 10 - Duncan and Aaron stand together")
- [![Double Fine PsychOdyssey - Episode 10 - James Demo](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-02.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-02.jpeg "Double Fine PsychOdyssey - Episode 10 - James Demo")
- [![Anna, Kee, and other principle Double Finers pose at a small office desk as they show off an early portion of the game.](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-03.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-03.jpeg "Double Fine PsychOdyssey - Episode 10 - DF Old Timer Meeting")
- [![Double Fine PsychOdyssey - Episode 10 - James Close Up](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-08.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-08.jpeg "Double Fine PsychOdyssey - Episode 10 - James Close Up")
- [![Double Fine PsychOdyssey - Episode 10 - James and Devin](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-06.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-06.jpeg "Double Fine PsychOdyssey - Episode 10 - James and Devin")
- [![Jeremy and James sit on the big yellow couch in the &quot;Lola&quot; meeting room and enthusiastically shake hands while smiling at the camera.](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-07.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-10-Stills-07.jpeg "Double Fine PsychOdyssey - Episode 10 - Jeremy and James shake hands")

## Episode Transcript

14 secondsZAK: I guess maybe if you called out the path that is coming around

16 secondsfrom the other side a little bit better, but...

18 secondsThere is no-- there is no--

20 secondsThere is no other obvious place for me to go, except drop down.

23 seconds"And then you walk off a cliff."

25 secondsLike, players don't want to just walk off a cliff.

26 seconds"All right, I guess I'm supposed to go over there..."

29 seconds-JAMES: I guess there is not... -ZAK: "Oh, oh! Oh, I failed!"

31 secondsWhich means we probably want to expand that space out a little bit more,

33 secondsso it looks a little bit more clearly like it's further away.

36 secondsZAK: Uh...

37 secondsThis area still has massive layout problems.

41 secondsJAMES: Imagine this was great...

42 secondsfor the section.

44 seconds\[MUSIC\]

1 minute and 16 secondsANDY: I can imagine they are not exactly thrilled.

1 minute and 19 secondsI know they need programmers.

1 minute and 21 seconds-TIM: And James Marion. -And James Marion!

1 minute and 23 secondsZAK: I'll-- I'll fire him if he is bad.

1 minute and 25 secondsYeah.

1 minute and 26 secondsFurther kick off the hub. Because it's so big.

1 minute and 29 seconds-RYAN: It's huge, yeah. -ZAK: Making the layout of the whole hub.

1 minute and 31 secondsAnd then, figure out what brain we would want to do.

1 minute and 33 secondsZAK: So you guys want to do the Brain in a Jar?

1 minute and 35 seconds-JAMES: Yep. -JEREMY: Locked.

1 minute and 37 secondsToday is level presentations.

1 minute and 39 secondsZAK: Yeah, I'm not sure that makes sense.

1 minute and 41 secondsJAMES: Zak said a lot.

1 minute and 43 secondsTIM: This changes everything.

1 minute and 44 secondsLike, this gives me ten thousand more ideas all of a sudden.

1 minute and 46 secondsJEREMY: That seems awesome!

1 minute and 47 secondsJAMES: Keep going? Good? I got thumbs up? Okay.

1 minute and 50 secondsAre we clear to go into whiteboxing?

1 minute and 51 secondsI think so-o-o...

1 minute and 53 secondsRYAN: Sure.

1 minute and 55 secondsJAMES: There is more to be worked on with powers in this step?

1 minute and 58 secondsThis whole phase?

1 minute and 59 seconds-ZAK: Yes, of course there is. -JAMES: Okay.

2 minutes and 0 seconds-Well, what kind of stuff... -Of course there is!

2 minutes and 2 secondsWould you like me to do f--

2 minutes and 3 secondsZAK: I wouldn't worry...

2 minutes and 4 secondsI think right now whiteboxing is about, like, scope, area theming, flow.

2 minutes and 8 seconds-Like, getting mesh built. -Mm-hmm.

2 minutes and 10 secondsYou can just have a stub of, like: "And then a puzzle happens here."

2 minutes and 12 secondsSame way we are going to have, like: "And then a combat happens here."

2 minutes and 15 seconds-"And then there is a cutscene here." -Yeah, yeah.

2 minutes and 16 secondsLike, you can just-- Don't worry.

2 minutes and 18 secondsYou don't need to worry about it right now for the first step of whitebox.

2 minutes and 20 secondsOkay.

2 minutes and 21 secondsWe should get to that, but, like, the most important thing is, like:

2 minutes and 23 seconds"How big is this level? What does it mainly look like?"

2 minutes and 25 secondsSo, for the next week or two?

2 minutes and 27 secondsI don't know how long we have on whitebox one.

2 minutes and 29 seconds-Three weeks. -Three weeks.

2 minutes and 30 seconds-ZAK: The Brain in a Jar. -TIM: And who is the level team?

2 minutes and 32 secondsZAK: The level team is...

2 minutes and 33 seconds-ZAK: James. -TIM: New guy.

2 minutes and 35 seconds-ZAK: Jeremy. -TIM: Old guy.

2 minutes and 36 secondsZAK: Uh... and Levi.

2 minutes and 38 secondsTIM: Really old guy.

2 minutes and 39 secondsZAK: And you, as the writer.

2 minutes and 41 seconds-\[TIM CHUCKLES\] -ZAK: You are the writer on the level.

2 minutes and 43 seconds-\[TIM CHUCKLES\] -Um...

2 minutes and 44 seconds-TIM: As "the writer." -ZAK: As "the writer."

2 minutes and 46 secondsUm...

2 minutes and 47 secondsAnd then you cut to me and I'm, like, smoking,

2 minutes and 49 secondsand typing on the old typewriter.

2 minutes and 51 seconds-Like the beginning of Barney Miller. -\[TIM MIMICS TYPEWRITER SOUNDS\]

2 minutes and 52 secondsSleeves all rolled up. \[TIM GRUNTS\]

2 minutes and 54 secondsPull out the paper.

2 minutes and 55 seconds\[TIM VOCALIZES DISGRUNTLEMENT\]

2 minutes and 56 secondsAlso in this whiteboxing phase,

2 minutes and 58 secondsI get the impression that...

3 minutes and 0 secondswe don't want to show this kind of stuff to Tim

3 minutes and 2 secondsuntil it looks like something that will get him excited about the level.

3 minutes and 6 secondsPAUL: He'll just be like: "Why are you wasting my time?"

3 minutes and 7 secondsWell, yeah, at some point it's just kind of clutter,

3 minutes and 9 secondsas far as the information we are delivering him.

3 minutes and 11 secondsAnd there is not much changing about the narrative right now.

3 minutes and 13 secondsCan you actually make a note for yourself to revisit the door metrics?

3 minutes and 16 seconds-Because I think they are too small. -They are too small.

3 minutes and 17 seconds-Yeah. -Yep.

3 minutes and 18 secondsUm, yeah... So, then...

3 minutes and 20 secondsThese are the three islands,

3 minutes and 21 secondsand this is kind of the rough size of what the whirlpool should be

3 minutes and 24 secondsin terms of, like, a comparison to the islands.

3 minutes and 27 secondsThere'd be, like, a big harpsichord that has fallen over across this gap.

3 minutes and 30 secondsZAK: Yeah, we might run into some--

3 minutes and 31 secondssome maximum, uh, allowable length issues for tightropes.

3 minutes and 35 secondsOh, interesting.

3 minutes and 37 secondsWe've never made tightropes that long.

3 minutes and 38 seconds-I didn't know that was a thing, sorry. -It's not.

3 minutes and 39 seconds-\[JAMES CHUCKLES\] -That'd be just fine to have them.

3 minutes and 41 secondsLEVI: But this is outside of direct light in this area, so...

3 minutes and 44 secondsYeah, it's porous though.

3 minutes and 45 secondsLEVI: It's going to be a little dimmer, and Raz's influence is going to be...

3 minutes and 49 secondsYeah, I'm less-- I'm less worried about, uh...

3 minutes and 51 secondswhat the aesthetics of each individual area at this point.

3 minutes and 53 secondsMore so, like: "What is this area eventually going to be?

3 minutes and 56 secondsAnd what's going to be happening there?

3 minutes and 57 secondsLike, what is the purpose of an empty box being here right now?"

4 minutes and 0 seconds-ZAK: And it represents this thing, so. -Okay.

4 minutes and 1 secondZAK: Um... I have full faith that we'll be able to make it beautiful.

4 minutes and 4 secondsYep. So, then you jump down: "Hey! Ship!"

