---
title: PsychOdyssey EP21 - “Much More Drastic Things”
date: 2023-01-20T13:22:00-08:00
author: Harper Jay
canonical_url: "https://www.doublefine.com/dftv/psychodyssey-ep21-much-more-drastic-things"
section: DFTV Videos
---
[Watch on YouTube: Much More Drastic Things](https://www.youtube.com/watch?v=_hWPtumg_Js)

[View transcript ](https://www.doublefine.com/dftv/psychodyssey-ep21-much-more-drastic-things#transcript)

# Much More Drastic Things

With time and money running out, Zak struggles to find the path forward.

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

Duration: 1 hour and 2 minutes and 25 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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[![](https://assets.doublefine.com/shared/news/2023/02/PsychOdyssey-Cover.jpg)**PsychOdyssey**  
4KClosed Captions](https://www.doublefine.com/dftv/psychodyssey)

## Episode Stills Gallery

- [![Double Fine PsychOdyssey - Episode 21 - Window Zak](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-07.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-07.jpeg "Double Fine PsychOdyssey - Episode 21 - Window Zak")
- [![Double Fine PsychOdyssey - Episode 21 - Lisette and Anna Green](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-06.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-06.jpeg "Double Fine PsychOdyssey - Episode 21 - Lisette and Anna Green")
- [![Double Fine PsychOdyssey - Episode 21 - Will Striped Shirt](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-01.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-01.jpeg "Double Fine PsychOdyssey - Episode 21 - Will Striped Shirt")
- [![Voice Director Khris Brown excitedly reacts to something Tim said. What did he say? Find out in the episode, ya goof!](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-03.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-03.jpeg "Double Fine PsychOdyssey - Episode 21 -Khris and Tim")
- [![Double Fine PsychOdyssey - Episode 21 - Geoff Grin](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-02.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-02.jpeg "Double Fine PsychOdyssey - Episode 21 - Geoff Grin")
- [![Double Fine PsychOdyssey - Episode 21 - Zach Mask](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-05.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-05.jpeg "Double Fine PsychOdyssey - Episode 21 - Zach Mask")
- [![Double Fine PsychOdyssey - Episode 21 - Naoko and Andy](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-09.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-09.jpeg "Double Fine PsychOdyssey - Episode 21 - Naoko and Andy")
- [![Double Fine PsychOdyssey - Episode 21 - Naoko Headshot](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-08.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-08.jpeg "Double Fine PsychOdyssey - Episode 21 - Naoko Headshot")
- [![Double Fine PsychOdyssey - Episode 21 - Bold Meeting](https://assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-04.jpeg)](//assets.doublefine.com/shared/dftv/psychodyssey/stills/Double-Fine-PsychOdyssey-Episode-21-Stills-04.jpeg "Double Fine PsychOdyssey - Episode 21 - Bold Meeting")

## Episode Transcript

16 secondsMONICA: How many more left?

17 seconds-TIM: That's it! -MONICA: That's it?

19 seconds-MONICA: Oh, okay! -Yeah, good job!

20 seconds-Yay! -Nice.

23 secondsTIM: Everybody, uh... come on this way!

25 secondsI think I saw Santa Claus in here.

26 secondsMerry Christmas! Open your presents!

29 secondsHappy Christmas, everybody!

31 secondsI gotta get mine!

38 secondsOh, ho, ho, ho, ho!

40 seconds\[MUSIC\]

1 minute and 13 secondsJAMES: Zak and other new people have been brought in to...

1 minute and 16 seconds...make the studio run differently.

1 minute and 18 secondsEMILY: I don't think her and Zak got along.

1 minute and 20 secondsThat's-- that's all I know.

1 minute and 21 secondsI will always be the game's stepdad.

1 minute and 23 secondsJAMES: I'm, like, afraid to talk to Zak.

1 minute and 26 secondsEMILY: He is trying.

1 minute and 27 secondsI know he is trying.

1 minute and 29 seconds...process on the team and how we work together.

1 minute and 31 secondsThere is pretty consistent complaints

1 minute and 32 secondsthat the game is not Psychonautical enough right now.

1 minute and 35 secondsTAZIO: It's like: "What is this?"

1 minute and 37 secondsJAMES: Why did that meeting get so tense?

1 minute and 38 secondsAnd it turns out, like, there is a lot of stuff

1 minute and 41 secondsthat people are unhappy about.

1 minute and 43 seconds\[MUSIC\]

1 minute and 49 secondsLook directly into the camera, you are in the shot.

1 minute and 51 seconds\[GEOFF LAUGHS\]

2 minutes and 6 secondsExcuse me?

2 minutes and 24 secondsWe will have a working marker by then.

2 minutes and 26 secondsUh, Alpha is, like, where everything is represented in the game.

2 minutes and 29 secondsAnd, like, whatever is not in the game by Alpha

2 minutes and 32 secondstheoretically is stuff that we are not going to do in Psychonauts 2.

2 minutes and 36 secondsUm, so, in some sense, it's--

2 minutes and 40 secondsbetween now and December we have to finish the game.

2 minutes and 42 secondsSo, from here to the end of the year.

2 minutes and 44 seconds-I think December 21st... -Ah!

2 minutes and 45 seconds-...will be our Alpha milestone. -Ooh!

2 minutes and 47 seconds-Uh... -Eeh!

2 minutes and 48 seconds-Full of all kinds of exciting things. -Sorry.

2 minutes and 50 seconds-PAUL: I guess we can start with Alpha. -Mm-hmm.

2 minutes and 52 seconds-PAUL: That's a big deal. -Mm-hmm!

2 minutes and 54 secondsIt's a point in the game where you really realize

2 minutes and 56 secondsif the ideas of the design team and the level teams are actually feasible.

3 minutes and 1 secondANDY: Sure.

3 minutes and 2 secondsZAK: Uh, yeah, so, I just wanted to go through, um, roughly--

3 minutes and 4 secondsuh, to talk about Alpha for our team.

3 minutes and 7 secondsUm, what it's going to mean, what we are going to work on,

3 minutes and 9 secondswhat the game should be-- where the game should be.

3 minutes and 12 secondsUm, so the important date to remember here is our Soft Lock aka--

3 minutes and 15 secondswe might also want to refer to that as content or feature complete,

3 minutes and 18 secondsDecember 7th.

3 minutes and 21 seconds-ZAK: It will live in infamy, exactly. -ANDY: Oh, how about that? That's good.

3 minutes and 25 secondsZAK: Um, and we will deliver that December 21st,

3 minutes and 27 secondsand then we will all go have wonderful Christmas vacations

3 minutes and 30 secondsbasking in the knowledge that we have delivered

3 minutes and 32 secondsthe most amazing Alpha of our careers.

3 minutes and 35 secondsBut at a high level, overall,

3 minutes and 36 secondsthe game has to be playable from end to end.

3 minutes and 38 secondsAll the assets are created, proxied, and placed.

3 minutes and 40 secondsThere is no whitebox assets anywhere in the game.

3 minutes and 42 secondsUm, and all the levels have first pass, uh, art and lightning.

3 minutes and 46 secondsBosses.

3 minutes and 47 secondsWe are still figuring out what the boss schedule looks like.

3 minutes and 49 secondsA bunch of the secondary narrative in terms of scripted cutscenes,

3 minutes and 52 secondsdialogues, chatters, reactions, vignettes.

3 minutes and 54 secondsA bunch of that stuff will probably not be in.

3 minutes and 56 secondsAnd then, I think, design will be spending

3 minutes and 57 secondsa lot of time implementing that stuff during Alpha.

3 minutes and 59 secondsAnd then we are going to have them do another Bob Z reboot, just for fun.

4 minutes and 1 second-\[LAUGHTER\] -Just for funsies.

4 minutes and 3 secondsJust take another whack at it, see what happens.

4 minutes and 5 secondsANDY: I don't like that joke.

4 minutes and 7 seconds\[LAUGHTER\]

4 minutes and 8 seconds-ZAK: Too soon? Too soon? -ANDY: Too soon.

4 minutes and 9 secondsI agree.

4 minutes and 10 seconds\[LAUGHTER\]

4 minutes and 12 secondsWhat is the, like--

4 minutes and 13 secondsWhat is the thing that dictates, like--

4 minutes and 15 secondsDo we have a set thing in the schedule where the scope of, like:

4 minutes and 18 seconds"This needs to be a Class 1."

4 minutes and 20 secondsWe have very little time left.

4 minutes and 21 seconds-\[ZAK LAUGHS\] -Yeah.

4 minutes and 23 secondsZAK: Um, so the art team is moving over to strike teams.

4 minutes and 25 secondsSo, they just kicked off strike teams,

4 minutes and 27 secondsdogpiling on the Questionable Area and the Gristol level.

4 minutes and 30 secondsAnd then they'll just be rolling through the whole game

4 minutes and 32 secondswhile design furiously works ahead of them.

4 minutes and 34 secondsYou and Will are going to work on Gristol, getting it ready for Alpha.

4 minutes and 37 secondsFor 3 weeks.

4 minutes and 39 secondsAnd then... you are fucking done.

4 minutes and 41 seconds-I don't know, man! -ANDY: You will have to make hard calls.

4 minutes and 43 secondsIt looks like all of this stuff is pretty much...

4 minutes and 47 seconds...good, except for the Maligula pedestal and statue.

4 minutes and 50 secondsWILL: Yeah...

4 minutes and 52 secondsYou guys can talk too, you can tell me that, like, all of the stuff

4 minutes and 54 secondsI'm asking you to get done by Friday is too much.

4 minutes and 57 secondsOh, this all-- this is all before Friday?

4 minutes and 59 seconds-This Friday? -GEOFF: Yeah.

5 minutes and 0 seconds\[LAUGHTER\]

5 minutes and 2 secondsThat's-- that's what we do.

5 minutes and 3 secondsWILL: Um...

5 minutes and 6 secondsI guess, you know...

5 minutes and 7 seconds\[GEOFF CHUCKLES\]

5 minutes and 9 secondsWILL: We kind of get punted the level

5 minutes and 11 secondsand we get three weeks to make it, like, what it's actually supposed to be.

5 minutes and 15 secondsAnd that seems a little unfair, you know?

5 minutes and 18 secondsGEOFF: There is not a lot of grounding for this, and...

5 minutes and 21 secondsMaybe, hopefully, putting in a ground,

5 minutes and 23 secondsand a sky, and a horizon line will help that sense of space.

5 minutes and 27 secondsBut right now you have just-- you have no clue where you are.

5 minutes and 30 secondsJEREMY: No, it needs-- it needs to be done.

5 minutes and 32 secondsFill geometry holes in barbershop story corners.

5 minutes and 34 secondsJEREMY: Needs to be done.

5 minutes and 36 secondsUh, build trapeze chains.

5 minutes and 38 seconds-MOIRA: That's today. -JEREMY: Needs to be done.

5 minutes and 39 secondsNAOKO: Uh...

5 minutes and 41 secondsMany of these things aren't big deal things.

5 minutes and 43 secondsThere is just-- it all--

5 minutes and 44 secondsWe just need to get to all of them.

5 minutes and 45 seconds-GEOFF: Yes. -\[CHUCKLING\]

5 minutes and 47 secondsKRISTEN: Just message me if you need anything.

5 minutes and 48 secondsLISETTE: What the team is mostly struggling with

5 minutes and 50 secondsis just the total amount of real estate

5 minutes and 51 secondswe have to cover in a short amount of time.

5 minutes and 54 secondsAnd that's, I think-- the big challenge is:

5 minutes and 56 seconds"How do you hit this much space with this size of the team?"

5 minutes and 59 secondsI think the thing that should be realized though

6 minutes and 1 secondis that we are in this situation

6 minutes and 2 secondsbecause their designs have taken so long to begin with.

6 minutes and 5 secondsLike, we didn't get us here.

6 minutes and 6 secondsLike, they--

6 minutes and 7 seconds\[CHUCKLES\]

6 minutes and 8 secondsThey set this up for us.

6 minutes and 10 secondsWhat it comes down to is that, like...

6 minutes and 13 secondsThey've essentially had a year and a half

6 minutes and 14 secondsto work on their particular levels.

6 minutes and 16 secondsAnd we got five months to get it to Alpha.

6 minutes and 19 secondsUm, which is crazy.

6 minutes and 22 secondsAll the bickering is not about making it a good game.

6 minutes and 25 secondsIt's about, like, making it the best version of the game.

6 minutes and 30 secondsSo, it's going to be good.

6 minutes and 31 secondsI'm, uh...

6 minutes and 34 secondsYeah, I'm curious to see if it'll be great.

6 minutes and 37 seconds\[MUSIC\]

6 minutes and 43 secondsPAUL: I like the framing with the orange, that's good.

6 minutes and 46 seconds\[ASIF CHUCKLES\]

6 minutes and 48 secondsOld empty tea bottles.

