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Schafer is known for transparency, and you can see this on display in the 32-part Psychonauts 2 documentary from 2 Player Productions. This is unusual, given the high degree of secrecy in the ...
Psychonauts 2 was designed as the "complete opposite" of an FPS, because Tim Schafer wanted players to leave levels in a better condition than they found them ...
Tim Schafer, founder of Double Fine Productions and the mind behind games such as Psychonauts, Brutal Legend and Grim Fandango, spoke on AI during an interview with Twitch streamer Cressup earlier ...
Psychonauts 3 isn’t in the works right now according to Tim Schafer, as the legendary Monkey Island, Broken Age, and LucasArts dev discusses future projects.
Over 30-year industry veteran and Double Fine CEO Tim Schafer talks to IGN about Xbox and Game Pass, making weirder games, his inspirations, the Psychonauts 2 documentary, improving work culture ...
Tim Schafer, who was the director behind the two previous games at Double Fine, was recently asked about Psychonauts 3.Featured on the YouTube channel Cressup, which we found thanks to PCGamesN ...
Psychonauts 2 is an excellent title, but at one stage Tim Schafer wasn't so sure. He explains how and I he felt that in a new interview.
Platforming Games Super Mario 64, a forgotten Dreamcast JRPG, classic Jet Li films, and more all inspired Tim Schafer while working on Psychonauts Adventure Games You simply will not guess the ...
Game designer and Double Fine Productions CEO Tim Schafer sat down with TheWrap to offer advice on realizing a vision. ... “Psychonauts” in particular was such a big deal that its sequel, ...
by William D'Angelo, posted on 01 July 2023 / 5,657 Views. Double Fine Productions boss Tim Schafer in an interview with YouTube channel Cressup said the studio is not working on Psychonauts 3 and ...
Psychonauts developer Tim Schafer was credited in a classic Star Wars game from the late 90s, despite never actually working on the project. 24 years after the fact, Shaffer has provided some ...
Psychonauts 2 was designed as the "complete opposite" of an FPS, because Tim Schafer wanted players to leave levels in a better condition than they found them News By Hirun Cryer published 9 July 2024 ...
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