4 minutes and 7 secondsJAMES: Because I've never... sat down in my life

4 minutes and 10 secondsand tried to build platforming paths in 3D.

4 minutes and 13 secondsSo, uh...

4 minutes and 15 secondsI think I'm doing a pretty good job getting a flow

4 minutes and 16 secondsfor, like, how things connect, and all that.

4 minutes and 19 secondsYeah, I've never worked on a platformer either, to be honest.

4 minutes and 22 secondsAnd, like, it's kind of bad, because, like...

4 minutes and 24 secondsI'm not very confident in, like, my, like, level design stuff.

4 minutes and 27 secondsSo, like, I don't ask for as much feedback as I should.

4 minutes and 31 secondsI don't know.

4 minutes and 31 secondsIt was, like, one of the things I was thinking about.

4 minutes and 33 secondsBetween, like, the cave and then this area.

4 minutes and 35 secondsIs it a lot now? Compared to what it was before.

4 minutes and 39 secondsThere is, like, three puzzles here.

4 minutes and 40 seconds-Are you asking me or Zak? -Just everyone.

4 minutes and 42 secondsUh, it doesn't feel-- I mean, I don't-- we are not done with it,

4 minutes and 44 secondsso I can't tell you if it feels like a lot yet.

4 minutes and 46 secondsAre you-- Sorry, what do you think about it?

4 minutes and 48 secondsDo you think it's too much right now? Or...

4 minutes and 49 secondsUh, just, like, when we were talking about it before...

4 minutes and 52 secondsThese two areas, like... seemed really small.

4 minutes and 56 seconds-Yeah. -And now they are... huge.

4 minutes and 58 secondsI'm just wondering if, like...

4 minutes and 59 secondsIf this level... is already getting bigger in scope

5 minutes and 4 secondsthan we initially thought it would be.

5 minutes and 6 secondsZAK: There will be definitely, like,

5 minutes and 7 secondsmajor scoping is meant to happen during the whitebox phase.

5 minutes and 9 secondsSo getting the first version up

5 minutes and 10 secondsthat is as big as you'd ever want it to be,

5 minutes and 12 secondsand then paring it back from there

5 minutes and 13 secondsis absolutely the process you should be doing right now.

5 minutes and 16 seconds-Cool. -Um...

5 minutes and 18 seconds-JAMES: Go, team! -ZAK: Yay!

5 minutes and 19 secondsRYAN: Good start, good start!

5 minutes and 20 secondsTIM: Let's talk about last week in the world of Psychonauts 2.

5 minutes and 23 secondsZAK: Uh, yeah we are just kind of plugging away at our first two levels.

5 minutes and 27 secondsSo, we got the Brain in the Jar.

5 minutes and 28 secondsUh...

5 minutes and 29 secondsAnd the whole Hub 1: HQ and surrounding areas.

5 minutes and 33 secondsUh, but that's very exciting.

5 minutes and 34 secondsThose our first production levels.

5 minutes and 36 secondsAnd especially, um, you know...

5 minutes and 37 secondsThe brain is our first brain level,

5 minutes and 38 secondsand the hub is going to be a huge chunk of the game.

5 minutes and 40 secondsSo, that's exciting to have some of that stuff figured out.

5 minutes and 43 secondsPAUL: How do you like Ryan's, uh... hub level?

5 minutes and 45 secondsNot a fan-- oh!

5 minutes and 46 secondsI thought you were just talking about Ryan.

5 minutes and 47 seconds-\[PAUL CHUCKLES\] -Um...

5 minutes and 49 secondsJAMES: The hub level is really cool, it's a...

5 minutes and 51 secondsI don't envy their... job.

5 minutes and 53 secondsBecause it's such a huge space,

5 minutes and 56 secondsbecause it just kind of has to exist and support the narrative.

5 minutes and 59 secondsThey are creating paths,

6 minutes and 0 secondsand then they have to create paths between those paths.

6 minutes and 2 secondsAnd then, explorable areas between those paths

6 minutes and 4 secondsthat don't detract from those paths.

6 minutes and 6 secondsIt's kind of nutty to think about.

6 minutes and 8 secondsI'm trying not to do too much to, like, make the scene look good right now.

6 minutes and 12 secondsBut you still have to do enough to make it readable,

6 minutes and 14 secondsand let people...

6 minutes and 17 seconds...start to understand what it could be in the future.

6 minutes and 19 secondsLike, so...

6 minutes and 21 secondsRYAN: This is the first stab! There is some stuff happening!

6 minutes and 24 seconds-Which is exciting. -ZAK: Yay!

6 minutes and 25 secondsYeah.

6 minutes and 26 secondsA tool that shows, like, jump distances and stuff from a point.

6 minutes and 31 secondsIs that too far off to even start worrying about?

6 minutes and 33 secondsNo.

6 minutes and 34 secondsI would love to have a tool like that eventually.

6 minutes and 36 secondsBut it's probably a substantial amount of programmer time.

6 minutes and 38 secondsAnd we need to get all the moves in first.

6 minutes and 41 secondsUm... so, yeah.

6 minutes and 43 secondsRYAN: We'll figure it out. We can spec out what we want,

6 minutes and 45 secondsand then see what some steps are to get towards that.

6 minutes and 47 secondsJAMES: Cool.

6 minutes and 49 secondsRYAN: We are learning how to work together.

6 minutes and 50 secondsWe are learning how to work with the tech we have.

6 minutes and 52 secondsUm, fortunately, uh...

6 minutes and 53 secondsNow that the Rhombus of Ruin team has, uh...

6 minutes and 56 secondsum, finished their game and released it.

6 minutes and 59 secondsUm, and we've got a couple of the programmers from that team.

7 minutes and 1 secondYou know, we have people who understand the tech a little bit better,

7 minutes and 3 secondsso that's great.

7 minutes and 4 seconds-ZAK: There you go. -\[LAUGHTER\]

7 minutes and 6 seconds-It's actually kind of... -ZAK: Code bros!

7 minutes and 7 seconds-\[LAUGHTER\] -ZAK: There they are!

7 minutes and 9 secondsUh, all right! Welcome to stand-ups!

7 minutes and 11 secondsUh, what did you do yesterday? What are you doing today?

7 minutes and 13 secondsAnd are you blocked by anything or need anything?

7 minutes and 15 secondsUh, today we have an interview.

7 minutes and 16 secondsUm, the bouncer should be done,

7 minutes and 18 secondsso I'm going to do some quick tuning on that.

7 minutes and 20 secondsUh, we are having a meeting on relative gravity.

7 minutes and 21 secondsTo talk about just what the requirements are.

7 minutes and 23 secondsWe are-- we are talking about...

7 minutes and 25 secondskind of similar to, like, what was in the Milkman level.

7 minutes and 27 secondsWell, we could talk about that too. That's the other big thing to talk about.

7 minutes and 30 secondsPAUL I mean, you must have known

7 minutes and 31 secondsyou are going to come onto Psychonauts 2 afterwards.

7 minutes and 33 secondsBut you got thrown into gravity.

7 minutes and 35 secondsDUNCAN: Yeah.

7 minutes and 36 secondsPAUL: It's something that, I think, like, fans are really... expecting.

7 minutes and 41 secondsAnd with the way that the team has been rolling forward with whiteboxing.

7 minutes and 44 secondsJust not having that in place means that they haven't really been able to...

7 minutes and 47 secondsDUNCAN: It's true.

7 minutes and 48 secondsPAUL: ...to think about it in a design sense.

7 minutes and 50 secondsYeah, I think the Milkman level was, um...

7 minutes and 53 secondsA lot of people who played the game, you know, when you ask them:

7 minutes and 56 seconds"Oh, you know, what did you like about the game? What was memorable?"

7 minutes and 58 secondsThey are all just like: "Oh, yeah, that Milkman level was really cool."

8 minutes and 1 secondLike, that's something that always comes up.

8 minutes and 3 secondsAnd, um, I think it just subverted a lot of people's expectations at the time.

8 minutes and 7 secondsIt's visually extremely compelling,

8 minutes and 9 secondsbecause the artists we have here are amazing.

8 minutes and 11 secondsAnd the physics behind that gravity system really complemented that.

8 minutes and 15 secondsUm, and so, I think that's--

8 minutes and 17 secondsThe fact that it was so memorable in the first game,

8 minutes and 20 secondsI think, is why we'd want to bring that part of it back here.

8 minutes and 23 secondsBecause that's one thing in, like, Sasha's Cube, like...

8 minutes and 27 secondsHaving momentum as you jump over the edge.