6 minutes and 53 seconds\[ASIF DOES A SERIES OF QUICK EXHALES\]

7 minutes and 0 seconds\[ASIF EXHALES\]

7 minutes and 1 second-How is it going? -Good.

7 minutes and 2 secondsNAOKO: Aw! What's all this?! There is so much stuff!

7 minutes and 5 secondsASIF: There is a lot of stuff now.

7 minutes and 7 secondsIt's feeling more like there is game-y stuff happening.

7 minutes and 10 secondsI'm not super worried about this from a design standpoint.

7 minutes and 12 secondsI'm also not super worried about it from an art standpoint.

7 minutes and 14 secondsI think you are going to kick it, you know, right of the pa--

7 minutes and 16 secondsKick it out of the park? That is not the way the phrase goes.

7 minutes and 19 secondsIf you are playing kickball, it is.

7 minutes and 20 secondsIt is, yeah, thank you! That was a kickball metaphor, yeah.

7 minutes and 22 seconds\[NAOKO LAUGHS\]

7 minutes and 23 secondsBut when it comes to trying to hit our December milestone,

7 minutes and 26 secondsI want to make sure that we are just aware of where things are going to land,

7 minutes and 30 secondsso that we feel confident in everyone being able to do their work.

7 minutes and 34 secondsKeep making a video game level.

7 minutes and 36 seconds-You having fun? -I am today, yeah.

7 minutes and 39 secondsNot-- not every day?

7 minutes and 40 seconds-Uh, some days are stressful. -Yeah?

7 minutes and 42 secondsDon't be stressed on your own.

7 minutes and 43 seconds-Come find me, if you are stressed. -Yeah, yeah.

7 minutes and 44 seconds-Let's talk about it, okay? -I will.

7 minutes and 46 secondsZAK: Uh, we have a ton of stuff.

7 minutes and 48 secondsWe are-- so, we are still continuing

7 minutes and 50 secondsto hurdle through all the art strike teams.

7 minutes and 52 secondsAnd just generally getting design working ahead

7 minutes and 54 secondsto get those levels ready for art,

7 minutes and 55 secondsso that when the strike teams jump on those levels,

7 minutes and 57 secondswe can just pound through all of that.

7 minutes and 58 secondsSo, that's been sort of...

8 minutes and 0 secondsuh, picking up speed and improving the game on a daily basis.

8 minutes and 3 secondsWhich was really, really awesome to see.

8 minutes and 4 secondsUm, starting to work on a trailer.

8 minutes and 6 secondsUh, so, the plan right now is that we will be having

8 minutes and 9 secondsa big giant reveal trailer at the Game Awards,

8 minutes and 11 secondsum... in December.

8 minutes and 13 secondsSo, we have to have that ready at the end of the year.

8 minutes and 15 secondsPAUL: Alpha and trailer hitting at the same time.

8 minutes and 17 secondsIt's bad timing, yeah.

8 minutes and 19 seconds\[LAUGHS\]

8 minutes and 21 secondsOn a more positive note...

8 minutes and 23 secondswe know when E3 is happening next year, and so, like...

8 minutes and 26 secondswe are already planning for that and the next--

8 minutes and 28 secondsBecause that's coming right in the middle of our Alpha to Beta time.

8 minutes and 31 secondsWhich is going to throw a huge monkey wrench into everything.

8 minutes and 35 secondsLISETTE: Yeah, the plan for Alpha and trailer

8 minutes and 37 secondswas always going to be... shaky.

8 minutes and 40 secondsIt feels unfortunate, because a lot of this is just--

8 minutes and 43 secondslike, it's all one-off work, right?

8 minutes and 44 secondsLike, a lot of the-- this is going to--

8 minutes and 46 secondsA lot of effort is going to have to be put into this.

8 minutes and 48 secondsPAUL: This shot has not been set up at all.

8 minutes and 50 secondsSo, the camera would be low.

8 minutes and 51 secondsUm...

8 minutes and 53 secondsYeah, very similar, think of the Legolas shot there.

8 minutes and 55 secondsSo, the horizon line will be super low.

8 minutes and 56 secondsTAZIO: Probably want some VFX around Sasha's helmet.

8 minutes and 59 secondsPAUL: Yeah, there is a-- there is a few things for this.

9 minutes and 1 secondThis needs more polish on it than we've even put into the main game.

9 minutes and 5 seconds-Correct. -Right? So...

9 minutes and 7 secondsWe haven't even gotten to the experience of having to do that type of polish.

9 minutes and 10 secondsWhich takes a long time.

9 minutes and 11 secondsIdeally, we would be doing this trailer after our Alpha push.

9 minutes and 14 secondsWhere we have enough meat on the bone,

9 minutes and 16 secondswhere we are just doing Beta work.

9 minutes and 17 seconds-GEOFF: Mm-hmm. -LISETTE: Um...

9 minutes and 18 secondsLISETTE: But this kind of dropped right as we started Alpha.

9 minutes and 24 seconds-KEIGHLEY: Hello? -Mister Keighley!

9 minutes and 27 secondsUh, yeah, well, we are making a trailer.

9 minutes and 30 secondsWe've got-- we've got scripts.

9 minutes and 32 secondsWe have shot lists coming together.

9 minutes and 34 secondsSo, it's all happening.

9 minutes and 38 secondsKEIGHLEY: Well, that's great to hear!

9 minutes and 40 secondsPAUL: Do you think it's worth it to go for the VGAs as a platform...

9 minutes and 44 seconds...for that level of connectivity.

9 minutes and 46 secondsI mean, always...

9 minutes and 47 secondsWhenever you can get something out in front of people

9 minutes and 50 secondsto bring awareness to it

9 minutes and 51 secondsthat they might not have known the game exists is always good.

9 minutes and 55 secondsI mean, Psychonauts has great word of mouth.

9 minutes and 58 secondsbut, I think, that... like, as a broad appeal

10 minutes and 1 secondthere is a lot of people who have no clue what this game is.

10 minutes and 3 secondsSo, getting it into something like the VGAs is a big--

10 minutes and 7 secondsit's going to be really helpful for us, so.

10 minutes and 10 secondsGREG: Probably also our publishers will be pretty stoked

10 minutes and 12 secondsabout the reaction to it, so.

10 minutes and 14 seconds\[MUSIC\]

10 minutes and 16 seconds-It's going to be good. -KEIGHLEY: Yep, because that's, uh...

10 minutes and 18 secondsKEIGHLEY: Was it Starbreeze? Or who is involved in it?

10 minutes and 20 secondsYep, Starbreeze is our publisher.

10 minutes and 21 seconds\[MUSIC\]

10 minutes and 31 secondsANDY: And his thing is, like: "Look..."

10 minutes and 33 secondsHe says: "I'm working on a lot of projects right now,

10 minutes and 35 secondsI'm not worried about yours."

10 minutes and 37 secondsI'm like-- I kind of went: "Really?!"

10 minutes and 39 seconds-He is like: "No." -Thank you?

10 minutes and 40 secondsHe is like: "The updates you give me every week

10 minutes and 42 secondsand the progress I'm seeing happening,

10 minutes and 43 secondsI think, you guys are where you need to be."

10 minutes and 46 seconds-I'm like: "All right, good." -Okay, cool, thanks.

10 minutes and 48 secondsSo, we have a--

10 minutes and 50 secondsWe have received a vote of confidence from our publisher today.

10 minutes and 52 secondsDid he say we could be-- we could fall behind?

10 minutes and 56 seconds-NAOKO: More than we have. -\[GEOFF LAUGHS\]

10 minutes and 59 secondsWell, honestly, they could probably be like:

11 minutes and 1 second"Yeah, whatever. I mean, we are not going to pay you.

11 minutes and 2 secondsWe are not going to pay you any more money past this date,

11 minutes and 5 secondsbut if you guys want to be late, be our guest."

11 minutes and 7 secondsLike: "Your funeral."

11 minutes and 8 secondsThat's really their attitude.

11 minutes and 9 secondsIs-- is, uh...

11 minutes and 11 seconds"Oh, you guys want to push your Alpha out four months, that's fine.

11 minutes and 13 secondsWe are not going to pay for it, but go-- go nuts."

11 minutes and 16 secondsThat's the deal we had.

11 minutes and 18 secondsSo, there is-- there is good and bad here.

11 minutes and 20 seconds\[MUSIC\]

11 minutes and 38 secondsGEOFF: Yeah, I think we definitely need to just bring the Quarry forward, yeah?

11 minutes and 41 secondsI don't think we have a choice.

11 minutes and 42 secondsANDY: I need that shot of that Quarry, for three seconds, or whatever it is.

11 minutes and 46 secondsWe'll be running around here, like, everyone screaming, going:

11 minutes and 49 seconds"Oh my god, Geoff Keighley wants his trailer

11 minutes and 52 secondsand we got shit."

11 minutes and 53 secondsJP: Yeah, and then clippers come down from the top and cut away a path

11 minutes and 56 secondsthat you then climb up,

11 minutes and 57 secondsand there is, like, clippers patrolling along that path that you have to avoid.

12 minutes and 1 secondANDY: Oh, that's good, some people did some logging today after I sent my email.

12 minutes and 3 secondsI like that.

12 minutes and 4 secondsUm...

12 minutes and 5 secondsMy email of guilt goes out, and it goes: "Pew."

12 minutes and 8 secondsUm...

12 minutes and 11 secondsNot much more to say about this than usual.

12 minutes and 13 secondsI feel like, you know, it's always kind of, like, right there,

12 minutes and 15 secondswhen we want to be right there.

12 minutes and 17 secondsAnd I go: "Yeah, we should log our stuff."

12 minutes and 18 secondsAnd we go: "Yeah, that'd be a good idea."

12 minutes and 20 secondsAnd then, you know...

12 minutes and 21 secondsYeah, so, there is only one week left.

12 minutes and 23 secondsAll right, so it's five days.

12 minutes and 24 secondsAnd this is one of...

12 minutes and 27 secondsfive sprints to get to Alpha.

12 minutes and 29 secondsSo, we gotta-- we gotta knock this--

12 minutes and 31 secondsWe have to be hitting, like, plus 80% of work complete on these things.

12 minutes and 35 secondsIdeally, like, 90%, honestly, but...

12 minutes and 38 secondsSo, you know... 61% of the time elapsed, and only 33% of the work getting done.

12 minutes and 44 secondsLike...

12 minutes and 46 secondsWe will have to start simply getting rid of things at some point, so.

12 minutes and 50 seconds\[MUSIC\]

13 minutes and 4 secondsWhen it ends, I'll come look at it.

13 minutes and 6 secondsZAK: At this point, like, Tim is writing furiously

13 minutes and 7 secondsand we are basically recording and scratching

13 minutes and 9 secondsas fast as Tim can write.

13 minutes and 10 secondsAnd then getting that into the hands of people

13 minutes and 12 secondsto start implementing in the gameplay.

13 minutes and 17 secondsHOLLIS: "I would rather die than wear socks with sandals."

13 minutes and 20 seconds\[LAUGHTER\]

13 minutes and 23 secondsRAZ: "That's not the change I was going for."

13 minutes and 27 secondsKHRIS: Is that okay?

13 minutes and 29 secondsI'm going to mail this to you right now.

13 minutes and 31 secondsTi-im!

13 minutes and 32 secondsWhat do you think about talking to Jack?

13 minutes and 33 secondsHi-i!

13 minutes and 34 secondsI love Jack so much! He is a perfect human being.

13 minutes and 36 secondsIs it time to start talking about actually casting and stuff.

13 minutes and 39 secondsWell, um, yeah...

13 minutes and 40 secondsWould you like to have him be... Helmut?

13 minutes and 43 secondsYes.

13 minutes and 44 secondsHe's got a song and everything!

13 minutes and 45 secondsWhat?!

13 minutes and 46 secondsTIM: And he got a star. Did you see he got a star?

13 minutes and 49 secondsKHRIS: Oh, yeah, I saw that!

13 minutes and 51 secondsWhat about-- someone mentioned the--

13 minutes and 52 secondsYou know, we hadn't really--

13 minutes and 54 secondsI think Elijah still wants to do a part?

13 minutes and 55 secondsI love Elijah.

13 minutes and 57 seconds-He is a perfect human being. -Could he do Gristol?

13 minutes and 59 secondsSo, I have questions for you about Bob Zanotto.

14 minutes and 2 secondsUm, what I would like to know is...

14 minutes and 4 secondsSo, he had trauma,

14 minutes and 6 secondsand his adaptation to trauma is to self-medicate with alcohol.

14 minutes and 10 secondsAnd how are we going to handle that in a way that doesn't make it like:

14 minutes and 16 seconds"He is a drunk!"

14 minutes and 17 secondsMm, mm-hmm.

14 minutes and 18 secondsAnd maybe be hurtful or harmful to people who have experienced that in their lives.

