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The Art Direction of 'Psychonauts 2'

Lisette Titre-Montgomery  (Art Director, Double Fine Productions)

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: No

No two people are alike, therefore, no two minds are alike. This is the approach we adopted when creating the levels, enemies, and bosses in Psychonauts 2. In this talk, I will walk you through the various artistic processes the team at Double Fine developed for creating a mind bending Psychonauts experience. Our players loved our level designs because each level required a unique and bespoke approach to translating mental health concepts into visual art. I will share our journey of evolving our level creation process to be more improvisational, leading to more experimental designs. This will be a valuable lesson for anyone looking to break the limitations of a prohibitive assembly line process. And lastly, no brain (or sequel) is complete without new Bosses! Discover how we used art jams to unlock the team's creativity and develop unique Boss looks and attacks. Strap on your goggles!

Takeaway


In this talk, I will walk you through the various artistic challenges the team at Double Fine mastered while creating a mind bending Psychonauts 2 experience. In this hour I will share our journey of creating brain levels, bosses, and trippy cinematic sequences from scratch. B.Y.O.Honey Pepper Boar Bacon

Intended Audience

Generalists Welcome: This talk is focused on artistic direction but is appropriate for developers at all levels. Warning - Major Spoilers ahead for anyone who has not played the game. TW: Topics related to mental health will be covered