8 minutes and 29 seconds-LEVI: You kind of slingshot as it goes-- -ZAK: There is a little of that...

8 minutes and 32 secondsZAK: ...with the bounce back from the melee.

8 minutes and 33 secondsBut I think they kept the-- the momentum

8 minutes and 36 secondsand vectors of the gravity changing stuff, like, really simple and predictable.

8 minutes and 40 secondsSo that as a player you could tell what's going on.

8 minutes and 42 secondsBecause I think if there was that kind of complex--

8 minutes and 44 seconds-LEVI: Momentum system. -ZAK: Like, multiple momentums going on...

8 minutes and 47 secondsZAK: It would just get super confusing from an over the shoulder kind of view.

8 minutes and 51 secondsLEVI: Right.

8 minutes and 52 seconds-Anna, you are going to barf. -Anna, you are going to barf.

8 minutes and 54 seconds-Oh, really? -Yeah, oh, yeah.

8 minutes and 56 seconds-Just... if you are going to spew... -Yeah, we've got a bag for you right here.

8 minutes and 58 seconds-Spew into this. -It's right there.

9 minutes and 0 secondsZAK: That's great.

9 minutes and 2 seconds\[MUSIC\]

9 minutes and 4 secondsDUNCAN: And so, I think there is an interesting challenge coming up with:

9 minutes and 6 seconds"How do we make it memorable?

9 minutes and 8 secondsBut not just do the same sort of twist that we had then."

9 minutes and 10 secondsSo, you know, I'm kind of excited to see what people do with it.

9 minutes and 14 seconds\[MUSIC\]

9 minutes and 15 secondsWe have a great set of people making Raz feel as good as possible

9 minutes and 19 secondsjust walking on a flat surface.

9 minutes and 20 secondsI want him to feel the exact same way no matter where he is walking.

9 minutes and 23 secondsAnd so I'm trying to be as sort of surgical as possible

9 minutes and 26 secondsto avoid changing any of those tuning, um, values.

9 minutes and 28 secondsAnd to sort of exert as little design as possible.

9 minutes and 31 secondsJust to get it working initially.

9 minutes and 33 secondsAnd then we can start making interesting decisions about:

9 minutes and 35 seconds"Well, if we did want to change the way he feels

9 minutes and 37 secondswhen you are going around a surface,

9 minutes and 39 secondsthen what would you need to change from the default?"

9 minutes and 41 secondsSo...

9 minutes and 44 secondsHi.

9 minutes and 45 secondsZAK: We'll come up with an approach that we do first, then we'll play it,

9 minutes and 48 secondsand we'll decide if it's crappy, and then we'll change it.

9 minutes and 50 secondsThere is a couple of other, like, wacky things like glide rings,

9 minutes and 53 secondsor different kinds of disappearing platforms,

9 minutes and 55 secondsor a cannon, or whatever.

9 minutes and 56 secondsBut they are not all-- They are not--

9 minutes and 57 secondsThey are not, like, bread and butter, or would be in a lot of levels.

10 minutes and 0 secondsYeah, and we-- we have some, like...

10 minutes and 1 second-We need to revisit tightrope. -ZAK: Absolutely. Yeah, yeah.

10 minutes and 4 seconds-But it does exist. -ZACH: Long jump?

10 minutes and 6 secondsZAK: Yeah, but long jump and high jump are meant to

10 minutes and 9 secondsreplicate things you can do with the ball.

10 minutes and 10 seconds-ZACH: I see. -So they don't impact layout.

10 minutes and 13 secondsThey are just, like, a game feel addition.

10 minutes and 14 secondsSo, we might not get to those until later.

10 minutes and 16 seconds-DEVIN: Okay -Um...

10 minutes and 17 secondsHow suspicious are you of your--

10 minutes and 19 secondsYou are making a sour face, you are not making an excited Devin face.

10 minutes and 21 secondsYou are not like: "Hell, yeah! Ropes!"

10 minutes and 23 secondsI'm-- I'm still, like, mulling over the controls problems.

10 minutes and 27 secondsZAK: I mean, we can do some reference of other games

10 minutes and 29 secondsand that will make us feel a little better.

10 minutes and 30 secondsZAK: Um, it's got locked dodges that are all, like--

10 minutes and 32 secondshave a ton of air steering in them.

10 minutes and 33 secondsKEE: Oh my god!

10 minutes and 35 secondsZAK: Well, because you are doing, like, really precise, like, avoidance.

10 minutes and 38 secondsAnd some of it, if it was all locked in

10 minutes and 41 secondsyou'd jump right into rockets a lot.

10 minutes and 42 seconds-KEE: Huh. -GEOFF: It's a little floppy though.

10 minutes and 44 secondsGEOFF: Like, when he is jumping to the side, it looks like he is...

10 minutes and 47 secondsIt's like you would throw a doll to the side.

10 minutes and 49 seconds-Not that someone is actually doing it. -Yeah, yeah, yeah, yeah, yeah.

10 minutes and 52 secondsZAK: Yeah, because it's got, like, a less leisurely loop at the top.

10 minutes and 55 seconds-Where it's his feet go across. -Yeah.

10 minutes and 56 secondsZAK: Oh, yeah, wait, uh...

10 minutes and 58 secondsANNA: Oh, they have that!

10 minutes and 59 secondsZAK: Yeah, oh my god!

11 minutes and 0 secondsIt's only on, like, specifically-- whoops, specifically marked walls.

11 minutes and 3 secondsKEE: And do you slide down if you don't jump?

11 minutes and 5 secondsZAK: Yeah, and you just-- And you--

11 minutes and 6 seconds-ANNA: Can I try it? -ZAK: Like, as soon as you hit one...

11 minutes and 9 secondsZAK: As soon as you hit one, it's just... that.

11 minutes and 12 secondsJust 'X'.

11 minutes and 13 secondsKEE: Oh, okay.

11 minutes and 15 secondsGEOFF: There is no back and forth. It's just jump, jump, jump, jump.

11 minutes and 18 secondsKEE: The back and forth stuff is-- feels, like, unnecessary a lot of the times.

11 minutes and 22 seconds-GEOFF: Yeah. -ZAK: Yeah.

11 minutes and 24 secondsGEOFF: I always remember in Mario stuff it was a little--

11 minutes and 26 secondsit felt a little bit better, because you had to press back and forth.

11 minutes and 30 secondsNice thing about that is you don't have to do any tuning

11 minutes and 32 secondsof, like, because--

11 minutes and 33 secondsBecause the players instinct is to jump and then press away from the wall,

11 minutes and 36 secondswhich means sometimes they don't hit the wall,

11 minutes and 37 secondswhereas this is, like, it's just all simplified to...

11 minutes and 40 secondsYeah, you just pop on.

11 minutes and 42 secondsYou made the change, so you don't have to push into the wall anymore?

11 minutes and 44 secondsYeah.

11 minutes and 45 secondsSo now you just press jump and he'll continue to do that.

11 minutes and 48 secondsDEVIN: And you can slide down.

11 minutes and 49 secondsOh, I don't know if I set the data for infinite slide down.

11 minutes and 53 seconds-\[KEE VOCALIZES SLIDING\] -So slow.

11 minutes and 54 secondsZAK: Yeah, so we'll get the...

11 minutes and 56 secondsThat'll actually have the, um, animations.

11 minutes and 59 seconds-And then... -Wall slide.

12 minutes and 0 secondsWall slide stuff. This is almost in, right?

12 minutes and 2 seconds-Hyah, hyah, hyah. -Whoa-ow!

12 minutes and 4 seconds-What?! That's awesome. -Badass, that's badass.

12 minutes and 7 secondsYeah, and the idea, uh, long-term is, I think, I'd like to get, like, the ball.

12 minutes and 13 secondsLike, he flattens out the ball against the wall,

12 minutes and 14 secondsand is sort of, like, riding it down, and then launches--

12 minutes and 16 secondsand then launches off the ball.

12 minutes and 18 secondsKEE: And... at what point do we need

12 minutes and 20 secondsto address the camera a little bit more too?

12 minutes and 23 secondsAfter all the primitives are in?

12 minutes and 24 secondsIt does seem like it's getting in the way...

12 minutes and 26 seconds-...now. -Yep, yep.

12 minutes and 28 secondsUm...

12 minutes and 29 secondsI think we should continue to do more primitives, because...

12 minutes and 32 secondsIt's-- it's going to be--

12 minutes and 35 secondsIt's going to be a long hard journey into darkness... to do the camera.

12 minutes and 39 secondsSomeone is going to get lost... up the river for a while.

12 minutes and 42 secondsSo we should put it off for as long as possible.