14 minutes and 23 secondsI mean, I think the emphasis on it is

14 minutes and 25 secondswe are not even emphasizing it as the-- like, a drunk level.

14 minutes and 29 secondsIt's more showing that he is drinking,

14 minutes and 31 secondsbut emphasizing it as he is breaking connections with people in his past...

14 minutes and 34 seconds...more level.

14 minutes and 35 secondsAnd there is bottles and stuff, and there is...

14 minutes and 38 secondsimages of his personality drowning and being isolated, and stuff like that.

14 minutes and 43 secondsBut it's more about how he cut off these connections

14 minutes and 46 secondswith everybody in his life.

14 minutes and 47 secondsAnd that's what's allowed him

14 minutes and 48 secondsto kind of slip into a depressed, lonely, drinking existence.

14 minutes and 54 secondsJEREMY: Cool, so, uh, this space here, um...

14 minutes and 56 secondsCute.

14 minutes and 57 secondsYeah, looks like it's already been kind of cut down to size.

15 minutes and 0 secondsLadders are cut, so this will be--

15 minutes and 1 secondZAK: Ladders are not cut.

15 minutes and 3 seconds-They are not? -Ladders are not cut.

15 minutes and 4 secondsOh, okay, the ladder is still here.

15 minutes and 5 secondsCan we get them functioning?

15 minutes and 6 seconds-What's that? -Can we get them functioning?

15 minutes and 8 seconds-Yeah! -Okay.

15 minutes and 9 seconds-Yeah, we will. -\[JEREMY CHUCKLES\]

15 minutes and 11 secondsCool, um...

15 minutes and 13 secondsNot a lot happening to it.

15 minutes and 15 secondsGIGI: Is the plan to always have that wall for combat?

15 minutes and 19 secondsThe blood gates?

15 minutes and 21 secondsGIGI: Huh?

15 minutes and 22 secondsThat is not the intended visual for it, that's just a placeholder.

15 minutes and 26 seconds-But there will be some visual? -Yeah.

15 minutes and 31 secondsYeah, well, I wanted to--

15 minutes and 32 secondsYeah, I wanted to ask about that.

15 minutes and 34 secondsSo, it does sort of, like, put the shimmery...

15 minutes and 37 secondsyou know, blood gate material in your face.

15 minutes and 39 seconds-JP: But, I don't know, how do we feel-- -ZAK: Yeah, which is totally--

15 minutes and 42 secondsThat's not a combat question, you know, not an AI question per se, but...

15 minutes and 46 secondsit's definitely a combat question.

15 minutes and 48 secondsYeah, I don't like it.

15 minutes and 49 secondsWe are trying to get rid of blood gates.

15 minutes and 52 secondsIt's weird that we have everything blood gated.

15 minutes and 55 secondsI don't consider our core audience to be super combat heavy.

16 minutes and 1 second-They seem to be more narrative. -PAUL: Mm-hmm.

16 minutes and 3 seconds-So, we are in a fight. -PAUL: Yeah.

16 minutes and 5 secondsAmy and I just made a spawner that does not blood gate.

16 minutes and 8 secondsWe are slowly getting them to not do that.

16 minutes and 12 secondsI mean, it's always a trick.

16 minutes and 13 secondsLike, the final say thing is always a tricky business.

16 minutes and 16 secondsBecause at the end of the day I have final say.

16 minutes and 17 secondsLike, I'm the Project Lead. Everything I want to put my foot down

16 minutes and 19 secondsand be a jerk about it, I can do it.

16 minutes and 20 secondsAnd that's just how it is.

16 minutes and 22 secondsUm, the more often I do that,

16 minutes and 24 secondsand the more often I do it about small things,

16 minutes and 26 secondsthe worse everything gets.

16 minutes and 27 secondsZAK: Big push to get fishing working in the game.

16 minutes and 28 secondsRusty proxied in, like, 25 different fish.

16 minutes and 31 secondsAnd they are all in as pickups and you could fish them out.

16 minutes and 33 secondsUm, we are going to be making some fishing hot spots,

16 minutes and 35 secondsand, like, little treasure zones and things like that.

16 minutes and 37 secondsSo, that'll be populating all over the game.

16 minutes and 39 secondsTIM: Uh, my daughter is getting into Stardew Valley,

16 minutes and 41 secondsand I have to say I hate fishing now.

16 minutes and 42 secondsAnd I don't want to see f--

16 minutes and 43 secondsI don't want to see fishing in a video game ever again.

16 minutes and 45 secondsPAUL: There is a distinct pushback against...

16 minutes and 49 secondsFishing? Fishing?

16 minutes and 50 seconds-You were gonna talk about fishing, right? -I was going to say crunch culture, but...

16 minutes and 52 secondsYeah, it's fishing.

16 minutes and 53 secondsTAZIO: Specifically when I was working on fishing.

16 minutes and 55 secondsI was just, like--

16 minutes and 56 secondsI came in on a weekend, because I was behind.

16 minutes and 59 secondsAnd I was like-- I started working, I was just like...

17 minutes and 1 secondAnd I just realized that I had-- really had trouble doing it.

17 minutes and 5 secondsBecause I was like: "Why is there a fishing minigame in this?"

17 minutes and 9 secondsAnd, honestly, like, there is--

17 minutes and 12 secondsthere could totally be a good fishing minigame.

17 minutes and 15 secondsBut, the thing is, it's, like...

17 minutes and 16 secondsthat needs to come out of, like, a very, sort of, Tim space.

17 minutes and 20 secondsI'm against this fishing business.

17 minutes and 21 secondsExcept if you can think of something that's like fishing,

17 minutes and 26 secondsbut not the typical...

17 minutes and 29 seconds-SETH: But not fishing. -Yeah, not fishing.

17 minutes and 31 secondsPeople are very concerned about there being fishing in the game.

17 minutes and 33 secondsSo, I hear about it a lot.

17 minutes and 34 secondsI just haven't gotten-- We are going to cut it.

17 minutes and 36 secondsI haven't gotten around to cutting it,

17 minutes and 37 secondsjust because, like, I've got a bigger fish to fry.

17 minutes and 40 secondsMaligula's level.

17 minutes and 41 secondsLike, the final-- Like, the climax of our game,

17 minutes and 44 secondsthat's not in the game right now.

17 minutes and 46 secondsSo, we gotta make that whole thing.

17 minutes and 48 secondsAnd none of the bosses exist.

17 minutes and 50 secondsSo, there is that. Which we gotta figure out.

17 minutes and 52 secondsZAK: Um, and so, this is sort of my pitch for that.

17 minutes and 54 secondsPeople also could be like: "That's terrible!

17 minutes and 56 secondsWe can't do this, because of these reasons."

17 minutes and 58 secondsUm...

17 minutes and 59 secondsBut, uh... first up, like, why have the bosses?

18 minutes and 2 secondsUm, I don't know if anybody wants to dispute that.

18 minutes and 4 secondsUh, I feel like we do need them.

18 minutes and 6 secondsJust because we have levels

18 minutes and 7 secondsthat have a very distinct, specific problem to them

18 minutes and 9 secondsthat you are meant to resolve.

18 minutes and 11 secondsUm, and so, they sort of serve

18 minutes and 13 secondsas narrative and gameplay peak experiences at the end of it,

18 minutes and 16 secondsto sort of culminate and finish things off.

18 minutes and 18 secondsAnd several of the levels sort of have been counting on them narratively.

18 minutes and 21 secondsUh, who does have a boss?

18 minutes and 23 secondsUh, there is the Luctopus at the end of Hollis.

18 minutes and 26 secondsUm, there is--

18 minutes and 27 secondsIn Helmut you fight some sort of memory of the final battle?

18 minutes and 31 secondsNext most least information is Bob Z.

18 minutes and 34 secondsSome sort of plant-like thing.

18 minutes and 37 secondsCassie, giant paper librarian that chases you down a hallway.

18 minutes and 40 secondsCompton, uh, doesn't have a boss.

18 minutes and 42 secondsThere is a big battle arena at the end.

18 minutes and 43 secondsTim just turned in the script and he added a boss to the Compton level, so.

18 minutes and 46 secondsANDY: I was just-- because you had your list,

18 minutes and 48 secondsso I was like: "Wait a minute!"

18 minutes and 49 secondsZAK: We don't have to do that. We don't have to do that.

18 minutes and 51 secondsHe added some sort of weird vegetable boss, I don't know,

18 minutes and 53 seconds-I haven't even read it yet. -BRIAN: Is Compton the food one?

18 minutes and 54 seconds-Compton is the food one. -BRIAN: Okay.

18 minutes and 56 secondsUm, it's the food one, it's very arena based.

18 minutes and 58 secondsAnd there is a lot, like-- yeah.

19 minutes and 0 secondsShouldn't dessert be the boss of a meal?

19 minutes and 2 seconds-Oh-h! -\[LAUGHTER\]

19 minutes and 3 seconds-So, I have a question. -ZAK: Yes!

19 minutes and 5 secondsSo, you want to do five bosses.

19 minutes and 7 seconds-Plus all the other AI that's left. -Yes, yes.

19 minutes and 10 secondsIn...

19 minutes and 11 secondsZAK: Four months.

19 minutes and 12 seconds-Four months. -Yep.

19 minutes and 14 seconds-ANNA: Okay. -ZAK: Yeah, I know.

19 minutes and 15 secondsZAK: I don't know how we-- yeah, so.

19 minutes and 16 secondsSo, how is that schedule looking like, Andy?

19 minutes and 20 secondsANDY: For the bosses?

19 minutes and 24 secondsLike, it's a complete question mark.

19 minutes and 25 secondsThere is really no, like...

19 minutes and 28 secondsAny of these systems being developed,

19 minutes and 30 secondsI need to get some sort of estimate from people.

19 minutes and 31 secondsEveryone involved, tell me, like...

19 minutes and 34 secondsSome of these things Zak is talking about,

19 minutes and 35 secondslike, what would it take to make some of these things happen.

19 minutes and 37 secondsOkay.

19 minutes and 38 secondsZAK: Is there a way at the end of the sprint we can get to

19 minutes and 40 secondsa thing that is, like... playable.

19 minutes and 44 secondsAnd it may be, like, a giant lie, but it sort of demonstrates the intent,

19 minutes and 48 secondsand sort of proves out the core-- the core concepts of that boss.

19 minutes and 52 seconds\[MUSIC\]

20 minutes and 1 secondAll right! Status updates!

20 minutes and 2 secondsYep, uh... So, this trim is getting in.

20 minutes and 4 secondsAnd I have the railing done as well,

20 minutes and 6 secondsbut I haven't placed that yet.

20 minutes and 8 secondsUm, we are going to need to come up with a creative solution for the floors,

20 minutes and 11 secondsbecause they are all different widths and sizes, so.

20 minutes and 13 secondsMOIRA: (Oh, Jesus.)

20 minutes and 15 secondsSo, we are extending this by a few weeks, right?

20 minutes and 19 secondsThat's what you said, Geoff? Who told me that?

20 minutes and 21 secondsSomebody told me that.

20 minutes and 22 secondsNo, we-- if we have to, we will,

20 minutes and 25 secondsbut we should still have the goal of next Friday being done with this space.

20 minutes and 29 seconds-KRISTEN: Okay. -JEREMY: The whole HQ interior.

20 minutes and 32 secondsNAOKO: If we are going to extend it, I don't know by how much yet.

20 minutes and 34 secondsAnd there is going to have to be a significant amount of juggling

20 minutes and 37 secondsaround the rest of the milestone.

20 minutes and 39 secondsGEOFF: Yep, okay, that's it. There is a lot to do.

20 minutes and 41 secondsYeah.

20 minutes and 43 seconds-All right. -We'll get there.

20 minutes and 44 secondsPAUL: How is morale holding up?

20 minutes and 46 secondsMorale is holding up, we are getting to the point

20 minutes and 48 secondswhere, you know, the tension is starting to rise.

20 minutes and 51 secondsEveryone is feeling the pressure.

20 minutes and 53 secondsBut overall, I think, everyone is still happy to be working on this.

20 minutes and 57 secondsUm, I'm trying to make sure that I'm checking in with everyone,

21 minutes and 0 secondsand seeing what's causing their frustrations.

21 minutes and 2 secondsAt the end of the day, if people are angry,

21 minutes and 3 secondsit's because a process is broken.

21 minutes and 5 secondsI think, it's just everyone is feeling the pressure to deliver on time.

21 minutes and 8 secondsSome of these bigger levels,

21 minutes and 9 secondslike, HQ interior... definitely a concern for me.

21 minutes and 12 secondsLike, how are we gonna have all the time to do everything that we need to,

21 minutes and 15 secondsand make it look good?

21 minutes and 17 secondsThe, like, rift, between the designers and the artists

21 minutes and 20 secondsthat we had at the beginning of the project is starting to come back.

