Double Nice Productions, the developer behind the Psychonauts collection, Damaged Age, and lots of extra, not too long ago celebrated its twentieth anniversary. To have fun this milestone, Double Nice partnered with Indie By Design to launch a complete artwork e book that particulars the visible historical past of each single recreation the developer has launched over time – together with insights from builders, in-depth interviews, and never-before-seen idea artwork.
Learn down under for an unique excerpt from the e book, titled 20 Double Nice Years, giving a quick take a look at the design choices behind Psychonauts 2’s Aquato household and the sport’s many, many brains. We have additionally collected a handful of pages so you possibly can see how all the e book is laid out.
If you would like to take a look at 20 Double Nice Years for your self, it is accessible in a regular and collector’s Legend Version right here. Alongside peeks behind the scenes of each Double Nice recreation, the e book additionally covers 2 Participant Productions’ Double Nice Journey documentary collection, webcomics the studio used to publish on its web site, its Day of the Devs occasions, and rather more.
Lastly, for extra on Double Nice, be certain that to check out our History of Double Fine Productions story we ran again in July to learn how all the studio got here collectively.
20 Double Nice Years is accessible now.
Raz & The Aquatos
“It was loopy addictive to be drawing these characters once more,” describes idea artist Scott Campbell, artwork director on the unique Psychonauts. “It was nearly like being wrapped on this heat, comforting blanket.”
Raz returns as protagonist in Psychonauts 2 and this time extra of his members of the family are explored, with their lives and relationships proven in larger element. A lot of the enjoyment for Campbell in designing them got here from having the ability to construct that means into them, versus creating them from scratch.
“It’s such as you’re pulling at an outdated household patchwork quilt that you just’re additionally including to on the identical time. You want these characters to really feel as if they’ve been introduced right here by means of the lore of the earlier video games.
“They will’t really feel wholly new, you need them to really feel like they’ve existed on this world and created their very own place inside it. Taking one thing that already exists and creating connections and historical past for it’s actually fulfilling.”
Psychonauts 2 takes us by means of an extremely various set of brains, every one offered as a fully-formed stage for the participant to discover. These ranges are linked within the sense that you just’re at all times seeing them by means of the eyes of Raz and that every represents a personality’s innermost ideas, however visually they’re strikingly distinct.
“We regarded again to Psychonauts to determine what it was that made these totally different environments really feel cohesive though you’re leaping by means of all of those totally different brains,” explains setting artist Levi Ryken.
“One of many greatest issues is proportions. We have now this factor that we name the ‘Psychonauts wonk,’ which is mainly which you could embrace stuff that appears fairly regular and constant however you possibly can’t current it usually. It has to have the ‘wonk’ to it.”
Parallel traces, for example, are averted for probably the most half. Characters are allowed to have two eyes which can be basically the identical, however they’re sometimes offered as one being larger than the opposite or one being greater or decrease on the face.
“It makes the entire world really feel slightly off always,” Ryken continues. “It’s nearly as if it was drawn by somebody who holds a pencil actually haphazardly and is dropping it all the time.”