12 minutes and 43 secondsAnd it's not going to get any better.

12 minutes and 44 secondsUm... no, I just feel like we can make super rapid visible progress

12 minutes and 47 secondsin all of the primitives, that helps us build the game.

12 minutes and 50 secondsUm...

12 minutes and 51 secondsAnd then, once we have the-- most of the primitives

12 minutes and 55 secondsand player moves in, we will circle back to camera.

12 minutes and 56 secondsDEVIN: Do you think we are going to run into situations

12 minutes and 59 secondswhere, like, after we've done work on the camera,

13 minutes and 1 secondand made the camera, like, acceptably... okay.

13 minutes and 4 secondsUh, that we'll be like: "Oh... the camera is fine.

13 minutes and 8 secondsBut certain types of level layout cause it a problem.

13 minutes and 11 secondsSo just don't do those types of level layout.

13 minutes and 13 secondsI think that probably will end up happening.

13 minutes and 14 secondsSo wouldn't it be useful to know that before we build all those levels.

13 minutes and 17 secondsIt would be, but I think it'd more useful to have all the tools for building levels

13 minutes and 22 secondsthat create positive layout possibilities, rather than knowing--

13 minutes and 25 secondsSo, we've got, like: "Here is all the possibilities

13 minutes and 27 secondsthat we could make with all the moves that we have,

13 minutes and 29 secondsand here is some subset of that

13 minutes and 30 secondsthat we should disallow based on what the camera can do.

13 minutes and 32 secondsAnd I think it's more important to get that full subset.

13 minutes and 34 secondsLike, to create our language for building out levels

13 minutes and 37 secondsbefore we know what parts of it we shouldn't let people do.

13 minutes and 39 seconds-Okay. -Um...

13 minutes and 41 secondsIt's-- yeah...

13 minutes and 42 secondsIt's one of those things that you just-- We are going to regret it.

13 minutes and 45 secondsIt'll be, like, six months, we'll be like: "Damn! We should have done the camera."

13 minutes and 48 secondsAnd, like: "Yes, we should have."

13 minutes and 49 secondsIf we had more resources, we would be working

13 minutes and 50 secondson the camera right now, and that would be a better thing to do than not.

13 minutes and 53 secondsBut given the fact that we only have three gameplay programmers.

13 minutes and 55 secondsAnd soon to have a fourth.

13 minutes and 57 secondsI mean, if we want to devote Duncan full-time to camera right now...

14 minutes and 0 secondsUm... we could.

14 minutes and 1 secondBut I feel like we are not going to even have

14 minutes and 3 secondsall of the use cases or needs until we get further along with the primitives anyway.

14 minutes and 7 secondsAnd so, that work will be shorter, once we actually know what the cases are.

14 minutes and 10 seconds-So... -Okay.

14 minutes and 12 seconds-Cool. -Yay!

14 minutes and 19 secondsDUNCAN: Um...

14 minutes and 20 secondsI mean, the entire camera system... probably not.

14 minutes and 23 secondsRYAN: Oh, I heard you felt really excited about it.

14 minutes and 25 secondsAnd I was really excited that we are going to have somebody

14 minutes and 26 secondswho was interested in working on the camera system.

14 minutes and 27 secondsDUNCAN: I heard we are hiring another gameplay programmer.

14 minutes and 29 seconds\[KEE LAUGHS\]

14 minutes and 32 secondsZAK: ...and continued player work.

14 minutes and 33 secondsSo, we are getting more of the new player, uh, movement in.

14 minutes and 36 secondsWe got the wall slide, um...

14 minutes and 37 secondsAnd then, we are working on other really big ones like monkey bars.

14 minutes and 39 secondsTo be able to do hand over hand monkey bars on stuff.

14 minutes and 42 seconds-See, I can't do that. -ZAK: You can't do that.

14 minutes and 43 seconds-Stuff, like, not even we can do. -TIM: Yeah, not, definitely.

14 minutes and 46 secondsFinally Raz is doing something I can't do.

14 minutes and 47 seconds-ZAK: Yes, that's true, that's true. -\[LAUGHTER\]

14 minutes and 49 secondsZAK: Uh, we are just about leaving pre-production.

14 minutes and 52 secondsWe don't have as much done as I'd like to have done.

14 minutes and 54 secondsBut that's kind of always the case.

14 minutes and 56 secondsUh, we didn't have enough programming resources early on

14 minutes and 59 secondsduring pre-pro, so we are not through as much of the core gameplay

15 minutes and 4 secondsas I'd like to be for production.

15 minutes and 6 secondsUm, but prioritized all the player moves stuff,

15 minutes and 8 secondsso that we'll be able to build levels properly.

15 minutes and 10 secondsAnd then, the other exciting announcement staff-wise for us is...

15 minutes and 13 secondsUh, we've spent a bunch of time, uh, with Kee doing such a wonderful job,

15 minutes and 18 secondsfilling in for our Lead Programmer, that Kee is now our Lead Programmer...

15 minutes and 20 seconds-...on the project. -TIM: Yay!

15 minutes and 22 seconds\[CLAPPING\]

15 minutes and 26 secondsSince Kee's just been doing all that work, we should make that official.

15 minutes and 29 secondsSo, Kee is now our Lead Programmer.

15 minutes and 31 seconds-ZAK: So, that is awesome. -\[LAUGHTER\]

15 minutes and 32 secondsKEE: So, the thing that I've done a lot was the gameplay on smaller teams.

15 minutes and 36 secondsSo being a Lead Programmer now on a bigger team,

15 minutes and 38 secondsthere is a lot of things I-- I don't know what I'm doing.

15 minutes and 41 secondsThere is a lot of things that I haven't done before.

15 minutes and 43 secondsNot to mention I have been so-- so--

15 minutes and 46 secondstargeting, specifically thinking about gameplay stuff.

15 minutes and 49 secondsLike, stuff that are more system side,

15 minutes and 51 secondslike graphics, memory management, stuff like that,

15 minutes and 53 secondsis stuff that I'm kind of broadly aware of,

15 minutes and 56 secondsbut nothing that I have deep knowledge of.

15 minutes and 59 secondsThe general goal of saying, like: "We are out of pre-production for tech."

16 minutes and 3 secondsSo, the main focus is that once we are in production, uh...

16 minutes and 9 secondscontent creators have everything they need to move forward.

16 minutes and 11 secondsUh, focusing primarily on level teams.

16 minutes and 15 secondsUh, and that is along the lines of why we are...

16 minutes and 18 secondsuh, focusing on player moves, and primitives, and stuff like that.

16 minutes and 21 secondsKEE: So, you know...

16 minutes and 23 secondsI think it definitely would've benefited this-- the project better

16 minutes and 27 secondsif someone was in this position that had the wealth of experience.

16 minutes and 30 secondsUm...

16 minutes and 32 secondsBut that person is also very hard to find,

16 minutes and 34 secondsand it's also very hard to find for this particular game,

16 minutes and 37 secondsthat fits with this game, and fits with the studio.

16 minutes and 40 secondsSo, um...

16 minutes and 41 secondsHopefully I'm doing okay.

16 minutes and 43 seconds\[MUSIC\]

16 minutes and 49 secondsCrafty motherfucker, Michael Tucker.

16 minutes and 51 seconds\[LAUGHTER\]

16 minutes and 52 secondsUh... what are we waiting for?

16 minutes and 54 secondsWhy are we starting so late?

16 minutes and 55 secondsWhat is going on?

16 minutes and 56 secondsGEOFF: Uh... James is having some check in issues.

16 minutes and 59 secondsAs in he didn't check in yet?

17 minutes and 1 secondJEREMY: I think he is trying to push?

17 minutes and 2 secondsBecause I-- I have a suspicion

17 minutes and 4 secondsthat there is a substantial amount of content to look at.

17 minutes and 6 seconds-JEREMY: There is a lot. -Yep.

17 minutes and 7 secondsJAMES: Sorry.

17 minutes and 8 seconds-There is a lot of content everywhere. -Yeah.

17 minutes and 9 secondsYeah, I still-- I still think this path right here,

17 minutes and 13 secondsyou need to work on the connections.

17 minutes and 14 secondsJust because it is not an immediate, like: "Where the hell am I going?"

17 minutes and 17 secondsAnd all of that does not look like a traversable space... to me.

17 minutes and 22 secondsBecause it's such a sharp slope.

17 minutes and 23 secondsLike, largely downward slopes would be associated with paths down, not paths up.

17 minutes and 27 secondsI realize you can climb up that thing a little ways.

