Tim Schafer recently discussed the creation of the 2021 prequel and the 2005 film Psychonauts in an interview with NME.

Tim Schafer recently discussed the creation of the 2021 prequel and the 2005 film Psychonauts in an interview with NME.

Both games had their fair share of problems, and he was open and honest about how each one affected Double Fine as far as he was permitted to.

chafer referred to the creation of Psychonauts 2 as "long haul" and one of Double Fine's greatest difficulties to date. The financial aspects of Psychonauts 2 were a major source of controversyS.

The game was intended to be published by Starbreeze Studios and was originally crowdfunded for $3.3 million in 2016; however, Starbreeze fell insolvent and had to reduce back in order to continue operations. When Microsoft later purchased Double Fine in 2019, it also obtained publishing rights.

The production of Psychonauts 2 was a "roller coaster," according to Schafer, who also acknowledged that "at certain stages, it really didn't feel like it was going to be good."

The production of Psychonauts 2 was a "roller coaster," according to Schafer, who also acknowledged that "at certain stages, it really didn't feel like it was going to be good."

We were simply like... Oh my God, that was awful. Let's never do that again, that's wrong "Schafer recalled. Crunch is still a problem that affects a lot of businesses, and Schafer said that using crunch is a sign that "There was a problem.

You either exceeded your scope, lost some productivity for some reason, or something negative occurs.

The crucial point is to ask, "How can we repair that problem?," rather than "As long as you don't claim it's usual. " It's a constant fight to get better at it every game.

The crucial point is to ask, "How can we repair that problem?," rather than "As long as you don't claim it's usual. " It's a constant fight to get better at it every game.