21 minutes and 22 seconds-Yep. -And it's not good for morale.

21 minutes and 25 secondsTAZIO: It's back in full force, I mean...

21 minutes and 28 secondsGEOFF: I do think the strike teams are working.

21 minutes and 30 seconds-Mm-hmm. -Yeah.

21 minutes and 31 secondsLISETTE: Yeah, I mean, as stressful as they are,

21 minutes and 34 secondsyou guys are covering a huge amount of real estate in a short amount of time.

21 minutes and 38 secondsAnd every time we do a sprint review, I'm very impressed with what I see.

21 minutes and 42 secondsAnd there are moments where, like, the art clicks

21 minutes and 44 secondsand we all understand what we are making,

21 minutes and 46 secondsand we have these, like, wins.

21 minutes and 48 secondsAnd we just have to keep doing that.

21 minutes and 55 secondsTUCKER: What?!

21 minutes and 57 secondsANDY: Shit is about to get crazy!

22 minutes and 5 seconds\[LAUGHTER\]

22 minutes and 11 seconds\[LAUGHTER\]

22 minutes and 17 seconds\[CLAPPING\]

22 minutes and 21 seconds\[MUSIC\]

22 minutes and 25 secondsGEOFF: Uh, and... I think, that there is a lot of people really excited,

22 minutes and 28 secondsbecause we are starting to see... a lot of visual development in the game.

22 minutes and 33 secondsUm, and the levels are starting to become realized for the first time.

22 minutes and 40 secondsUm...

22 minutes and 41 secondsInstead of having a greybox and someone sitting over your shoulder saying:

22 minutes and 44 seconds"This is going to be this."

22 minutes and 46 secondsYou know? Now, it is actually that, and...

22 minutes and 49 secondsUh, you can sort of start to lose yourself in the spaces now,

22 minutes and 53 secondswhich is really nice.

22 minutes and 54 secondsJEREMY: We are covering a lot of space.

22 minutes and 55 secondsIt's not the way that I normally work,

22 minutes and 59 secondsand so I feel like I'm just introducing crazy amounts of bugs.

23 minutes and 3 secondsJEREMY: Uh, I have a future question.

23 minutes and 5 secondsAbout bosses.

23 minutes and 7 secondsIs there anyway to, like, make sure they kind of--

23 minutes and 10 secondscut that-- like, keep it very small,

23 minutes and 13 secondsbefore it gets out of hand.

23 minutes and 15 secondsLISETTE: I'm actively watching what's going on with the bosses,

23 minutes and 19 secondsand I'm getting extremely nervous.

23 minutes and 20 secondsJEREMY: Yeah.

23 minutes and 21 seconds\[MUSIC\]

23 minutes and 25 secondsZAK: Geoff and Lisette, I wanted to talk to you first,

23 minutes and 28 secondsbefore this gets sprung on anybody else.

23 minutes and 30 secondsBecause I think it is going to be a bigger level... art component

23 minutes and 34 secondsthan we-- than people were probably thinking.

23 minutes and 36 secondsBut! I would like the team to know, like:

23 minutes and 39 seconds"Oh, okay, this is the plan for the boss.

23 minutes and 42 secondsIt's a good plan.

23 minutes and 43 secondsAnd we are going to figure out how to make it successful.

23 minutes and 46 secondsANNA: Like, none of our bosses work.

23 minutes and 49 secondsWe have two figured out.

23 minutes and 52 secondsBoth of them don't do anything.

23 minutes and 55 secondsAnd then, maybe two more?

23 minutes and 57 secondsMaybe one of those are cut-- I don't know.

23 minutes and 59 secondsUm...

24 minutes and 1 secondAnd then, making combat fun.

24 minutes and 5 secondsZAK: Um, so, I think the track that everyone is on right now--

24 minutes and 7 secondsAnd I'm being perfectly honest with sort of the--

24 minutes and 10 secondsHopefully, there is a very happy ending you guys can include this with.

24 minutes and 13 secondsUm, uh...

24 minutes and 14 secondsEveryone feels like they are sort of toiling away

24 minutes and 17 secondsat something that they don't have the opportunity to really make good.

24 minutes and 20 secondsUm, and I think that's the core of a lot of the bummer going on right now.

24 minutes and 25 secondsOur big goal right now is we are trying to get that last shrine to be something

24 minutes and 29 secondsthat could be arted by the end of this week.

24 minutes and 31 secondsBecause art would like to start arting it.

24 minutes and 33 secondsAnd, in fact, art needs to start arting it,

24 minutes and 35 secondsotherwise it will not get arted.

24 minutes and 37 secondsI don't know, man. Honestly, like...

24 minutes and 39 secondsAfter all these iterations, like, nothing seems to fit.

24 minutes and 43 secondsAnd, like, everything seems way too complicated.

24 minutes and 46 secondsPAUL: When is your hands off?

24 minutes and 49 secondsBasically, in the next two weeks I have to, like, have a sign-- I mean...

24 minutes and 53 secondsI don't know how realistic this is, but...

24 minutes and 56 secondsUh... yeah.

24 minutes and 58 secondsI think after this sprint, basically...

25 minutes and 0 secondsis, like, when they might start going in

25 minutes and 3 secondsand, like, actually doing some artwork, I hear.

25 minutes and 6 secondsUh...

25 minutes and 7 secondsBut that's going to be really tough to pull off.

25 minutes and 12 secondsEMILY: His world is about making these food stations.

25 minutes and 16 secondsAnd it's a--

25 minutes and 18 secondshas a lot of animals also incorporated.

25 minutes and 20 secondsThis is the battering ram, ha-ha-ha...

25 minutes and 23 seconds-Because he batters. -\[CHUCKLING\]

25 minutes and 27 secondsSo, the batter might be glitter or, like, a Sherpa fabric.

25 minutes and 30 secondsAnd we are trying to, like, figure that out.

25 minutes and 31 secondsAnd, uh, water is going to be those, like--

25 minutes and 34 secondsWe are just going to try, like, a flip sequence and stuff like that.

25 minutes and 38 secondsASIF: Not only because I need time to, like, actually finish it.

25 minutes and 41 secondsBut also, like, a lot of time to continue to test people through it.

25 minutes and 46 secondsBecause even when I did the designer test a few weeks ago,

25 minutes and 50 secondsuh, there were so many problems with it, and...

25 minutes and 53 secondsthere is also a lot of, like, clarity issues that he brought up.

25 minutes and 56 secondsWhich I totally understand and, like, agree with a hundred percent.

26 minutes and 0 secondsBut just, like...

26 minutes and 2 secondsgiving players an idea of, like,

26 minutes and 3 secondswhat they are actually supposed to be doing.

26 minutes and 5 secondsWhich is harder than it sounds sometimes.

26 minutes and 8 seconds\[MUSIC\]

26 minutes and 10 secondsTUCKER: Yeah, everyone seems in very bad spirits right now.

26 minutes and 14 secondsPeople were out drinking a couple of weeks ago.

26 minutes and 17 secondsThere were a ton of people just, like, mass--

26 minutes and 20 secondslike, airing everything out.

26 minutes and 22 secondsAnd so, like, I learned a lot of stuff,

26 minutes and 23 secondsand I'm like: "You guys should talk to other people."

26 minutes and 27 secondsBecause, like, Tim, just--

26 minutes and 29 secondsNo offense to Tim, he just doesn't know what's going--

26 minutes and 31 secondswhat's happening out on the floor.

26 minutes and 32 secondsHe is not aware of these things that we are talking about.

26 minutes and 34 secondsBut the thing I implore you to talk to him about...

26 minutes and 38 secondsis the design...

26 minutes and 41 secondsum...

26 minutes and 42 secondslike, butting of heads.

26 minutes and 44 secondsTUCKER: Yeah, I mean, there--

26 minutes and 47 secondsI don't know how much other people have talked about it before,

26 minutes and 49 secondslike, on the camera, or, like, how candid,

26 minutes and 52 secondslike, you guys are--

26 minutes and 53 secondsI think, people would get on that stuff.

26 minutes and 55 secondsUm, but there are definitely issues with, like...

26 minutes and 59 secondsI think some of the new people who have come here

27 minutes and 3 secondshave come from studios with different mentalities.

27 minutes and 5 secondsAnd I think, um...

27 minutes and 7 secondsIt is a very linear...

27 minutes and 10 secondsor clear delineation of roles on a project,

27 minutes and 14 secondsand things happening in a certain order,

27 minutes and 16 secondsum, with certain disciplines being absolutely first.

27 minutes and 20 secondsUh, and any time it went out of order, there became conflict.

27 minutes and 24 secondsAnd I think that led to, like, the morale.

27 minutes and 27 secondsBut...

27 minutes and 29 secondsI don't think it's really the Double Fine way.

27 minutes and 31 secondsAnd certainly not a thing that most people here are used to.

27 minutes and 34 secondsAnd I think, additionally,

27 minutes and 36 secondsa thing that a lot of people who have ended up here from other places

27 minutes and 39 secondscame here to get away from.

27 minutes and 41 secondsAMY: Because at Gearbox things were certainly more smooth,

27 minutes and 44 secondsbecause everybody knew their role.

27 minutes and 46 secondsUm...

27 minutes and 47 secondsHowever, I left there for a reason.

27 minutes and 50 secondsProgrammers were tools for the designers.

27 minutes and 53 secondsI mean, you knew that from the get-go.

27 minutes and 55 secondsIf you had any questions about that, you were told: "Yes, of course."

27 minutes and 59 secondsWe sat on different floors, we got Jira tickets from design,

28 minutes and 3 secondswe did that work.

28 minutes and 5 seconds\[CHUCKLES\]

28 minutes and 6 secondsSometimes it made no sense to us,

28 minutes and 7 secondsbecause we had no idea what the hell we were making.

28 minutes and 10 secondsUm, and that's how they wanted it.

28 minutes and 12 secondsAnd it-- you know, it works well for them.

28 minutes and 14 secondsThat's how they do.

28 minutes and 16 secondsUm... it's not where I wanted to be.

28 minutes and 18 secondsLike, we are here, because we are fans.

28 minutes and 20 secondsUm...

28 minutes and 22 secondsWe are here because we love Double Fine games.

28 minutes and 25 secondsWe want to make really good Double Fine games.

28 minutes and 27 secondsBut we are making a narrative game.

28 minutes and 30 secondsZAK: We are making-- we are making a narrative action-adventure

28 minutes and 33 secondsthat has a bunch of different, um-- different components to it.

28 minutes and 36 seconds-And combat is one of those components. -But if we could make the combat...

28 minutes and 37 seconds...fit more with the narrative.

28 minutes and 39 secondsSo, yesterday during the combat meeting,

28 minutes and 41 secondsand this-- several times it's come up before, is that we don't--

28 minutes and 44 secondsthat Amy and I are trying to give a more narrative foundation to the combat.

28 minutes and 49 secondsZAK: And we haven't not thought about it at all.

28 minutes and 51 secondsLike, the enemies are still-- are attempted to be lined up somewhat.

28 minutes and 54 secondsWe haven't discussed it.

28 minutes and 56 secondsUh... sure.

28 minutes and 57 secondsAs, uh, feedback--

28 minutes and 58 secondsWell, there was one round of feedback

29 minutes and 0 secondsof a bunch of characters being more or less appropriate to different areas.

29 minutes and 2 secondsAnd that's why the Burly Censor is now introduced where the Burly Censor is.

29 minutes and 6 secondsAnd the Nightmare got pushed out to the battle

29 minutes and 8 secondswhere Helmut is remembering the time that he died in this horrible battle.

29 minutes and 14 secondsWhat makes it really bad is I give feedback...

29 minutes and 17 secondsum, and he gets defensive.

29 minutes and 20 secondsUm...

29 minutes and 22 secondsAnd then he starts arguing against something I hadn't said.

29 minutes and 25 secondsAnd then he'll go off on this really long argument about how I'm wrong.

29 minutes and 31 secondsI mean, you don't need to get defensive.

29 minutes and 32 secondsOkay, I don't mean to be defensive.

29 minutes and 34 secondsIt's just that-- I mean, it's still not coming across playing that,

29 minutes and 38 secondsthat it has a narrative drive to it.

29 minutes and 41 secondsANNA: Um, because we also have that:

29 minutes and 44 seconds"I don't know if we'll have time

29 minutes and 45 secondsto do all the things that we want to do to make it good.

29 minutes and 47 secondsBecause we want to make it good, because it's Psychonauts 2."

29 minutes and 49 secondsAnd I think-- I think that's why

29 minutes and 51 secondsthe rest of the team is in kind of bad spirits right now.

29 minutes and 53 secondsBecause they don't think we have any more time.

29 minutes and 55 secondsAnd they are playing the game and are like:

29 minutes and 56 seconds"Fff--, when is this supposed to be done?