17 minutes and 29 secondsJAMES: It's those kind of problems that are, uh... really important.

17 minutes and 33 secondsAnd I think framing, um... framing scenes is also something

17 minutes and 37 secondsthat I hadn't even put much thought into before I got here.

17 minutes and 40 secondsUm, but it's, like, most of my job now.

17 minutes and 43 secondsUm, and I think a lot of 3D platformers do that very poorly.

17 minutes and 47 secondsLike, I think there are a lot of 3D platformers,

17 minutes and 48 secondswhere you walk into a room, and you can kind of see everything

17 minutes and 52 secondsthat's going to be in the entire level, and nothing draws your eye.

17 minutes and 56 secondsUm, and that's terrible.

17 minutes and 57 secondsAnd, uh...

17 minutes and 58 secondsOnce they started talking about that, I did realize, like:

18 minutes and 0 seconds"Oh, yeah! I've played a lot of games where I've walked into rooms in that game,

18 minutes and 4 secondsand just been like: "I have no idea even what I want to do in this room."

18 minutes and 8 secondsUm...

18 minutes and 9 secondsSo, trying to fix that, and give the player...

18 minutes and 12 secondsa sense of excitement when they are supposed to have it,

18 minutes and 14 secondsand a sense of confusion only when we want them to have it.

18 minutes and 16 secondsYeah.

18 minutes and 17 secondsThat's the kind of thing that we are working hard on.

18 minutes and 21 secondsRYAN: There is stuff happening here.

18 minutes and 22 secondsZAK: Yeah, there is a lot of video game happening right there.

18 minutes and 23 secondsJAMES: That big turning ship is real subtle.

18 minutes and 25 secondsYeah, so, uh... I played a little bit of this.

18 minutes and 27 secondsMy experience of, like, the initial path, when you are going forward...

18 minutes and 30 secondsuh... is good.

18 minutes and 32 secondsWhen you try to jump laterally on these things,

18 minutes and 34 secondsit starts to get really confusing.

18 minutes and 36 secondsBecause you jump to one, and then you gotta redirect it to the other one.

18 minutes and 39 secondsUm, and you end up doing that a lot.

18 minutes and 41 secondsIt is almost always easier to make things harder after the fact.

18 minutes and 46 secondsSo, across the board, starting with stuff that's, like,

18 minutes and 48 secondsvery clear, you understand what's going on,

18 minutes and 50 secondsand, like, most players can execute it, is more of the goal.

18 minutes and 54 secondsAnd then, if it's, like: "This is too easy. Let's make it hard."

18 minutes and 56 secondsIt's very easy to make platforms smaller,

18 minutes and 58 secondsto make things further apart, to make things happen faster.

19 minutes and 0 secondsUm, you've got a lot of dials after the fact.

19 minutes and 3 secondsAnd so, like, whitebox is more about, like,

19 minutes and 6 secondsclarity and reliability of execution.

19 minutes and 9 secondsJAMES: But I-- I am pretty inspired by, like, Zak's breadth of knowledge

19 minutes and 14 secondswhen it comes to games.

19 minutes and 16 secondsIt seems like he has played and understands every game in existence.

19 minutes and 19 secondsWhich I don't understand.

19 minutes and 20 secondsBecause I consider myself-- Like, I--

19 minutes and 22 secondsLike, I consider myself, like, well-read when it comes to games.

19 minutes and 27 secondsBut even so, like, Zak seems to know pretty much everything.

19 minutes and 30 secondsPAUL: Yeah.

19 minutes and 31 secondsUm, and I kind of aspire to have that kind of breadth of knowledge as well.

19 minutes and 36 secondsRYAN: Yeah, I think he's played a few games before.

19 minutes and 39 secondsZak is one of those developers

19 minutes and 41 secondswho is really good at having a project focus.

19 minutes and 45 secondsUm, and so, he can...

19 minutes and 46 secondsHe can internalize pretty quickly a lot about what is good and bad

19 minutes and 51 secondsabout a given style of game, um, or a given kind of gameplay,

19 minutes and 54 secondsand help represent that outwards really, really well.

19 minutes and 57 secondsZAK: Creating and satisfying curiosity.

20 minutes and 1 secondYou know, like, in Mario, they'll have, like, a circle of flowers

20 minutes and 3 secondsand you run around through all the flowers,

20 minutes and 4 secondsand then one pick-up appears in the middle.

20 minutes and 6 secondsAnd you are like: "Oh, I should try to do stuff like that."

20 minutes and 8 secondsThere were these all kinds of different statements of this

20 minutes and 10 secondswe played around with when we were talking about, like, Psychonauts.

20 minutes and 12 secondsBut it is sort of like that nostalgic feeling of curiosity

20 minutes and 15 secondsof being a kid at a summer camp...

20 minutes and 16 secondsGEOFF: Mm-hmm.

20 minutes and 17 seconds...and you are curious as to what's out in the woods.

20 minutes and 20 secondsRYAN: Yeah, having somebody who can...

20 minutes and 22 seconds...really easily and coherently talk about what makes platforming good,

20 minutes and 28 secondsum... helps the whole team.

20 minutes and 30 secondsUh...

20 minutes and 31 seconds\[ZAK SIGHS\]

20 minutes and 32 secondsZAK: Right, and then this is, like, a blockage?

20 minutes and 34 secondsJAMES: That's where you came from.

20 minutes and 35 seconds-So it is blocked. -Oh, okay.

20 minutes and 38 secondsZAK: If I don't know where I'm going,

20 minutes and 39 secondspresenting a blockage is kind of irrelevant.

20 minutes and 42 secondsComing down here...

20 minutes and 44 secondsNow I'm in another big tunnel.

20 minutes and 46 secondsThis is all eventually going to be more interesting player path, yes or no?

20 minutes and 50 secondsAnd then, these would be...

20 minutes and 51 secondsDisappearing lattice pieces! Oh, no!

20 minutes and 53 secondsAnd there is, like, a secret over there. I have to go and get it,

20 minutes and 55 secondsand then I come back this way,

20 minutes and 56 secondsand double back, and do this one, and... yep.

20 minutes and 58 secondsI also don't know where the exit is in this room...

21 minutes and 1 secondIf you could show me where the exit is

21 minutes and 2 secondswhen I come into the room, that'd be awesome.

21 minutes and 3 seconds-Over where? Here? -To your left.

21 minutes and 5 seconds-Here? -This does not exist right now.

21 minutes and 7 seconds-What does exist? -\[JAMES CHUCKLES\]

21 minutes and 9 secondsJEREMY: It was, like, kind of rough.

21 minutes and 10 secondsIt's, like: "Oh, shit! We are not doing anything right."

21 minutes and 12 seconds\[JEREMY CHUCKLES\]

21 minutes and 13 secondsBut, I guess...

21 minutes and 14 secondsI mean, that's, like-- I guess that's just the whole point.

21 minutes and 16 secondsIt's, like...

21 minutes and 17 secondsI mean, that's just what it takes to, like, get the level to be good.

21 minutes and 20 secondsIt's like: "Fix this, do this.

21 minutes and 22 secondsDo this.

21 minutes and 23 secondsLike, this doesn't play very well yet.

21 minutes and 26 secondsYou gotta think about this when you are doing this."

21 minutes and 28 secondsAnd, like, yeah, that's... I guess that's all part of the process.

21 minutes and 31 secondsBut man, yeah... \[JEREMY CHUCKLES\]

21 minutes and 33 secondsIt would be nice to get, like, more, like: "Oh, this is fucking fun! Like, look at--

21 minutes and 36 secondsI fucking love this thing! I like this idea. This is a cool idea!"

21 minutes and 40 secondsBut... I mean, they don't have to do that.

21 minutes and 42 seconds\[JEREMY CHUCKLES\]

21 minutes and 43 secondsThat's not their job is to be nice to us.

21 minutes and 45 secondsTheir job is, like, make the level cool.

21 minutes and 47 secondsAnd, like, that's the whole process, but...

21 minutes and 49 secondsYeah, I didn't think, like, that was a thing.

21 minutes and 50 secondsLike, I thought I was the only one that was, like, thinking about that.

21 minutes and 52 secondsI was like: "Man!"

21 minutes and 54 secondsBut, yeah...

21 minutes and 55 secondsWell, why wouldn't the sword come out of here?

21 minutes and 57 secondsYeah, so, the-- I think the better point is...

22 minutes and 0 secondsYou had an idea about what it is, but, like,

22 minutes and 2 secondsthe player right now is showing you that there is a--

22 minutes and 5 secondsthat there is potentially a better solution to this whole thing.

