Season 1 Episodes
1. The Color of the Sky in Your World
On the ten-year anniversary of Psychonauts, Double Fine veterans reflect back on the turbulent production. Tim decides it might be time to return to the Psychonauts universe...
2. Not in the Cards
The studio kicks off development of the Psychonauts VR game that will bridge the gap between the original Psychonauts and its sequel.
3. Awesome Toybox
Rhombus of Ruin gets a pair of new project leads. Tim invites his most trusted artists to the studio to help brainstorm for Psychonauts 2.
4. Bringing Back Psychonauts
The studio prepares to announce Psychonauts 2 on a new funding platform, creating both fresh opportunities and complications.
5. You’re Public Now
Psychonauts 2’s funding campaign is in full effect, but Double Fine finds itself confronting criticisms of previous projects in order to move forward.
6. Creative Promises
Tim and new lead designer Zak lock themselves in a conference room for months, attempting to define the gameplay and story of Psychonauts 2.
7. We’ll Know Where It Is
It's a surprising day at the studio as a beloved team member shares personal news.
8. A Couple Years of a Lot of Work
The Psychonauts 2 team staffs up with both veteran team members and new hires, while attempting to create a prototype of the game experience.
9. One Shot
Double Fine hires a rookie designer and longtime studio fan to kick off development of a new game level.
10. Bittersweet Gravity
James finds his footing with the team and Psychonauts 2's first mental landscape takes shape.
11. Not Doing the Typical
Despite the previous breakthrough, the team struggles to impress Tim, who pushes for even stronger concepts. Meanwhile, Amnesia Fortnight draws near.
12. Amnesia Fortnight
It's time for Amnesia Fortnight, a two-week game jam meant to invigorate the studio.
13. I Made a Game
Leaders and team members reflect on the highs and lows of the most recent Amnesia Fortnight.
14. Surface Tension
Frustration from Amnesia Fortnight carries back over into Psychonauts 2 as the team struggles to see eye to eye on the execution of the newest level concept.
15. Hard to Get Old
Tim celebrates his 50th birthday while publisher Starbreeze puts pressure on the team with an impending visit.
16. Written into a Corner
A new art director is hired to help smooth out the relationship between the art and design teams.
17. The Heart of Double Fine
Tim's reception of a major award is made bittersweet by the departure of a founding Double Finer.
18. What Good Looks Like
Following a major departure from the studio, the team is forced to examine their own processes or risk losing more vital team members.
19. I Want More of That
A wave of new hires changes the team dynamics at Double Fine and generates fresh ideas for Psychonauts 2.
20. Brainstormed Out
Asif is given the task of adapting his Amnesia Fortnight project into a full-fledged Psychonauts level.
21. Much More Drastic Things
With time and money running out, Zak struggles to find the path forward.
22. Quite an Adventure
The team is shattered and reformed just as they face an uphill battle with delivering their first playable demo for the public.
23. Always be Closing
Tim struggles to balance his new role as project leader amongst a team of strong personalities.
24. Best Teeth
The team wraps up their playable demo and has a blast showing the game off to the public for the first time.
25. A Different Beast
Tim steps up his involvement after some high profile exits from the studio, bringing major changes to the project.
26. The Amnesia Fortnight Movie
Amnesia Fortnight returns, calming tensions within the studio as everyone takes a much-needed break from Psychonauts.
27. Villians of Crunch Mode
Issues with the expanding schedule come to a head as the studio attempts to reconcile with its past participation in crunch culture.
28. You Have a Resume?
Fallout from the scheduling conflict results in more exits from the studio, but others continue to rise and fill leadership roles.
29. It’s Looking Grim
As pressure mounts to complete the game, a worldwide pandemic suddenly changes everything.
30. Time Away
The team adjusts to working from home during the pandemic, pushing the release date out even further.
31. Making the Best of It
Intense political happenings, raging wildfires and general unrest cast a dark shadow over the studio as they struggle to finish Psychonauts 2.
32. The Journey They’ve Been On
The team pushes closer to Psychonauts 2’s release, fighting to remain true to Double Fine’s values.
33. We Wrote It Down
Double Fine reflects on the launch of Psychonauts 2 and the PsychOdyssey documentary series while looking to the future and a return to smaller projects.