29 minutes and 59 secondsFuck."

30 minutes and 0 seconds\[MUSIC\]

30 minutes and 58 secondsGEOFF: We might get some magical time where it's, like...

31 minutes and 3 secondsmaybe we do finish the HQ next week.

31 minutes and 5 seconds\[NAOKO LAUGHS\]

31 minutes and 8 seconds-Hey! It could happen. -\[GEOFF CHUCKLES\]

31 minutes and 10 secondsGEOFF: I'm not as concerned about this level

31 minutes and 12 secondsas I am about the HQ interior, so.

31 minutes and 15 secondsThat's good news...

31 minutes and 17 secondsI think.

31 minutes and 19 secondsJEREMY: There is, like, ceiling stuff that's missing.

31 minutes and 20 secondsLook at those-- all that, that's all blockmesh, the ceiling.

31 minutes and 23 secondsOn either side of the blue, that's all blockmesh.

31 minutes and 26 secondsIt's just a million little things that are all custom... stuff.

31 minutes and 30 secondsLike, you just can't build these spaces with modular pieces.

31 minutes and 33 secondsNo.

31 minutes and 34 secondsI think those little things we can come back to, especially if--

31 minutes and 37 secondsOkay, sure, I'll leave them all off.

31 minutes and 39 seconds\[JEREMY CHUCKLES\]

31 minutes and 41 secondsIt's not in the trailer, right? Like...

31 minutes and 43 secondsLISETTE: No.

31 minutes and 44 secondsTUCKER: Uh, the effects looked good.

31 minutes and 46 seconds-TUCKER: This looks super good. -GEOFF: His eyes are milky.

31 minutes and 48 secondsLEVI: His leg is clipping through his jacket.

31 minutes and 50 secondsTUCKER: Yeah.

31 minutes and 51 seconds-ADAM: Sim doesn't work in Sequencer. -At all?

31 minutes and 53 secondsTUCKER: It clips through right here.

31 minutes and 55 secondsTAZIO: That's, like, the easiest fucking thing in the world.

31 minutes and 57 secondsIt'll take me...

31 minutes and 59 secondsapproximately 15 seconds.

32 minutes and 0 secondsTUCKER: We need the final animation.

32 minutes and 2 secondsTAZIO: It's broken as hell.

32 minutes and 4 secondsHis feet-- feet in the eyes.

32 minutes and 6 secondsTUCKER: Uh, that's intended.

32 minutes and 8 secondsUh, feet in the eyes.

32 minutes and 10 secondsANDY: We should get final sign-off

32 minutes and 11 secondson what we want any additional text to say on the screen.

32 minutes and 17 seconds-GREG: Coming April 2019... -ANDY: Nope.

32 minutes and 19 seconds\[GREG LAUGHS\]

32 minutes and 20 secondsTrailer, trailer, trailer, trailer, trailer.

32 minutes and 22 secondsIt's all trailer for--

32 minutes and 23 secondsYou are making five trailers?

32 minutes and 24 seconds-ZAK: We are making five trailers. -That's amazing.

32 minutes and 26 secondsZAK: Uh, yes.

32 minutes and 27 secondsWe are trying to piece together a trailer

32 minutes and 28 secondswhich is going to come together at the last minute.

32 minutes and 31 secondsOh my god!

32 minutes and 33 secondsLEVI: We are maybe, like, 90% of the way there.

32 minutes and 37 secondsTaking a look at where we got our trailer.

32 minutes and 39 secondsLooking at the drab, dismal lighting that we've gotten in.

32 minutes and 44 secondsAnd trying to bring some more focus into it.

32 minutes and 48 secondsWe haven't really spent a lot of time on lighting all of our environments, so.

32 minutes and 52 secondsJust trying to get it all up to speed.

32 minutes and 55 secondsActually, there is nothing outside this window.

32 minutes and 57 seconds\[LAUGHS\]

32 minutes and 59 secondsThat's not actually there.

33 minutes and 0 secondsIt's a-- it's a full cubemap.

33 minutes and 2 secondsSo, it's a 360-degree screengrab of the Quarry.

33 minutes and 7 secondsAnd then, Tazio has a shader on this window

33 minutes and 10 secondsthat warps it and bends it.

33 minutes and 13 secondsAnd then, there is nothing outside.

33 minutes and 15 secondsPretty good!

33 minutes and 16 secondsI mean, for Tazio it's pretty good.

33 minutes and 18 secondsTAZIO: We have this exporter issue for, um...

33 minutes and 22 secondsWe can't figure out why certain sublevels aren't being loaded

33 minutes and 25 secondswhen we are exporting our shots of the trailer.

33 minutes and 29 secondsI don't know, I think we'll figure it out eventually.

33 minutes and 31 secondsIt's just one of those things.

33 minutes and 32 secondsWe are also coming up on five o'clock.

33 minutes and 34 secondsSo, yeah, it does feel like something that's important to have represented

33 minutes and 38 secondseven though it's annoying, man.

33 minutes and 39 secondsI'm sorry.

33 minutes and 40 seconds\[EXHALES\]

33 minutes and 42 seconds\[MUSIC\]

33 minutes and 43 secondsGEOFF: I mean, at this point, that jet has been such a fucking pain in the ass...

33 minutes and 47 secondswe should just--

33 minutes and 48 seconds-ANDY: Oh, great. -\[GEOFF CHUCKLES\]

33 minutes and 53 seconds-Why can't I get it to... -GEOFF: Whatever we choose we do...

33 minutes and 55 secondsANDY: The thing that no one has talked about here is...

33 minutes and 58 secondsif we change--

33 minutes and 59 secondsHi, James.

34 minutes and 1 secondANDY: I think we underestimated

34 minutes and 3 secondshow much work it would take to make the trailer.

34 minutes and 6 secondsAll right, I got a question for you.

34 minutes and 8 secondsYou have been doing nothing but trailer work

34 minutes and 10 secondsfor at least four weeks?

34 minutes and 13 seconds-Four weeks, yeah. -Like, solid.

34 minutes and 15 secondsAnd maybe more?

34 minutes and 16 secondsANDY: That wasn't-- The trailer wasn't the issue.

34 minutes and 20 secondsI mean, it was just one thing.

34 minutes and 22 secondsBut these are the calls you have to make.

34 minutes and 24 secondsIt's like: "Okay, we have to-- We need a trailer."

34 minutes and 26 secondsWe all agree that this is important, we all agree it's worth our time.

34 minutes and 29 secondsSo, we did it.

34 minutes and 30 secondsBut it does come at a cost.

34 minutes and 32 seconds\[MUSIC\]

34 minutes and 35 secondsLike, we lost at least four weeks of real time.

34 minutes and 39 secondsMaybe more.

34 minutes and 40 secondsOf, like, actual work that could have been put into the game.

34 minutes and 43 seconds\[MUSIC\]

35 minutes and 12 seconds-I'm sleepy. -Ah, me too.

35 minutes and 16 secondsThis week has been hell to sleep in, with all the smoke and everything in here.

35 minutes and 20 secondsYeah, exactly.

35 minutes and 21 secondsBye!

35 minutes and 23 secondsWear your masks.

35 minutes and 25 seconds\[MUSIC\]

35 minutes and 28 secondsLISETTE: Last area we are working on right now is the Quarry.

35 minutes and 30 secondsHow is that going?

35 minutes and 33 seconds-It's going, um... -\[LAUGHTER\]

35 minutes and 37 secondsLEVI: We are done, what do you think?

35 minutes and 38 secondsThere is a bunch of stuff missing right now.

35 minutes and 40 secondsUh, that's a surprise.

35 minutes and 41 secondsZAK: And mostly everything is represented.

35 minutes and 43 secondsExcept for the few remaining levels

35 minutes and 45 secondsthat need to have their first pass of level art.

35 minutes and 46 secondsWhich the art team is furiously working on right now.

35 minutes and 49 secondsJust starting to replace all the stuff in here.

35 minutes and 51 secondsWe are going to use blocks for now, just to get it done.

35 minutes and 53 secondsAnd then, I think, I just have, like, this area, and, um...

35 minutes and 58 seconds-The deep-fried area left. -ZAK: Okay.

36 minutes and 1 secondJEREMY: That might take the whole day.

36 minutes and 2 secondsAnd I don't know about all this other stuff

36 minutes and 4 secondsthat we haven't hit yet.

36 minutes and 6 secondsBecause there is a lot of stuff still.

36 minutes and 9 secondsAll right, well, then just make sure that, like, you can complete the level, Jeremy.

36 minutes and 13 seconds-GEOFF: But... -JEREMY: Okay.

36 minutes and 14 secondsGEOFF: Besides that stuff is going to be in flux.

36 minutes and 16 secondsBecause that's just the way it's going to be.

36 minutes and 18 seconds\[GEOFF CHUCKLES\]

36 minutes and 19 secondsJEREMY: But probably there is a lot still here to do.

36 minutes and 23 secondsGEOFF: Oh, yeah.

36 minutes and 25 secondsJEREMY: Yeah.

36 minutes and 27 secondsFORD: Ooo, is that honey pepper boar bacon?

36 minutes and 30 seconds\[GEOFF CHUCKLES\]

36 minutes and 43 seconds-GEOFF: Cool. -ANDY: Thank god!

36 minutes and 44 secondsIt looks good!

36 minutes and 47 secondsAll right, everyone can go back to their actual tasks now.

36 minutes and 49 seconds\[LAUGHTER\]

36 minutes and 50 seconds-How many more of these? -No more trailer stuff.

36 minutes and 53 secondsNow, go and make the rest of the game look like that.

36 minutes and 55 seconds\[LAUGHTER\]

36 minutes and 59 seconds\[LAUGHTER\]

37 minutes and 0 secondsANDY: One more time. One more time for Tim.

37 minutes and 3 seconds\[TRAILER MUSIC IS PLAYING\]

37 minutes and 9 secondsFORD: And whatever you do, just leave me out of it!

37 minutes and 13 secondsOoo, is that honey pepper boar bacon?

37 minutes and 16 seconds-Beautiful! -\[CHEERING\]

37 minutes and 18 secondsBeautiful! That's awesome.

37 minutes and 20 secondsI like the new effects on the bacon guy coming out.

37 minutes and 22 secondsBacon-- what's he called? Ford?

37 minutes and 24 seconds-Ford coming out of the ear. -\[LAUGHTER\]

37 minutes and 26 secondsGREG: Bacon guy.

37 minutes and 27 seconds-The bacon guy? -His eyes are really crooked.

37 minutes and 29 seconds-\[LAUGHTER\] -Ooo!

37 minutes and 32 secondsTIM: Ooo, whoo, wee!

37 minutes and 33 seconds\[TIM CHUCKLES\]

37 minutes and 34 seconds-That's great, that's awesome. -Good.

37 minutes and 36 secondsCome next week, the world shall know of our greatness.

37 minutes and 41 seconds-This time next we'll be watching it. -Yep.

37 minutes and 43 secondsZAK: So, the trailer...

37 minutes and 44 secondswas in the can last week, and is sent off,

37 minutes and 46 secondsand everybody has approved of it, and it's locked and loaded,

37 minutes and 48 secondsand ready to play...

37 minutes and 49 secondsafter 5:30 at some point during The Game Awards?

37 minutes and 52 secondsWe don't really know exactly when it's going to be.

37 minutes and 54 secondsTIM: Spaff is going to tweet it.

37 minutes and 55 secondsOh, we don't know when it's going to show during the show, that's true.

37 minutes and 58 secondsAll right, cool. That's it for Psychonauts 2.

38 minutes and 0 seconds\[MUSIC\]

38 minutes and 1 secondPAUL: Do you feel like this is--

38 minutes and 3 secondsLike, do you get to show your family or, like:

38 minutes and 6 seconds"This is what I've been doing for the past couple of years."

38 minutes and 8 seconds\[WILL CHUCKLES\]

38 minutes and 9 secondsYeah, uh...

38 minutes and 11 secondsI was just down there for Thanksgiving.

38 minutes and 12 secondsAnd they were asking, like: "Are you still working on that same game?"

38 minutes and 15 seconds\[LAUGHS\]

38 minutes and 18 secondsAnd I have to be like: "Yeah..."

38 minutes and 20 secondsAnd they are like: "Oh, is it coming out soon?"

38 minutes and 21 secondsAnd I'm like: "Uh..."

38 minutes and 23 secondsYeah, so it's nice to finally have something

38 minutes and 24 secondsthat I could show them and be like: "Look, I'm not just... fucking around."

38 minutes and 28 seconds\[LAUGHS\]

38 minutes and 29 seconds\[INDISTINCT CHATTER\]

38 minutes and 45 seconds\[MUSIC\]

38 minutes and 53 seconds\[CLAPPING\]

38 minutes and 56 secondsAnna!

