The Game Worker, Labor Organizer, Reality TV Review of “PsychOdyssey”

Robin LoBuglio
Game Workers of Southern California
7 min readMar 9, 2023
Dozens of copies of Double Fine’s “Two headed bee” logo sit at densely arranged cubicles, in front of computer screens. To the right, three more Double Fine Bees sit behind cameras, filming the workers. The image is bordered with a white frame labeled with “rec” and a red dot, imitating the user interface of a recording camcorder

I was skeptical when a colleague recommended “PsychOdyssey,” Double Fine’s 32 part documentary about the 6-year making of Psychonauts 2. I’d never played a Double Fine game, and assumed the doc was a self-indulgent advertisement. Isn’t 23 hours a bit much?

I was wrong. As a game programmer, a union organizer, and an unashamed reality TV fan, this series spoke to every part of me.

“Just Like Real Life”

Three Double Fine developers sit on a couch, with one more in the background. A 2 Player Productions documentarian wearing all black reaches from behind the couch to attach a lapel mic to the Double Fine employee in the center
Documentarians mic up a Psychonauts VR lead before an all-hands meeting

PsychOdyssey is reality TV, but I mean that with no derision. Like my favorite shows, the series chronicles the friendships, struggles, conflicts, and achievements of ordinary people. Cinematography is neatly divided between formal ceremonies, candid conversations, “confessional” style interviews, and b-roll, all set to a touchingly sentimental soundtrack by Orange Drink. And while the show lacks the nearly-scripted drama of a Love is Blind, you’ll still find yourself on the same emotional roller coaster.

When you see a worker struggling, you cheer them on. When conflict arises you feel tempted to pick heroes and villains. New hires evoke the same intrigue as the mid-season reveal of new cast members in Single’s Inferno, and resignations feel like a tragic contestant elimination. By the end of the show, you’re overcome with how much the subjects have grown as people.

Dozens of smiling Double Fine employees crowd around CEO Tim Schafer in a meeting room. To Shafer’s left is a cardboard box marked “top secret,” and tied closed with a chain. This is an opening ceremony for Amnesia Fortnight, a Double Fine company game jam
An exciting all-hands meeting kicks off Amnesia Fortnight, a company-wide game jam

Editing divides the subjects between protagonists and side characters. Charismatic CEO Tim Schafer gets plenty of screentime, as does a newly hired project lead. On the rank-and-file end, a struggling junior designer serves as our underdog, while a mix of veteran employees (“old-timers”) and more recent hires show us the studio’s past and future.

Close to Home

As a game developer, PsychOdyssey hits hard. When an exhausted dev laments that “All of Tim’s feedback is to make the game more elaborate,” I feel the familiar dread of watching an excited lead feature-creeping my workload. Later on the game director hires a young level designer, explaining that while he lacks experience, “He’s cheap, he’s junior… I’ll fire him if he’s bad.” This worker is then given ownership of the game’s first major level, and struggles greatly — unlocking bleak memories of when I too was set up to fail by a supervisor.

A resigned double fine veteran holds a large framed going-away card. At the center is a stylized drawing of her holding the Double Fine “two headed bee logo,” and flanked by cute animals. Along the border of the card, her various colleagues have left messages wishing her well in the next step of her journey
A resigning double fine veteran admires her going-away card

Double Fine is clearly a special place to many workers, and the most difficult episodes are the ones where a team member walks away. Their colleagues hold back tears in interviews as they reminisce on what this person’s friendship meant to them. We work in a high-turnover industry, and saying goodbye to a friend is always horrible — I cry when it happens to me, and I cried during the show.

Starbreeze, the game’s publisher, goes broke halfway through development. Cancellations are a rite of passage in the games industry — I myself worked for a company funded by Starbreeze, and they folded just a few days after we crunched to deliver a final build. Just like that, all I had to show for 18 months of work were some keen clearance deals on Starbreeze office goods. A Microsoft acquisition gave the Psychonauts 2 team a happier ending, but it was a chillingly close call.

A mixture of Double Fine leads and Starbreeze publisher representatives sit around a table, discussing the state of Psychonauts 2
The final glimpse we see of Starbreeze representatives before we learn of their financial collapse

There are low lows to be found in PsychOdyssey, but also plenty of levity. Endless banter in the office between people who treasure each other’s company. That beautiful “I can’t believe that was it” moment when a developer discovers the cause of a bug. The endorphin high when a troubled level finally gets a playtest that wows viewers. The series taps into some of my least pleasant memories in the industry, but it also reminds me why I do what I do.

