Read excerpts from Double Fine’s 20th Anniversary Art Book

Double Fine Productions, the developer of the Psychonauts series, Broken Age, etc., recently celebrated its 20th anniversary. To celebrate this milestone, Double Fine collaborated with Indie By Design to release a comprehensive art book detailing the visual history of each game released by the developer over the years-including insights and in-depth interviews from the developer. And unprecedented-have seen concept art.

Read an exclusive excerpt from the book below, titled 20 double penalty years, Briefly introduce the design decisions behind the many brains of Psychonauts 2’s Aquato series and games. We have also collected some pages so that you can understand the layout of the entire book.

If you want to view 20 double penalty years For yourself, it has a standard edition and a collector’s edition legendary edition Right hereIn addition to peeking behind the scenes of every Double Fine game, this book also covers 2 Player Productions’ Double fine adventure Documentary series, web comics published by the studio in the past on its website, developer day events, etc.

Finally, for more information about Double Fine, be sure to check out the history of Double Fine Productions that we reviewed in July to understand how the entire studio came together.

20 double penalty years Available now.

Raz & The Aquatos

“It’s really addictive to paint these characters again,” described concept artist Scott Campbell, who was the art director of the original “Mad Men.” “It’s almost like being wrapped in this warm and comfortable blanket.”

Raz returns to become the protagonist of Psychonauts 2, this time exploring more of his family members and showing their lives and relationships in more detail. Most of Campbell’s joy in designing them comes from being able to construct meaning for them, rather than creating them from scratch.

“It’s like you are pulling the old family patchwork quilt you added at the same time. You need to make these characters feel as if they came here through the legend of the previous game.

“They can’t feel brand new, you want them to feel that they already exist in this world and have created their place in it. It’s really fulfilling to take what’s already there and create connections and history for it.”


Psychonauts 2 takes us to an extremely diverse set of brains, each of which is presented as a complete level for players to explore. These levels are interrelated. You always see them through Raz’s eyes. Each level represents the innermost thoughts of a character, but they are very different visually.

“We reviewed Psychonauts to find out what makes these different environments feel cohesive, even if you skip all these different brains,” explains environment artist Levi Ryken.

“One of the most important things is proportion. We have this thing, we call it “Psychonauts wonk”, basically you can include things that look normal and consistent but you can’t present them normally. It must have its own. wonk’.”

For example, avoid using parallel lines in most cases. A character can have two basically the same eyes, but they usually appear as one larger than the other or one higher or lower on the face.

“It makes the whole world feel a little bit wrong at all times,” Ryken continued. “It’s almost like it was drawn by a person who held a pencil very casually and kept falling to the floor.”