39 minutes and 6 secondsZAK: Uh, it was really great, because often when you make a trailer,

39 minutes and 8 secondsyou just sort of make the trailer, and then it just goes out,

39 minutes and 10 secondsand it's on the internet.

39 minutes and 11 secondsUm, but doing it at the Game Awards was really suspenseful and exciting,

39 minutes and 14 secondsbecause the whole team got to sit here in our Lola lounge,

39 minutes and 17 secondsand wait for it to come on,

39 minutes and 18 secondsand we weren't really sure where it was going to come on during the evening.

39 minutes and 21 secondsAnd every single time it would jump to a new trailer, we'd be like:

39 minutes and 23 seconds"Ah, is this going to be us?"

39 minutes and 24 secondsAnd so, the team got very excited about it.

39 minutes and 26 secondsShh!

39 minutes and 30 seconds-Aww! -\[LAUGHTER\]

39 minutes and 32 secondsZAK: Everybody stopped taking pee breaks.

39 minutes and 34 secondsUh, we just had to wait for it to happen.

39 minutes and 36 secondsOh-h! This could be it!

39 minutes and 39 secondsAww!

39 minutes and 44 secondsOh, here it is! Here it is, here it is.

39 minutes and 47 seconds\[CHEERING\]

39 minutes and 54 secondsGREG: I was down at the Game Awards last week.

39 minutes and 56 secondsTIM: What was that like to be there when the trailer hit?

39 minutes and 58 secondsGREG: Yeah, people were very excited.

40 minutes and 0 secondsBut it was good!

40 minutes and 1 secondA lot of other people came up and congratulated me too.

40 minutes and 3 secondsAnd, I think, um...

40 minutes and 4 secondsLots of other publishers, and Sony, and folks just seemed to have

40 minutes and 7 secondsreally good things to say about the trailer, so.

40 minutes and 9 secondsUh, we were on a bunch of lists of, like, best trailers of the show.

40 minutes and 12 secondsAnd I had a lot of people come up and say

40 minutes and 14 secondsit was one of their favorites of the show too, so.

40 minutes and 15 seconds-GREG: It seemed to go over well. -TIM: Yeah! Awesome.

40 minutes and 17 secondsTIM: Good job on the trailer, you guys.

40 minutes and 18 secondsIt's cool.

40 minutes and 19 secondsPAUL: Um, so...

40 minutes and 21 secondsThere is excitement about that, but at the same time...

40 minutes and 23 secondsLike, there's been news recently about Starbreeze that's...

40 minutes and 27 secondsmildly upsetting.

40 minutes and 29 secondsBig week last week. A lot of crazy stuff happened in the news.

40 minutes and 32 secondsIf some of you were watching.

40 minutes and 33 secondsOur friends at Starbreeze had an exciting, exciting--

40 minutes and 37 secondsYou never want actual news about you, or your publisher at all.

40 minutes and 41 secondsBut that was, uh... exciting.

40 minutes and 43 secondsUh, from what we know-- we don't--

40 minutes and 45 secondsSomeone got arrested at Starbreeze headquarters.

40 minutes and 48 secondsAnd... someone-- and a CFO-type person got arrested.

40 minutes and 52 secondsWe think for selling their stock too close to...

40 minutes and 56 secondsan event... that changed their stock price?

40 minutes and 58 secondsWhich is not deemed proper, and so...

41 minutes and 1 secondUm... we think the person arrested is no one that we know.

41 minutes and 4 secondsUm, but no one knows where Bo is right now.

41 minutes and 8 seconds-TIM: So, that's exciting! -\[LAUGHTER\]

41 minutes and 12 secondsAnd so, that's not, like, nice news,

41 minutes and 14 secondsbut we are still hoping--

41 minutes and 16 secondsThe word from Mikael and Evan is that it doesn't--

41 minutes and 18 secondsIt shouldn't affect us.

41 minutes and 19 secondsOnce the smoke clears this will all be fine.

41 minutes and 21 secondsBut it's a weird-- when something weird--

41 minutes and 24 secondsWhen stock shenanigans happen, the government comes in

41 minutes and 26 secondsand it puts a lawyer at your company as, like:

41 minutes and 27 seconds"Make sure you don't spend money on things like yourself."

41 minutes and 30 secondsAnd other things like that.

41 minutes and 31 secondsSo, they are watching how they are spending their money now.

41 minutes and 33 secondsAnd I, uh...

41 minutes and 34 secondsI think, like I said, it's a great time to have an awesome trailer out there.

41 minutes and 36 seconds\[LAUGHTER\]

41 minutes and 38 secondsThat even a lawyer can understand.

41 minutes and 39 secondsBut, um...

41 minutes and 41 secondsI think even if--

41 minutes and 42 secondsIf they are going through a restructuring...

41 minutes and 44 secondsWe are the only thing, I think, that they are shipping next year.

41 minutes and 46 secondsSo, I think that will seem pretty important

41 minutes and 48 secondsas a thing to keep funding, and keep going on.

41 minutes and 50 secondsSo, I'm optimistic about that.

41 minutes and 52 secondsUm...

41 minutes and 53 secondsAnd... that's really all the Starbreeze news I have.

41 minutes and 56 secondsDo you guys have any questions about that?

41 minutes and 58 seconds-TIM: Because it's weird. -\[LAUGHTER\]

42 minutes and 1 secondZAK: It is weird. It is a very strange situation.

42 minutes and 3 secondsUm, and, uh...

42 minutes and 6 secondsThey are going through what they are going through.

42 minutes and 7 secondsAnd they'll come out the other side of it, hopefully soon.

42 minutes and 11 secondsI think it probably feels more, um...

42 minutes and 14 secondsExcuse me.

42 minutes and 15 seconds\[BURPS\]

42 minutes and 16 secondsPardon me. Cut that out.

42 minutes and 17 seconds\[BURPS\]

42 minutes and 18 secondsLeave that in.

42 minutes and 19 seconds\[PAUL CHUCKLES\]

42 minutes and 20 secondsLike, I knew everyone was invested in each other

42 minutes and 22 secondsand it could all come down, but, um...

42 minutes and 24 seconds\[LAUGHS\]

42 minutes and 26 secondsBut it seems like we are getting reassurance

42 minutes and 27 secondsfrom Starbreeze that we are still good to go.

42 minutes and 31 secondsAs far as we know though, everything is still--

42 minutes and 33 secondsAll of the money that is owed to us is still set aside for us.

42 minutes and 36 secondsUh, they are supposed to loop back in, like, a week or two with more news.

42 minutes and 40 secondsIt's just Mikael is kind of in the middle of all this stuff shaking out, so.

42 minutes and 43 secondsWe'll know more soon.

42 minutes and 44 secondsPAUL: I mean, the studio has survived for a pretty long period of time.

42 minutes and 48 secondsMore than most.

42 minutes and 49 secondsAnd, um...

42 minutes and 51 secondsWere you here when the, uh...

42 minutes and 53 secondsthe layoffs happened that one time.

42 minutes and 55 secondsNo.

42 minutes and 56 secondsAnd honestly...

42 minutes and 58 secondsit's probably why I'm here.

42 minutes and 59 seconds\[LAUGHS\]

43 minutes and 1 secondAll right. Welcome, everyone.

43 minutes and 2 secondsArt Weekly.

43 minutes and 3 secondsThis is the last Art Weekly before the end of the milestone.

43 minutes and 6 seconds-Whoa-ow! -Oh my god!

43 minutes and 9 seconds\[LEVI CHUCKLES\]

43 minutes and 10 secondsSo, if anything is not at Alpha that you want to talk about--

43 minutes and 12 seconds\[EMILY LAUGHS\]

43 minutes and 13 secondsIs the game going to be at Alpha stage when this milestone is done?

43 minutes and 18 secondsUm...

43 minutes and 19 secondsArt-wise, I think so.

43 minutes and 22 secondsIt'll be...

43 minutes and 23 secondsyou know, like, 95% done.

43 minutes and 25 secondsAnd then there is just going to be a lot of polish, but I--

43 minutes and 28 secondsJust design-wise I don't feel like the game is really there right now.

43 minutes and 31 secondsI don't want to call that Alpha.

43 minutes and 33 secondsYeah.

43 minutes and 35 secondsIt's just really... simple.

43 minutes and 37 secondsReally kind of... broken.

43 minutes and 39 seconds\[LAUGHS\]

43 minutes and 40 secondsYeah.

43 minutes and 41 secondsZAK: Like, in terms of our-- our platforming level design,

43 minutes and 44 secondswe need-- we need to do a lot of iteration on that.

43 minutes and 46 secondsUm...

43 minutes and 48 secondsWe have a big tool set,

43 minutes and 49 secondsbut that platforming is very flat across the game right now.

43 minutes and 51 secondsLike, there is not much of an arc in terms of, like,

43 minutes and 53 secondsyou start doing something, and then it gets a little harder,

43 minutes and 55 secondsand then you land finally, and you are like: "Phew, that was tough."

43 minutes and 56 secondsAnd then you go off and do something else.

43 minutes and 57 secondsLike, everything tends to be, um...

44 minutes and 0 secondspretty flat pace.

44 minutes and 2 secondsUh, because there is a lot of work to do there.

44 minutes and 3 seconds\[MUSIC\]

44 minutes and 5 secondsNAOKO: There is some shit about the gameplay that is scary.

44 minutes and 8 secondsAnd then Zak is just like:

44 minutes and 9 seconds"No, I want Asif for, like, R&amp;D and prototyping."

44 minutes and 13 secondsAnd I'm like...

44 minutes and 14 seconds"R&amp;D and prototyping?!

44 minutes and 17 secondsWhat are we R&amp;Ding and prototyping right now?"

44 minutes and 21 secondsAnd he is like: "Action paths."

44 minutes and 23 secondsLike... fucking action paths?! Are you--

44 minutes and 27 secondsAnd, like, that focus on action paths

44 minutes and 29 secondsis just, like, so against everything that Psychonauts is.

44 minutes and 33 secondsThat's not what Psychonauts is about.

44 minutes and 35 secondsThat's not-- Like, the reason people play Psychonauts

44 minutes and 37 secondsis because it's fundamentally and narratively grounded in an idea.

44 minutes and 41 secondsAnd, like, a very specific and particular world

44 minutes and 44 secondsthat people really love.

44 minutes and 45 secondsAnd I think that's way better!

44 minutes and 48 secondsGEOFF: Part of it is that...

44 minutes and 50 secondsno one has been playtesting the levels,

44 minutes and 52 secondsexcept for the designers amongst themselves.

44 minutes and 55 secondsLISETTE: Mm-hmm, and it's not until we get to a team playthrough...

44 minutes and 58 secondsGEOFF: Yeah, which is why, I think, there is going to be a reckoning at Alpha.

45 minutes and 0 secondsIt's because everybody is going to play through the game...

45 minutes and 3 secondsAnd they'll see what the game is.

45 minutes and 7 seconds\[ANDY EXHALES\]

45 minutes and 9 secondsANDY: (Okay.)

45 minutes and 11 secondsThese-- these interviews--

45 minutes and 13 secondsThings like this are getting harder right now.

45 minutes and 14 secondsBecause it's like: "Andy, what's going on with the project?"

45 minutes and 16 secondsI'm like: "Ah, it's not good."

45 minutes and 17 seconds\[PAUL LAUGHS\]

45 minutes and 19 secondsI'm like...

45 minutes and 21 secondsAnyway, are we sure--

45 minutes and 22 secondsIs-- is Tim going to watch this?

45 minutes and 24 secondsVelocity is a strange word.

45 minutes and 26 secondsAnd our velocity up to this latest milestone has not been...

45 minutes and 31 secondswhat I would hope it would be.

45 minutes and 33 secondsSo, we are going to kind of assess:

45 minutes and 36 seconds"All right, this is where we came up short."

45 minutes and 38 secondsBecause we've come up short on this milestone.

45 minutes and 40 secondsI mean...

45 minutes and 41 secondsIf we were in a position where we had to submit this for payment,

45 minutes and 43 secondswe would not get paid.

45 minutes and 45 secondsIf we were-- if that was a thing.

45 minutes and 48 secondsFortunately, it's not.

45 minutes and 49 secondsUm, but... that's a fact.

45 minutes and 52 secondsYou guys have busted your ass.

45 minutes and 54 secondsAnd we are working quite well when it comes to us hitting our times.

45 minutes and 59 secondsSo, do not leave that meeting feeling like you have failed,

46 minutes and 1 secondbecause people in this room have not.

46 minutes and 4 secondsANDY: When you come in Monday the... 10th,

46 minutes and 8 secondsthe build will be locked.

46 minutes and 10 secondsWe will be in Soft Lock.

46 minutes and 12 secondsSo, there will still be content changes going in,

46 minutes and 14 secondsbut they will be controlled.