22 minutes and 8 secondsUm, which is: "Don't let me get to the top of the spire,

22 minutes and 12 secondsand have nothing traversable up here."

22 minutes and 14 secondsZAK: Yeah, and then, the sword would just come out of here.

22 minutes and 16 seconds-JEREMY: Okay, got it. -ZAK: Yeah.

22 minutes and 17 secondsYeah, I mean, you know, like anything,

22 minutes and 19 secondshalf the time what you are doing is

22 minutes and 21 secondsyou put the game you've made in front of people, and you are like:

22 minutes and 23 seconds"What do you expect to be happening?"

22 minutes and 24 secondsAnd most of the time what people expect to be happening,

22 minutes and 27 secondsshould be the thing that's actually happening.

22 minutes and 28 secondsYep.

22 minutes and 29 secondsJAMES: Um, and most of them, I think, they are on point with their criticism.

22 minutes and 35 secondsBut it was all very specific, which I really liked,

22 minutes and 37 secondsand really appreciated.

22 minutes and 38 secondsIt wasn't like: "This area is junk."

22 minutes and 41 secondsOh, wait. No, I don't want to play.

22 minutes and 42 seconds-I want to play from here. Hold on. -Just play it over.

22 minutes and 44 seconds-JAMES: Let's start from here. -ZAK: No...

22 minutes and 47 secondsZAK: That's how you can tell when your level is getting really good,

22 minutes and 49 secondsif I did want to play it all over, I'd be like: "Let's play that again!"

22 minutes and 52 seconds-Well, that's upsetting. -\[GEOFF LAUGHS\]

22 minutes and 53 secondsYou are in block mesh. You are in block mesh!

22 minutes and 57 seconds"If your level was fun, I'd want to play it again."

23 minutes and 0 secondsGuess what I'm doing? Not that.

23 minutes and 3 secondsSorry.

23 minutes and 4 secondsBut... yeah, it's been a kind of a learning process.

23 minutes and 7 seconds\[JEREMY CHUCKLES\]

23 minutes and 8 secondsOn the path that I worked on...

23 minutes and 9 secondsLike, it was a lot of fun to make.

23 minutes and 11 secondsBut then, watching someone else play,

23 minutes and 12 secondsand, like, realizing, how hard and, like, terrible--

23 minutes and 15 secondsI kind of was like: "Maybe... oh, shit! I don't know if I'm good at this or not."

23 minutes and 19 secondsWe've been working on this one for a long time now.

23 minutes and 22 secondsAnd, like, uh... It's just kind of...

23 minutes and 25 secondsWe are kind of, like, spinning--

23 minutes and 26 secondsI don't-- I don't want to say we are spinning our wheels,

23 minutes and 28 secondsbut it's just been a long time,

23 minutes and 29 secondsso it'd be kind of nice to, like, start fresh.

23 minutes and 31 seconds\[MUSIC\]

23 minutes and 34 seconds-Oh, that's fantastic. -Oh, that's awesome.

23 minutes and 37 seconds-Oh, that's sweet! -It's so tiny, it's so tiny!

23 minutes and 40 seconds-Oh! -It's a handheld!

23 minutes and 41 secondsYeah, it's, like, a 6+.

23 minutes and 43 secondsPAUL: So... yep. What do you got there, Duncan?

23 minutes and 46 secondsDUNCAN: So, um, I have a test level.

23 minutes and 48 secondsUm, and this is kind of how it started.

23 minutes and 50 secondsUh, and then I just rotated the whole test level,

23 minutes and 52 secondsand put it on the wall.

23 minutes and 54 seconds-PAUL: So, the world space got moved. -DUNCAN: Yeah.

23 minutes and 57 secondsDUNCAN: So, that smooth transition is what we are going for.

23 minutes and 59 secondsAnd, you know, hopefully, you can sort of go all the way around,

24 minutes and 2 secondsum, and smoothly transition onto other surfaces.

24 minutes and 6 secondsBut the camera doesn't really have much time to change how it's looking.

24 minutes and 9 secondsRaz doesn't really have time to adjust.

24 minutes and 11 secondsThe camera immediately flips, he immediately rotates.

24 minutes and 14 secondsSo...

24 minutes and 16 secondsThis is the sort of main proof of concept for now.

24 minutes and 19 secondsAnd then, we'll-- You know, we'll see how it goes later.

24 minutes and 22 secondsUh, and so, like, these are also--

24 minutes and 24 secondsLike, they are not, like, perfectly aligned,

24 minutes and 25 secondsbut I can probably jump across.

24 minutes and 27 seconds-Oh, hey! More of an animation there! -ZACH: I put that in, yep.

24 minutes and 29 seconds-Alright, good, that's at least something. ZACH: That was yesterday.

24 minutes and 31 secondsDEVIN: This is a nice, perfectly aligned one.

24 minutes and 33 secondsWe can also go vertically.

24 minutes and 35 secondsUm, this is where Zak was like: "I'm going to mess things up...

24 minutes and 38 seconds-...by putting bumpy stuff everywhere." -ZAK: Going to make things not work.

24 minutes and 40 secondsZAK: And Devin was like: "Ha-ha!

24 minutes and 41 secondsI unintentionally, without trying at all, made this work."

24 minutes and 44 secondsDEVIN: It-- it doesn't go off-- If the bump is too big, it won't go off.

24 minutes and 47 secondsZAK: So, there'll be some tolerance on the collision.

24 minutes and 48 secondsThis was one, if it's easier to fix in the short-term...

24 minutes and 51 secondsOh, yeah, this is good.

24 minutes and 52 seconds-\[SCREAMING\] -\[LAUGHTER\]

24 minutes and 53 secondsSo, that-- we will-- we will have some stompinators in the game.

24 minutes and 56 secondsUm, but it is-- it is, uh...

24 minutes and 59 secondsThe behavior we get is way better than I would expect.

25 minutes and 1 secondLike, the fact that he is stuck in the ground like this is fantastic.

25 minutes and 4 secondsUm...

25 minutes and 5 secondsThere was one small one that, if it was just animation-based,

25 minutes and 7 secondsuh, would be nice to fix sooner rather than later.

25 minutes and 9 secondsZAK: And then we can do some timing puzzles and stuff with it.

25 minutes and 11 secondsSo, if you imagine that was a thing that was moving up and down,

25 minutes and 13 secondsand you had to grab the monkey bars, and get across before it crushed you...

25 minutes and 16 secondsUm... then it would be fun.

25 minutes and 18 secondsThis is brand new.

25 minutes and 20 seconds\[GEOFF LAUGHS\]

25 minutes and 21 seconds-ZAK: Uh... -GEOFF: I have confidence in it.

25 minutes and 23 secondsNo, it's going to be good.

25 minutes and 24 secondsIt's going to be good. We are going to do this.

25 minutes and 25 secondsWe want to support this kind of stuff.

25 minutes and 28 seconds-I'm going to guess... -\[JAMES LAUGHS\]

25 minutes and 30 secondsNo, no, what?

25 minutes and 31 secondsJAMES: It sounded like I just came out of the closet, you are like...

25 minutes and 33 seconds-"We... so... your mother and I..." -"Listen, we wanna be really supportive."

25 minutes and 38 seconds"Art school sounds really cool!"

25 minutes and 40 seconds-\[LAUGHTER\] -"Whatever... we love you no matter what."

25 minutes and 44 secondsRYAN: Yeah, I mean, I like the intention, but I don't think that...

25 minutes and 47 seconds-RYAN: ...would be discoverable at all. -JAMES: ...was clear at all?

25 minutes and 48 seconds\[LAUGHTER\]

25 minutes and 49 secondsYeah, there was-- there was no part of riding through that

25 minutes and 51 secondsthat made me think I had to go there.

25 minutes and 53 seconds-Or that there was anything outside. -JAMES: Hey, there is work to be done.

25 minutes and 56 secondsRYAN: Sure, yeah. And that's fine, that's fine.

25 minutes and 58 secondsIt's been cool to see, like...

26 minutes and 0 secondshow much thought goes into a single, like, set piece in a game.

26 minutes and 3 secondsSo, like, to think that there is going to be

26 minutes and 5 secondsover the course of this game, like, 200 or so things

26 minutes and 8 secondsthat we'll have to put that much thought into is pretty crazy.

26 minutes and 11 secondsZAK: Yeah, I mean-- I think-- I think it's workable, um...

26 minutes and 14 secondsThe other thing that we want to have support--

26 minutes and 17 secondsthat, I think, is going to be really useful, is the wall climbing.

