Kee Chi

@keescheese.bsky.social

Gameplay Programmer at Double Fine, Lead Programmer on Psychonauts 2, Keeper.

I’m curious how these games (Metaphor, Persona, SMT) are made. What’s the engine, how are the events scripted, who on the team does what. It must be an astonishing amount of data.

Metaphor was an incredible game and it makes me look forward to the next Persona. The end of the game definitely keeps going…and going…and going. It does appease my procrastination brain (oh no I didn’t do that thing…OH. I HAVE TIME NOW).

Woooo launch day! HUGE congrats to the kiln team. Shipping is incredibly hard and this team has done an amazing job tackling the challenges that come along with it. I hope that folks play this game and feel the care that the team has put in crafting it for you.

Double Fine@doublefine.com · 3mo ago

🏺 KILN is HERE 🏺 Grab your aprons, spin up those imaginations, sculpt your finest clay body, and meet us on The Wedge. We can't wait to see all your amazing pots 🫖...and then smash them into smithereens on the battlefield! 💥 Buy Now: https://www.doublefine.com/games/kiln#buynow

21 years! Whoa whoa! My favorite world to work on was Waterloo World. The transitions between the different scales was fun to figure out and setting up the pieces and how they work. @erikrobson.net ‘s design for the gameplay here was amazing and I had such a blast working with him on it.

Double Fine@doublefine.com · 4mo ago

🥳🎂Happy 21st Birthday to Psychonauts!🎂🥳 Snuck into the vaults and grabbed some original concept art (by the amazing Peter Chan) to share—what's YOUR favorite mental world in Psychonauts? 💚🧠🌀

Colorful concept art sketches for the Running of the Bulls area in Black Velvetopia (a level in the game Psychonauts). Patterned narrow alleys with tiny figures, posters and a rolling cart are featured.

Sigh, if we find folks a year or so from now lamenting why it takes so long and so much resources to make a video game, we can most definitely point to all the recent layoffs leading to an experience drain in the industry.

Ok. Enough time has gone from shipping where I feel like I could play a long game. Diving into Metaphor (I know super late), multiple hours in and I’m just waiting to level up social links. That’s in the game…right?

This is really good! I love this part youtu.be/6PIg71aayEE?... where they discuss the development of the light aiming mechanic. Senior Gameplay Programmer Keenan Patterson did a heroic job tackling this very hard problem on the programming side and Lee talks through some of the complexities here.

Telling a Story Without Words in KEEPER with Double Fine's Lee Petty | Game Maker's Notebook Podcast

YouTube video by Academy of Interactive Arts & Sciences

youtu.be

Lee Petty@leepetty.bsky.social · 7mo ago

What a fun— and long— conversation!

Now, the holy grail of bug repro is if your game supports replay files and things ran in a deterministic enough way where it was attached to the bug and you have an automatic repro. We got close to that on Brutal Legend.

I can't express enough how much I appreciate videos being attached to bugs. Capturing moments BEFORE the bug happens and what it looks like is almost essential these days. I remember the closest we had to that were video tapes of bugs being reproed. Otherwise you hope for really good descriptions.

Where I ultimately land with the thoughts around game dev career mortality (wait that sounds too morbid), end game (better?) is that I want to make stuff with folks that like to make stuff and feel joy in the process. And maybe help others as they start their journey.

I do start to think about my own game dev mortality with the number of years and titles left until my brain no longer wants to. Most can't pick and choose exactly what kind of games they want to make, it's always about situations and opportunities, so what should on look for?

The thing that's odd being in this industry (for me) this long is that it's hard to see what paths there are. Many of my peers in programming have gone to other industries, and other than roles in big companies, what does a career path for a gameplay programmer about to hit 50 look like?

This month marks 23 years in the game industry for me. I've been INCREDIBLY fortunate to have worked with all of the amazing folks that I've worked with, the games that I got to work on and to have had made some life long friends along the way. Truly grateful.

After being done with the shipping phase, I have the brainspace to play other games and I am blown away by HOW MANY different games are out there. You all are creating incredible stuff! The breadth of topics, genres, and big swings are inspiring.

Just rolled credits on The Seance of Blake Manor and I had a wonderful time with the game. Wonderful puzzles, games, and environment and it had me fully engrossed in its world for a while. It was really important to me to save everyone that I can, and the feeling of FOMO was STRONG.

Also started the Seance of Blake manor. I usually don’t like scary stuff but the adventure game roots really pull me in. It all reminds me a bit of the Last Express. Really enjoying this one so far.

I am having the brain space to play a bunch of games. Been really enjoying Dispatch. The notion of an office of super heroes is near and dear to my heart and their dispatch mini game pings that part of my brain. Also love the telltale dna that’s in that game.