46 minutes and 15 secondsAnd then, once we branch--

46 minutes and 16 secondsand we are going to try to branch as fast as we can,

46 minutes and 17 secondsto get the art teams working back in levels

46 minutes and 19 secondsas fast as humanly possible.

46 minutes and 21 secondsIs there a, like...

46 minutes and 23 secondsLike, where are we at for all the levels?

46 minutes and 25 secondsLike, are there levels that haven't received any art yet?

46 minutes and 29 secondsSo, where we are across the board is...

46 minutes and 32 secondsUm, all the levels are--

46 minutes and 34 secondsThe goal for Alpha that we are supposed to hit,

46 minutes and 37 secondsthat we are not hitting to be honest,

46 minutes and 38 secondsum, was to get all the whitebox out for all the levels.

46 minutes and 40 secondsYeah.

46 minutes and 41 secondsZAK: And that is mostly happening.

46 minutes and 42 secondsSome levels are, like, completely there.

46 minutes and 43 secondsSome levels are, like, 80 to 90 percent there.

46 minutes and 45 secondsYou can squint, and you see it.

46 minutes and 46 secondsUm, there are three levels that will not be touched at all

46 minutes and 49 secondsin terms of the whitebox for Alpha.

46 minutes and 50 secondsUh, which is going to be Loboto, Maligula and, um...

46 minutes and 54 secondsbowling Ford.

46 minutes and 55 secondsNow we are looking at the point of, like:

46 minutes and 57 seconds"All right, if we add all this stuff that we didn't get done...

47 minutes and 1 secondon top of the stuff we knew we had to do,

47 minutes and 4 secondswhere does that put us?"

47 minutes and 5 secondsAnd it's like: "Oh... okay."

47 minutes and 7 seconds"How are we going to-- What are we going to do?

47 minutes and 9 secondsHow are we going to address this fact?"

47 minutes and 11 secondsANDY: I'd like to talk about...

47 minutes and 12 secondsHave anyone looked at the agenda I sent out?

47 minutes and 14 seconds-CARYL: I did. -ANDY: Okay.

47 minutes and 15 secondsI wanted to go just quickly--

47 minutes and 16 secondskind of a snapshot of where this milestone is at.

47 minutes and 19 secondsThen we'll talk about the kind of risks moving forward into the next year

47 minutes and 21 secondsand to the end of the project.

47 minutes and 23 secondsAnything that's yellow is still in progress.

47 minutes and 26 secondsAnd then, bosses. This was a known.

47 minutes and 28 secondsUm, we have eliminated one... more boss.

47 minutes and 31 secondsWe are down to four.

47 minutes and 33 secondsAnd this is basically where they are at.

47 minutes and 35 secondsThe next steps here are to try to kind of collectively decide...

47 minutes and 39 secondsWhat we could do?

47 minutes and 41 secondsI mean, what our options are?

47 minutes and 43 seconds"We want this much.

47 minutes and 44 secondsWe have enough time and money to do this much.

47 minutes and 47 secondsWhat can we make?

47 minutes and 48 secondsHow do we want to make it?

47 minutes and 50 secondsCARYL: So, what's our ship date, Andy?

47 minutes and 52 secondsANDY: Our ship date--

47 minutes and 53 secondsCARYL: What date are we supposed to submit?

47 minutes and 55 secondsWe are supposed to submit July 28th.

47 minutes and 59 secondsLISETTE: Are we going to be happy with that quality bar?

48 minutes and 2 secondsANDY: That's...

48 minutes and 3 secondsThat is the question to ask.

48 minutes and 5 secondsUm, production has provided scenarios.

48 minutes and 9 secondsKind of here to you guys to kind of tell me my marching orders.

48 minutes and 12 secondsGREG: It's hard to visualize what that would mean.

48 minutes and 13 seconds-CARYL: Yeah. -I agree.

48 minutes and 14 secondsI mean, when you are asking me about what I thought,

48 minutes and 17 secondsare you looking--

48 minutes and 18 secondsWhat kind of solutions are you looking for from me?

48 minutes and 20 secondsBecause, are you saying...

48 minutes and 22 seconds"Would I rather have it look ugly or cost more than we have?"

48 minutes and 26 seconds-CARYL: Well, I guess... -\[CHUCKLING\]

48 minutes and 27 secondsCARYL: This is-- I feel like-- yeah, yeah.

48 minutes and 30 secondsI am just going to be quiet till something else gets offered.

48 minutes and 32 secondsLISETTE: That's essentially the options we have.

48 minutes and 34 secondsCARYL: Frankly, I would have a hard time...

48 minutes and 37 secondsjustifying a lot more budget for this game.

48 minutes and 41 secondsBecause at this point, like...

48 minutes and 43 secondsYou know, even if we solve all of our money problems

48 minutes and 46 secondsand everything is super hunky-dory for the company,

48 minutes and 48 secondswe can't continue bloating the budget... from need,

48 minutes and 52 secondswe have to, like, look at other solutions.

48 minutes and 54 secondsMm-hmm.

48 minutes and 55 seconds\[MUSIC\]

48 minutes and 58 secondsZAK: Yeah, I mean, I guess the question is would we have...

49 minutes and 0 secondsCARYL: Thoughts?

49 minutes and 1 second...the rest of that budget that we think we are going to get.

49 minutes and 3 secondsIf we don't think we are going to get that money,

49 minutes and 4 secondswe should be doing much more drastic things then

49 minutes and 6 secondsto ship this game.

49 minutes and 7 secondsBecause we are just going to... run out.

49 minutes and 10 secondsUm...

49 minutes and 17 secondsTIM: Happy New Year, everybody!

49 minutes and 18 seconds-TIM: Nice to see you, all, yay! -\[CLAPPING\]

49 minutes and 21 secondsTIM: Um...

49 minutes and 22 secondsHello, everybody!

49 minutes and 23 secondsSo, uh... anyone reading news lately?

49 minutes and 25 seconds\[LAUGHTER\]

49 minutes and 26 secondsTIM: Want to share, anyone?

49 minutes and 28 secondsLike in school, when you all would bring one newspaper article to share.

49 minutes and 30 secondsANDY: Spoiler alert!

49 minutes and 32 secondsOh!

49 minutes and 33 secondsDon't worry about it, um...

49 minutes and 35 seconds\[LAUGHTER\]

49 minutes and 36 secondsANDY: It's all good, right?

49 minutes and 37 secondsTIM: No, there is a big, um... Eurogamer article about, um...

49 minutes and 41 seconds...about Starbreeze, which was very enlightening.

49 minutes and 44 secondsSo, anyway, the article is just about all the excesses

49 minutes and 46 secondsand overspending of Starbreeze over the years, which...

49 minutes and 49 secondseven though we knew about some of it,

49 minutes and 50 secondsit was still a really entertaining read.

49 minutes and 52 secondsThey did it-- they definitely--

49 minutes and 53 secondsUm, and-- and Bo, for those of you that have met him

49 minutes and 56 secondswhen he was in the office and he came to the push-up club,

49 minutes and 58 secondshe is definitely, like, a--

49 minutes and 59 secondsHe is a larger than life kind of guy that, uh...

50 minutes and 3 secondsWell, we don't know where he is right now.

50 minutes and 5 secondsBut, um...

50 minutes and 6 secondsAny questions about that that I can't answer?

50 minutes and 8 seconds\[LAUGHTER\]

50 minutes and 10 secondsGive it a shot-- give it a shot, okay.

50 minutes and 12 secondsUm, otherwise...

50 minutes and 13 secondsAre there other business news last week?

50 minutes and 15 secondsUh, yeah, I guess, last week we had a big marketing kick-off with them.

50 minutes and 18 secondsSo, that was good.

50 minutes and 19 secondsWe hadn't talked to their marketing team for a while

50 minutes and 21 secondsabout specific ideas for supporting the game, and it was nice--

50 minutes and 24 secondsAs of right now, we are still being paid by Starbreeze, but...

50 minutes and 27 secondsUh, yeah...

50 minutes and 28 secondsWho knows what it's going to look like in two-three months.

50 minutes and 31 secondsThere is a possibility that they do fold and shutdown,

50 minutes and 35 secondsand we have to find a new publishing partner.

50 minutes and 36 secondsWe mostly focused on E3

50 minutes and 39 secondsas kind of the next big beat for Psychonauts.

50 minutes and 41 secondsUm, showing actual gameplay off.

50 minutes and 44 secondsUm, so, we talked last week internally a lot

50 minutes and 46 secondsabout a potential idea for a demo,

50 minutes and 48 secondsuh, what that could look like.

50 minutes and 50 secondsWith the team and the project we really need to focus

50 minutes and 52 secondson, like, making one really good thing.

50 minutes and 54 secondsSo that everybody can point to something in the game, in a level, and say:

50 minutes and 57 seconds"That is what Psychonauts 2 is supposed to be.

50 minutes and 59 secondsI understand what good looks like.

51 minutes and 0 secondsI understand how to get there."

51 minutes and 1 secondUm, so, we started to talk about that in parallel.

51 minutes and 3 secondsAnd our assumption was:

51 minutes and 5 seconds"Hey, our E3 demo and this kind of one good level thing

51 minutes and 8 secondswill be the same thing."

51 minutes and 9 secondsIt was an interesting decision, because it's, like...

51 minutes and 12 secondsObviously E3 is coming up.

51 minutes and 13 secondsAnd we have plans to show the game there in a big way.

51 minutes and 16 secondsUm, we are building a big booth.

51 minutes and 17 secondsAnd it's going to be the first public demo of the game.

51 minutes and 19 secondsSo, we want to make sure that the demo is awesome

51 minutes and 22 secondsand represents what we want to ship.

51 minutes and 24 secondsUm, so, we kind of do have to focus on that.

51 minutes and 27 secondsAnd, normally, we would, you know, want to make sure

51 minutes and 29 secondsthat that's not at the cost of the larger schedule.

51 minutes and 32 secondsUm...

51 minutes and 34 secondsBut we kind of also know

51 minutes and 35 secondsthat the larger schedule is up in the air right now

51 minutes and 38 secondsuntil some of this financing comes in.

51 minutes and 40 secondsSo, it's going to be really important

51 minutes and 41 secondsthat if things do totally fall apart and go wrong,

51 minutes and 44 secondswe have something really polished to show around

51 minutes and 46 secondsto potential new publishers or things like that,

51 minutes and 49 secondsif things go south with Starbreeze.

51 minutes and 51 seconds\[MUSIC\]

51 minutes and 52 secondsZAK: Uh, so...

51 minutes and 53 secondsAs everybody hopefully knows--

51 minutes and 54 secondsSo, we are going to start, uh...

51 minutes and 58 secondsreally full steam ahead working on Loboto.

52 minutes and 0 secondsAnd make it a sort of great level

52 minutes and 2 secondsthat represents everything we want and hope Psychonauts 2 to be.

52 minutes and 5 secondsThe game is not an enjoyable experience.

52 minutes and 8 secondsSo, how many people had not an enjoyable experience

52 minutes and 9 secondswhen they played during the Alpha milestone.

52 minutes and 11 secondsYeah!

52 minutes and 12 secondsUm, and that's... not great.

52 minutes and 14 secondsI firmly believe we are not making a bad game.

52 minutes and 16 secondsWe are making a game that is bad right now that we are going to make good.

52 minutes and 18 secondsAnd we are going to make good through the talents and hard work

52 minutes and 20 secondsof all the people in this room.

52 minutes and 21 secondsAnd so, I know there can be a lot of angst when you look at something

52 minutes and 24 secondsand it doesn't seem like it's quite there

52 minutes and 25 secondsand whoever did it must have been an idiot.

52 minutes and 27 secondsBut that's probably not the case.

52 minutes and 28 secondsUm, and they probably would love to hear the feedback.

52 minutes and 31 secondsANDY: Except for the idiot part.

52 minutes and 32 secondsZAK: Well-- yes, not the idiot part.

52 minutes and 33 secondsNot the idiot part, don't do that.

52 minutes and 35 secondsUm, because the thing is, like...

52 minutes and 37 secondsYou guys observe the team all the time.

52 minutes and 39 secondsYou are seeing me blather at people.

52 minutes and 41 secondsYou are seeing people's reactions.

52 minutes and 43 secondsYou are focused on people's reactions.

52 minutes and 45 secondsUm...

52 minutes and 46 secondsIs there anything you've observed, is there anything that's like:

52 minutes and 48 seconds"Wow, you guys have a problem with this, you need to fix that.

52 minutes and 53 secondsThis is a weird dynamic that comes up."

52 minutes and 55 secondsI'm at a point right now where I'm, like...

52 minutes and 57 secondssecond guessing a lot of my communication.

52 minutes and 58 secondsBecause I've done a lot of communication where it's like:

53 minutes and 1 second("Everyone hated that.")

53 minutes and 2 secondsAnd I'm like: "Oh, okay, I thought that was pretty good."

53 minutes and 4 secondsUm, you guys are watching me all the time.