26 minutes and 20 secondsSo, the idea is you'd be able to be on a wall climb,

26 minutes and 22 secondsit goes upside-down, it becomes the monkey bars,

26 minutes and 24 secondsit goes around the other way,

26 minutes and 25 secondsit's wall climb again from the opposite direction,

26 minutes and 27 secondsit goes down here, and you stand up, and you are on the floor.

26 minutes and 28 secondsAnd so you'd be able to have a mix of, like, V poles,

26 minutes and 31 secondsand climbing surfaces, and floor jumps, and things like that,

26 minutes and 35 secondsum, to make something like that work pretty well.

26 minutes and 38 secondsRYAN: It's a little tough right now, um...

26 minutes and 39 secondsbecause those primitives and the player moves aren't fully online.

26 minutes and 43 secondsWe are-- we are building the railroad as the engine is going down it.

26 minutes and 48 secondsLike, you know, we are laying the tracks in front of the engine.

26 minutes and 50 secondsUm, and...

26 minutes and 52 secondsThat's-- yeah, that's just where we are.

26 minutes and 54 secondsZAK: Also... So, today is the last day of this sprint.

26 minutes and 57 secondsUm, so please update your stuff.

26 minutes and 58 secondsTomorrow will be the first day of the rest of your life,

27 minutes and 0 secondsand the next sprint.

27 minutes and 1 second-ZAK: Um... -\[LAUGHTER\]

27 minutes and 2 secondsWhich is also the end of pre-production, right?

27 minutes and 5 secondsThat's our last pre-production sprint.

27 minutes and 6 secondsSo, if there is anything that you, sitting at your desk, are like: "Oh my god!

27 minutes and 9 secondsI can't believe this team does not have this particular thing handled

27 minutes and 13 secondsby the end of pre-production. What are they thinking?!"

27 minutes and 15 secondsNow is your last chance to bring that up.

27 minutes and 17 secondsNot right at this meeting, but, I mean...

27 minutes and 19 secondsI feel pretty good about where we are.

27 minutes and 20 secondsThere is a lot of stuff that's not done.

27 minutes and 21 secondsUm, but, uh, there is a lot of stuff that is done.

27 minutes and 24 secondsBut we should have that exit be a relatively strong exit.

27 minutes and 27 secondsSo, if there is anything...

27 minutes and 28 secondstechnically or creatively that you feel has been dropped,

27 minutes and 32 secondsum, please bring it up during sprint planning,

27 minutes and 34 secondsand we should try to get it done.

27 minutes and 35 secondsUm, unless, Duncan, do you want to do your announcement

27 minutes and 38 secondsbefore you demo the thing or after?

27 minutes and 39 secondsYeah, well, you said there is an announcement, so.

27 minutes and 41 secondsBut you could keep people in suspense.

27 minutes and 43 secondsI could, um...

27 minutes and 45 secondsNo, uh...

27 minutes and 46 secondsUh, today is the last end of the sprint for me,

27 minutes and 48 secondsbecause this is my last week at Double Fine.

27 minutes and 49 secondsOh-h!

27 minutes and 51 secondsAs-- as some of you might have heard by now.

27 minutes and 53 secondsUm...

27 minutes and 54 secondsSorry.

27 minutes and 55 seconds\[LAUGHTER\]

27 minutes and 59 seconds-\[LAUGHTER\] -Yes, yes.

28 minutes and 1 secondDUNCAN: There are reasons that I'm leaving,

28 minutes and 3 secondsbut that doesn't mean that, um, I am enjoying leaving.

28 minutes and 7 secondsLike, it's-- it's really hard to say goodbye.

28 minutes and 9 secondsAnd I think Psychonauts 2 is going to be a great game.

28 minutes and 11 secondsUm, I think the people working on it are all amazing.

28 minutes and 13 secondsAnd we've built up a great team.

28 minutes and 15 secondsZAK: Uh, but in the short time that you've been on the team,

28 minutes and 18 secondsyou've been so incredibly productive that you have something to show.

28 minutes and 20 secondsFor everybody this time around.

28 minutes and 22 secondsSo, I want to show you all some fun gravity things.

28 minutes and 26 seconds-Some bittersweet gravity. -ZAK: Bittersweet gravity.

28 minutes and 29 seconds-KEE: Whoa-ow! -\[LAUGHTER\]

28 minutes and 31 secondsDUNCAN: Yeah, and stuff already went flying.

28 minutes and 32 secondsUm, but, uh, we have all sorts of weird spline things.

28 minutes and 36 secondsLike ladders working in relative gravity.

28 minutes and 38 seconds-ANNA: We can now do Sasha's cube. -KEE: Yeah, it's done.

28 minutes and 41 secondsDUNCAN: Sasha's cube.

28 minutes and 42 secondsI'm only going to show these two sides,

28 minutes and 44 secondsbecause those are the only ones I tested...

28 minutes and 45 seconds-...before I checked it in at 3:59. -\[LAUGHTER\]

28 minutes and 47 secondsTry another one, try another one. Do it, do it, do it, do it.

28 minutes and 50 secondsDo it.

28 minutes and 51 seconds\[DUNCAN MAKES AN EFFORT GRUNT\]

28 minutes and 52 secondsEVERYONE: Aw-w-w!

28 minutes and 53 secondsZAK: Landed on the ground, that's fine.

28 minutes and 54 secondsDUNCAN: Uh, I'm going to miss this place.

28 minutes and 57 secondsIt's going to be...

28 minutes and 59 secondsIt's going to be hard not to work on these really cool games anymore.

29 minutes and 2 secondsBut, um...

29 minutes and 4 secondsBut I think we are in a good place.

29 minutes and 6 secondsPAUL: Really the most amazing timing is...

29 minutes and 8 secondsAs you were saying: "Going to be hard for me to leave this place,"

29 minutes and 11 secondsMonica walked by in the background doing something incredibly weird.

29 minutes and 14 secondsIt's just like: "Yep... it's Double Fine."

29 minutes and 18 secondsYeah.

29 minutes and 19 secondsKEE: Um, so...

29 minutes and 20 secondsDuncan has done a lot of hard work for us in the past

29 minutes and 24 secondsfrom, uh, the ridiculously hard Wii U port of The Cave, um, and...

29 minutes and 30 secondsKEE: Part of it is especially because I've gone through leaving myself.

29 minutes and 34 secondsUm...

29 minutes and 35 secondsI understand how hard it is to leave this place.

29 minutes and 37 secondsAnd I think, you know, when it happens,

29 minutes and 39 secondsI think we also have to look at the things that they've worked on and--

29 minutes and 42 secondsand their impact in this studio,

29 minutes and 44 secondsand the things that they've done,

29 minutes and 46 secondsand acknowledge it, and talk about:

29 minutes and 48 seconds"This is what you've done here, and we really appreciate

29 minutes and 50 secondsall the things that you've done, and we are going to miss you.

29 minutes and 53 secondsNot just as a coworker, but as, you know, a friend and family of the studio."

29 minutes and 58 secondsSo, thank you for all that you've done,

30 minutes and 0 secondsand good luck!

30 minutes and 1 second-DUNCAN: Thank you. -\[CHEERING\]

30 minutes and 3 seconds\[CLAPPING\]

30 minutes and 6 secondsI'm going to try not to...

30 minutes and 10 secondsZAK: All right, we have-- we have one other thing to show.

30 minutes and 12 secondsAaron has been working on a helpful tool for level teams.

30 minutes and 17 secondsI've been going through and adding some visualizations in the editor

30 minutes and 20 secondsfor the level primitives.

30 minutes and 21 secondsSo that when level designers are placing

30 minutes and 23 secondsall these little items for platforming and all that,

30 minutes and 26 secondsthey know what things are going to link up and sync up,

30 minutes and 28 secondsand do what they expect.

30 minutes and 29 secondsUh, so, now I actually have a little visualization

30 minutes and 32 secondsthat when you select H poles, um, it will highlight, uh...

30 minutes and 36 secondsthe regions in which the other H poles must lie

30 minutes and 38 secondsin order for them to connect up.

30 minutes and 39 secondsJumping from this H pole to this H pole would not connect.

30 minutes and 43 secondsUh, but that would.

30 minutes and 44 secondsThe bouncers that Kee made, uh, had visualizations before,

30 minutes and 48 secondsbut you had to play the game, and have a property on them checked.

30 minutes and 51 secondsNow, when you select them, it just does it in the editor as well.

30 minutes and 53 seconds-Woo-hoo! -\[CLAPPING\]

30 minutes and 55 secondsZAK: Does that update if you change the target?