Walking the Line

The Double Fine we see is at a labor crossroads. The studio starts in 2015 as overwhelmingly cis, white, and male, but the makeup diversifies somewhat over six years of hiring. On the other hand, while various leads assert that they are against “crunch mode,” Psychonauts 2 sees a chaotic and stressful production. Schafer’s good intentions are clear, but has a hard time fitting his vision into a humane schedule. He wore an IATSE union hat at GDC 2018, but he’s definitively a boss with final say over all decisions at his company. He embodies the contradiction of a lovable person crossed with an oppressive power structure.

Double Fine employees sit on couches during an uncomfortable meeting. Many nervously cross their arms and avert their gaze to the floor. On the right, one employee is in the middle of an impassioned comment
An engineer expresses concerns about crunch to a tense room, in what later becomes known as “The Bad Meeting”

Episode 27, “Villains of crunch mode,” opens with a tearful engineer expressing her exhaustion in a group meeting. An upset Schafer retorts, “that’s bullshit” to a shocked room. Later we learn that this engineer had written a public slack post expressing worry over potential crunch. The ensuing meeting is tense and unproductive — the developer gets dogpiled by management, and she quits shortly thereafter.

Crunch is a perennial topic in PsychOdyssey, but worker agency is nearly absent. In meetings and interviews we hear all about the difficult scheduling decisions leads have to make. Rank-and-filers get asked about morale, but we rarely hear their own ideas. I’ve never met a dev who didn’t have opinions on their workplace, but the only agency we see granted to dissenting Double Fine workers is the right to quit. At times the narrative takes on an almost paternal tone — the story of heroic leaders trying to protect their employees.

A group of Tender Claws union members, including the author, pose for a photograph with supporters and hold up fists. Many hold up newly printed Tender Claws Human Union t-shirts, affixed with a claw logo.
Tender Claws union members and allies show off their handmade union t-shirts

This isn’t the only way. Workers are creative, and more than capable of participating in the production problem-solving process. This is why my coworkers and I at Tender Claws took matters into our own hands by unionizing. It’s a hard road, but now we no longer have to hope for benevolence from above — we have a seat at the table.

Limited Perspective

A Psychonauts 2 lead in a collared shirt approaches a 2 Player Productions documentarian as he stands behind the camera. The latter wears a serious expression.
A Psychonauts 2 lead invites a 2 Player Productions cameraman to take on game design work

2 Player Productions makes no airs of being a neutral third party — Double Fine pays their checks, and midway through a filmmaker even comes on as a designer on Psychonauts 2 (his nametag overlay, previously “Cameraman, Two Player Productions” suddenly becomes “Design Intern.”)

With this in mind, it’s impressive how much sausage-making we do get to see. The editors could easily have trimmed out every off-color remark, or cut the emotional confrontations between workers and leads. We see a controversial game director get removed, and plenty of crying throughout the series. There is a clear desire by the filmmakers to be frank — as evidenced by the content warning at the start of the show.

Text: “LANGUAGE AND CONTENT WARNING. Captured over seven years, Double Fine PsychOdyssey follows a team of creative professionals living their real lives. At time they work under pressure, and through challenging personal and world events. They emotionally grow alongside cultural norms, while striving to learn about and represent complex subjects with accuracy and empathy. As such, there may be moments where topics and language usage could be considered insensitive. Viewer discretion is advised”
The content warning that appears before each PsychOdyssey episode

And yet, we still have to accept that the window we get into Double Fine is the one that interested parties saw fit to show us. PsychOdyssey is remarkably honest, but it would be folly to think that I knew the labor situation at Double Fine based on media that management signed off on. 22 hours and 40 minutes is a long time, but six years is longer, and for every story told on screen I’m sure there are a hundred I’ll never know.

Art Imitates Life

We can’t treat PsychOdyssey as a no-holds-barred exposé into the operations of Double Fine, and that’s okay. In some cases it might be good. For one thing, if I had a serious HR complaint at my job, I wouldn’t want it shown in a documentary.

The viewer’s task is the same as with any reality TV series: fall in love with the daily lives and struggles of the cast, while also understanding that what’s on the screen might not be the whole story.

Double Fine employees gather in a circle talking to one another, with their backs to the camera. They are on a charmingly lit back porch at night during their release party, with warm string lights above their heads
A group of Double Fine workers celebrates at the Psychonauts 2 release party, after six years of development

What we do get to see is sensitive, intimate, and deeply human. If you’re a game developer, I think you will find great catharsis in the ups and downs of PsychOdyssey. If you’re a labor organizer, you’ll find some thought-provoking contradictions to chew on.

And if you’re just looking for a wild ride? Buckle up.

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Robin LoBuglio
Game Workers of Southern California

Robin LoBuglio is an LA based game worker, union member, and labor organizer with Game Workers of SoCal and the Tender Claws Human Union. She/her