53 minutes and 6 secondsSo...

53 minutes and 7 secondsMe or the team?

53 minutes and 8 secondsWhat do you think? What-- what--

53 minutes and 11 secondsJust to get you out of the impartial box.

53 minutes and 27 secondsYeah.

53 minutes and 28 secondsZAK: Um, so, I'm hoping--

53 minutes and 30 secondsI mean, I'm hoping with launching into Loboto,

53 minutes and 33 secondsthe good level project with Loboto,

53 minutes and 35 secondsgetting him more regularly, like, playing the game,

53 minutes and 39 secondsplaying the game with the team, providing feedback to the team.

53 minutes and 42 seconds\[INDISTINCT CHATTERING\]

53 minutes and 45 secondsNatural moment.

53 minutes and 46 secondsNatural moment.

53 minutes and 48 secondsJust looking at your belly.

53 minutes and 49 secondsSo, Loboto is the intro of the game,

53 minutes and 53 secondsas many of you know.

53 minutes and 54 secondsSo, you start out in this office.

53 minutes and 56 secondsAnd as Loboto is realizing that you are inside his own brain, it starts--

54 minutes and 1 secondthe office starts to deconstruct

54 minutes and 3 secondsand turn into more of a what we are calling a tooth hell.

54 minutes and 7 secondsZAK: Zipper mouth.

54 minutes and 8 secondsGIGI: You got a zipper mouth that you are going to TK.

54 minutes and 10 secondsThere is, like, a mouth and a uvula that--

54 minutes and 12 secondsSasha teaches you to PSI Blast the uvula.

54 minutes and 16 secondsZAK: And so, we are really trying to, like...

54 minutes and 17 secondsdo a little bit more in this level

54 minutes and 19 secondsto have that kind of playable surrealism

54 minutes and 20 secondsthat we want to have in the rest of the game,

54 minutes and 22 secondsto sort of set the tone for it.

54 minutes and 23 secondsDoes anybody have questions or... anything at this point?

54 minutes and 27 seconds-ZAK: No questions? -TIM: No questions...

54 minutes and 30 secondsI think I should say,

54 minutes and 31 secondsbecause, I think, a lot of people will ask:

54 minutes and 33 seconds"What does this mean for our schedule?"

54 minutes and 34 secondsAnd there are some questions that only I can answer about the schedule.

54 minutes and 37 secondsBecause it gets into the how much money does the project have, you know?

54 minutes and 41 secondsAnd so, I think, it seems weird

54 minutes and 43 secondsto not be able to really answer that question fully.

54 minutes and 45 secondsBecause we currently don't have the money for that extra time.

54 minutes and 47 secondsAnd that's really a weird position to be in.

54 minutes and 49 secondsBut it's a position that we've been in many, many times before.

54 minutes and 52 seconds-And it's kind of... -\[CHUCKLING\]

54 minutes and 53 seconds...almost steady state for us, and it's fine, but, um...

54 minutes and 56 secondsYou know, getting the rest of the money for the project

54 minutes and 58 secondsis what Greg is doing full-time all the time now.

55 minutes and 1 secondBut the-- the main focus for everybody now is just

55 minutes and 3 secondsto prove to ourselves that the game is fun.

55 minutes and 5 secondsI think we have to really prove to ourselves

55 minutes and 6 secondsthat we can make a really great level that we all love.

55 minutes and 9 secondsBecause if we don't have that feeling,

55 minutes and 11 secondslike, if we don't think the game is going to be fun,

55 minutes and 12 secondsI don't think any of the other stuff matters.

55 minutes and 14 secondsLike, I don't think the schedule or anything else matters,

55 minutes and 16 secondsif we don't think the game is fun.

55 minutes and 18 secondsAnd I think all the hard work is for nothing,

55 minutes and 19 secondsif we don't think this game is going to be great.

55 minutes and 21 secondsSo, I think this is our chance to...

55 minutes and 22 secondsuh, prove to ourselves that it is going to be great.

55 minutes and 24 secondsAnd I think it will be!

55 minutes and 27 seconds\[CLAPPING\]

55 minutes and 32 secondsZAK: Yeah, so, the focus is really on making this thing something amazing,

55 minutes and 37 secondsand as amazing as it deserves to be

55 minutes and 39 secondswith all of the creativity and passion and work

55 minutes and 43 secondsthat people have put into all the stuff that is in the game right now.

55 minutes and 46 secondsOver the last-- depending on how long you've been on the project,

55 minutes and 49 secondsanywhere up to...

55 minutes and 51 secondsWhat's today? What's today?

55 minutes and 53 secondsFebruary 22nd.

55 minutes and 54 secondsZAK: Oh, it was my first day three years ago!

55 minutes and 56 seconds-So, I started on this three years ago. -Really?

55 minutes and 57 secondsYes, that was-- that was my start date.

55 minutes and 59 seconds-February 22nd. -That was a set up.

56 minutes and 0 seconds-No, it was not! -\[LAUGHTER\]

56 minutes and 1 secondThis whole meeting-- this whole meeting was a set up for that.

56 minutes and 7 secondsHappy anniversary!

56 minutes and 8 secondsYep, uh...

56 minutes and 10 secondsI remember that, because that was my quit date for another game job.

56 minutes and 13 secondsOminous.

56 minutes and 14 secondsBut no, so, it's been three years since, you know, I came.

56 minutes and 16 secondsAnd it was just me and Tim on the project.

56 minutes and 17 secondsAnd I know people have poured so many--

56 minutes and 19 secondsso much passion and fantastic ideas, and ideas that have been thrown out,

56 minutes and 22 secondsor reworked, or redone, or whatever.

56 minutes and 24 secondsUm, but the source material has just so much of everyone's passion

56 minutes and 28 secondsand so much of everyone's fingerprints on it.

56 minutes and 30 secondsAnd, like, I just really want to take the time

56 minutes and 32 secondsto actually let all of that shine through.

56 minutes and 35 secondsAnd to get everybody focused on making it great.

56 minutes and 39 secondsAll right, thank you, everybody.

56 minutes and 40 secondsOkay.

56 minutes and 43 secondsTim is like: "People don't seem happy."

56 minutes and 45 secondsAnd I said: "Mm-mm."

56 minutes and 47 seconds-Yeah... -Tim is trying to reach out to people.

56 minutes and 49 secondsANDY: Tim is trying to go to lunch with people,

56 minutes and 51 secondsTim is trying--

56 minutes and 52 secondsBecause if there is anyone in this building

56 minutes and 54 secondswho can address morale problems the best...

56 minutes and 57 seconds-ANDY: ...it's going to be Tim. -TUCKER: It's Tim, yeah.

57 minutes and 0 seconds-ASIF: Hey, Tim. -TIM: You, sir.

57 minutes and 2 secondsLEVI: If we are not happy with it...

57 minutes and 3 secondsYeah, like, if there are too many bugs...

57 minutes and 5 secondsIf it's, like, held together with scotch tape.

57 minutes and 6 secondsIf it's, like, something that's not up to our quality.

57 minutes and 10 secondsBecause a lot is at stake with our reputation.

57 minutes and 12 secondsTUCKER: Like, it's really surprising to me how much he doesn't know about stuff.

57 minutes and 16 secondsAnd I'm like: "Well, I get you are in the office a lot of the time."

57 minutes and 18 secondsAnd I always assume people talk to him when they are that unhappy.

57 minutes and 21 secondsBut they don't.

57 minutes and 23 secondsThe outcome of you not having any mental energy really sucks,

57 minutes and 26 secondsbecause then you can't use any of your powers.

57 minutes and 29 secondsSo, what if there was an easy way for you to get more mental energy?

57 minutes and 33 secondsIn a combat scenario where I'm trapped in a room?

57 minutes and 35 seconds-ZAK: Yeah. -ANNA: Then what's the point of having it?

57 minutes and 37 secondsZAK: Uh, it's managing it.

57 minutes and 38 secondsI mean, it's the same thing sort of with health.

57 minutes and 40 secondsWhen you are low on health, there should be things that you can do

57 minutes and 42 secondsto try to get more health.

57 minutes and 43 secondsAnd you are going to run over there and pick up a pickup.

57 minutes and 44 secondsAnd we have healing items, and many games have that

57 minutes and 46 secondsas a way to sort of allow players to--

57 minutes and 48 secondsYeah, you don't need to tell me about this.

57 minutes and 49 secondsUh, okay, I'm not trying to--

57 minutes and 51 secondsThere is, like, finger pointing happening and stuff.

57 minutes and 53 secondsAnd it actually surprised me,

57 minutes and 55 secondsbecause of the amount of, like, kind of...

57 minutes and 57 secondsnegativity and, like, the low morale around Alpha felt really like:

58 minutes and 1 second"Oh, okay, I see, like, not every studio is perfect."

58 minutes and 4 secondsOr: "No studio is, you know, like, safe from this experience."

58 minutes and 9 secondsAnd I would like all of us on this team to be able to work better together...

58 minutes and 16 seconds\[SIGHS\]

58 minutes and 17 seconds...with a lot more collaboration and trust.

58 minutes and 22 secondsBut that has to come from them too.

58 minutes and 24 secondsCertainly, certainly, certainly.

58 minutes and 26 secondsI a hundred-percent agree.

58 minutes and 28 secondsUm...

58 minutes and 29 secondsBut that doesn't mean that we cannot exhibit that ourselves either.

58 minutes and 34 secondsYou know, we are certainly getting to the point of the project

58 minutes and 37 secondsin which, like, if we have stand-offs or people just not working well together,

58 minutes and 41 secondsthings are going to get tougher.

58 minutes and 43 secondsAnd, um...

58 minutes and 45 secondsAnd I kind of don't want... it to go that way.

58 minutes and 50 seconds\[MUSIC\]

58 minutes and 56 secondsANNA: It just sucks coming into work.

58 minutes and 58 secondsUm...

58 minutes and 59 secondsI, like...

59 minutes and 1 secondI have anxiety attacks before having combat meetings.

59 minutes and 5 secondsUm, like, my heart just, like, starts beating really fast.

59 minutes and 8 secondsI start getting, like, dizzy.

59 minutes and 11 secondsUm, and I have to, like, spend time to calm myself down.

59 minutes and 14 seconds\[MUSIC\]

59 minutes and 20 secondsI think a lot of people are hoping that Tim...

59 minutes and 25 seconds...steps in, saves the day.

59 minutes and 27 secondsANDY: He is like: "I realize that things aren't going great,

59 minutes and 29 secondsand some people are pretty frustrated.

59 minutes and 31 secondsLike, what's the deal, and what do I need to know about this?"

59 minutes and 37 seconds\[TUCKER LAUGHS\]

59 minutes and 39 secondsGEOFF: There is a separate axis here that, like, what we show--

59 minutes and 41 secondswhat we put out in front of people has actually an effect on the studio.

59 minutes and 45 secondsAnd the way people see this game.

59 minutes and 48 secondsTAZIO: We need everyone, like, sort of going in the same direction.

59 minutes and 52 secondsYeah, that's too narrow.

59 minutes and 54 seconds-Too what? -It's too narrow.

59 minutes and 55 seconds-Too-- too what? -It's too narrow.

59 minutes and 57 secondsToo narrow, um...

59 minutes and 59 secondsGIGI: I don't know, I kind of like it.

1 hour and 1 secondIt's a very compressed space right now.

1 hour and 2 secondsYeah, no, I know.

1 hour and 4 secondsAnd what I am saying is that the compressed space is cool.

1 hour and 8 secondsTAZIO: Because, like, we run into the reality of game development

1 hour and 10 secondsthat, like, shit is hard, you know.

1 hour and 13 secondsAnd I don't think we've been well enough prepared

1 hour and 15 secondsfor, like, actually implementing the version of the game

1 hour and 17 secondsthat, like, you know, we want to implement.

1 hour and 20 secondsAnd that's also the thing.

1 hour and 21 secondsIt's because we were, like-- we start-- we start from the wrong end, right?

1 hour and 26 secondsAnd this was the exact conversation that...

1 hour and 28 seconds...that Anna was having.

1 hour and 30 secondsAnd, like, the reason that she left.

1 hour and 32 secondsYou are making it much harder for yourself essentially, because...

1 hour and 36 secondsyou are fighting fundamentally what's good about...

1 hour and 39 secondsthe type of games that's, like-- that the studio produces, right?

1 hour and 44 secondsYou are fighting the nature of the studio

1 hour and 45 secondsand you are making it something completely different.

1 hour and 47 seconds\[MUSIC\]

1 hour and 1 minute and 15 secondsUm, this is the meeting, you guys should sit in.

1 hour and 1 minute and 18 secondsSounds like no cameras, but you should come.

1 hour and 1 minute and 21 seconds\[MUSIC\]

1 hour and 1 minute and 40 secondsUh, come on in.

Uh, come on in.

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