30 minutes and 56 secondsYeah, oh, yeah.

30 minutes and 58 secondsAnd so, yeah, there is a bouncer at the bottom,

30 minutes and 59 secondsit takes you back to the top.

31 minutes and 0 secondsUm, and you can see the path that it's actually going to take.

31 minutes and 3 secondsThe other thing is it highlights, uh, in gray the target

31 minutes and 6 secondsthat the bouncer is shooting for,

31 minutes and 8 secondsand then in blue it shows you where you are actually going to end up,

31 minutes and 11 secondsas far as the physics system has predicted it.

31 minutes and 13 secondsSo this means if you accidentally place a bouncer somewhere...

31 minutes and 16 secondsthat's going to, you know...

31 minutes and 17 secondsif there is something in-between, it'll let you know that.

31 minutes and 19 secondsSo, if you have other level primitives or other things in the, uh...

31 minutes and 25 secondsin the game that you'd love to have little debug visualizations for in the editor,

31 minutes and 28 secondslet me know, and I can work on getting those added in.

31 minutes and 30 secondsHopefully save people time.

31 minutes and 32 seconds\[CLAPPING\]

31 minutes and 35 seconds\[MUSIC\]

32 minutes and 4 secondsJAMES: That is a-- sorry,

32 minutes and 5 secondsit is really hard to understand what that is.

32 minutes and 7 seconds-JAMES: That is a climbing monkey bar. -ZAK: Climbing monkey bar.

32 minutes and 9 seconds-RYAN: Ah! -ZAK: That's what I thought it was.

32 minutes and 11 seconds-RYAN: Thank you! -JAMES: Oh, it looks great! Wow!

32 minutes and 13 seconds-JAMES: That must have just gotten fixed. -JEREMY: Yeah.

32 minutes and 15 secondsJAMES: And maybe there would be some, like, Zelda crack-esque giveaway

32 minutes and 18 secondsthat they are crumbling.

32 minutes and 19 secondsLEVI: Older on their way out.

32 minutes and 21 secondsRYAN: So, it's like something that you are basically, uh...

32 minutes and 23 secondsIt's-- it's-- Raz's energy is kind of disturbing them.

32 minutes and 27 secondsYeah, as Raz's energy is leaving his feetsies,

32 minutes and 29 secondsit's also making the ground crumble beneath him.

32 minutes and 33 secondsOh, cool! There is giant swords falling on you now!

32 minutes and 35 secondsYay!

32 minutes and 36 seconds\[MUSIC\]

32 minutes and 37 secondsLEVI: Are those moss spores?

32 minutes and 38 secondsAlthough, having one of those slice through a piece of geometry...

32 minutes and 41 secondsLike-- or, like...

32 minutes and 42 secondsLike, you could be on the thing, and it goes like this...

32 minutes and 44 seconds...and then goes sideways.

32 minutes and 45 secondsRYAN: One of the things that is nice about the area now,

32 minutes and 47 secondsand I actually feel like when I run down here, it--

32 minutes and 49 secondsit is encouraging me to explore a little bit more,

32 minutes and 53 secondswhich is really, really nice.

32 minutes and 54 secondsAnd I like being able to run around the shield, and see the different paths

32 minutes and 57 secondsas I run around and open up different lines of sight through the area.

32 minutes and 59 secondsSo, it's-- Yeah, it's feeling a lot better.

33 minutes and 1 secondZAK: And then when you exit the area, I feel like you sort of, like,

33 minutes and 3 secondshad a little journey through there,

33 minutes and 6 secondsand you are like: "Oh, and now I'm on the other side!"

33 minutes and 7 secondsRYAN: Yeah.

33 minutes and 8 secondsJAMES: And so I wanted this reveal to be nicer.

33 minutes and 10 secondsLEVI: Yeah.

33 minutes and 11 seconds-ZAK: Ooo! -LEVI: Yeah!

33 minutes and 13 seconds-LEVI: It points you up there, yes! -RYAN: Yeah, we talked early about...

33 minutes and 16 secondsRYAN: ...also, making sure that we get a custom camera for this place.

33 minutes and 18 secondsZAK: The composition of all this stuff is much, much better.

33 minutes and 21 secondsThe way that you enter spaces,

33 minutes and 23 secondsthe way that the path is stretching in front of you.

33 minutes and 27 secondsLEVI: Wow!

33 minutes and 31 secondsZAK: Oh, yay!

33 minutes and 32 secondsJAMES: Oh, I'm going to wait until I see if it breaks.

33 minutes and 34 secondsAnd if it doesn't, I'm not going to qualify.

33 minutes and 36 seconds-ZAK: You are not going to qualify? -\[JEREMY CHUCKLES\]

33 minutes and 37 secondsZAK: It's unqualifiedly awesome.

33 minutes and 39 secondsJAMES: Yeah, I was joking.

33 minutes and 40 secondsIt's really cool, and nothing is wrong with it.

33 minutes and 42 seconds\[JEREMY CHUCKLES\]

33 minutes and 46 secondsZAK: Is there a different return path?

33 minutes and 47 seconds-LEVI: Woo! -JAMES: That was awesome!

33 minutes and 54 seconds-Oh my god! -Whoa-ow!

33 minutes and 56 secondsYou got me!

33 minutes and 56 secondsRYAN: I was-- that was-- I was sloppy.

33 minutes and 58 secondsI knew that was going to happen.

33 minutes and 59 secondsRYAN: Um, and I really like, for instance, where we got the, um...

34 minutes and 2 secondsthe Helmut level to, in terms of whiteboxing.

34 minutes and 5 secondsLike, I think there is a lot of really cool ideas in it.

34 minutes and 6 seconds-JEREMY: It makes a lot more sense now. -JAMES: Because Ryan seemed, like...

34 minutes and 9 secondsJAMES: ...mad last time, remember?

34 minutes and 11 secondsHe was like: "This has been a consistent note

34 minutes and 13 secondsevery time we've looked at this level."

34 minutes and 14 seconds\[JEREMY CHUCKLES\]

34 minutes and 15 secondsRYAN: It's one of those experiences that we can look back on and say, like:

34 minutes and 17 seconds"Yeah, I think overall especially, it worked out the way we wanted it to."

34 minutes and 21 secondsUm, which is really good.

34 minutes and 23 seconds-Good job, you guys! -ZAK: All right.

34 minutes and 24 secondsZAK: Yeah, it is a good job.

34 minutes and 26 secondsIt's cool to see our first whitebox...

34 minutes and 29 secondsplay through it,

34 minutes and 30 secondsit's hooked up to the hub,

34 minutes and 32 secondswe have-- we have a video game happening here.

34 minutes and 35 seconds\[CLAPPING\]

34 minutes and 37 secondsRYAN: First one.

34 minutes and 39 secondsZAK: We are basically done.

34 minutes and 41 secondsAwesome.

34 minutes and 42 secondsRYAN: Thanks, everyone.

34 minutes and 44 secondsJAMES: Yeah, it was way more positive.

34 minutes and 46 secondsI can't tell if that's because it was way improved,

34 minutes and 49 secondsor if it's because they were like:

34 minutes and 50 seconds"Well, we are tying this off today regardless, so..."

34 minutes and 52 secondsJEREMY: It was-- It was improved a lot.

34 minutes and 54 seconds-Since the last time, I think. -Yeah...

34 minutes and 56 seconds-You put in a lot of stuff. -Thank you!

34 minutes and 58 secondsYeah-- yeah.

34 minutes and 59 seconds\[MUSIC\]

35 minutes and 31 seconds-Okay. -\[LAUGHTER\]

35 minutes and 33 secondsOh, man!

35 minutes and 34 secondsAll these extra things I have to do due to being on this team.

35 minutes and 37 seconds-JAMES: I know, it's tough. -\[JEREMY LAUGHS\]

35 minutes and 38 seconds-Whoa-ow! Mushroom. -\[LAUGHTER\]

35 minutes and 40 secondsZACH: That's what I was trying to show earlier.

35 minutes and 42 seconds\[ZAK LAUGHS\]

35 minutes and 43 secondsSo, what-- what were you thinking with the...

35 minutes and 46 secondsIs this a squash and stretch test or...

35 minutes and 48 secondsOh my gosh!

35 minutes and 49 seconds-\[ZAK ROARS\] -\[LAUGHTER\]

35 minutes and 51 secondsANNA: I like the tooth sticking right out...

35 minutes and 54 secondsSomebody put him out of his misery.

35 minutes and 55 secondsZAK: Get-- get gifs of all of this stuff.

ZAK: Get-- get gifs of all of this stuff.

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