In Psychonauts 2, Raz realizes his dream and visits Psychonauts Headquarters. However, when he gets there, he finds it's not the perfect place he expected and quickly realizes that the Psychonauts need him more than he needs them.
As the first level designer to join the Psychonauts 2 team, I worked with the design lead to pioneer our level design process. I was the lead designer on Lucrecia’s Lament, and I was a co-designer on Compton’s Cookoff, Hollis’ Hotstreak, Psi-King’s Sensorium, and Bob’s Bottles. Each level was iterated on multiple times, but the white-boxing process of each finished level took about three weeks, and bringing each level to alpha took approximately six months, non-consecutively.
In addition to designing player paths and prototyping many of Psychonauts 2’s new mechanics and interactive elements, I was also lucky enough to help shape the story of the game’s two gay characters, Bob Zanotto and Helmut Fullbear, and was an early part of the creative process when crafting the game’s early “spy mission” to the ocean-bound Luctopus Casino.