Devin Kelly-Sneed
banner
devinks.bsky.social
Devin Kelly-Sneed
@devinks.bsky.social
making games and music
did player movement for Psychonauts 2
currently working on Keeper at Double Fine
pfp by @michaelfirman.bsky.social
Edit and Continue worked in the gameplay code on that project. Was a delight!
November 13, 2025 at 8:31 PM
I hope so
August 30, 2025 at 5:47 AM
You are the bed now.
January 17, 2025 at 5:45 AM
The most egregious scrabble play I’ve seen allowed is “MRT”. As in the actor Mr T. The folks at that table had a very unique interpretation of the rules.
December 29, 2024 at 7:31 AM
Mine didn’t come out right…
December 2, 2024 at 8:43 PM
And if you haven’t already played Psychonauts 2, it’s currently an absurd 90% off on Steam: store.steampowered.com/app/607080/P...
Save 90% on Psychonauts 2 on Steam
Combining quirky missions and mysterious conspiracies, Psychonauts 2 is a platform-adventure game with cinematic style and tons of customizable psychic powers.
store.steampowered.com
December 2, 2024 at 7:33 PM
I hope to find time to write more of these. It’s great to be able to share behind the scenes info for others to learn from. And the process of writing helps me think about how I might improve similar systems in the future.
December 2, 2024 at 7:27 PM
Any results from the chilled dough portion of the experiment?
November 27, 2024 at 2:22 AM
The beautiful sounds are for my officemates, not me
November 20, 2024 at 8:28 PM
Oh this sounds like me. I’d appreciate being added!
November 16, 2024 at 9:24 PM
Very cool, nice progress!
November 16, 2024 at 5:02 PM
I have fond memories of playing a bunch of these with you! Also Mario Kart on the broken tv where green and red shells were slightly different shades of brown.
October 20, 2024 at 1:21 AM
That dopamine hit is the real reason to avoid premature optimization
June 26, 2024 at 2:31 AM
I have a vague recollection that there were reasons we didn’t use EQS for this feature, but I wasn’t involved in the decision and unfortunately don’t know what they were. Best guesses: EQS being labeled “experimental” or concerns about it being too tightly tied to AI systems.
June 13, 2024 at 6:35 AM
Most of the time game thread wasn’t the limiting factor in frame rate. We considered various optimizations (multithreading, storing targets in an octree, etc.) but didn’t end up needing to.
June 12, 2024 at 6:13 PM
The targets were put into a few different lists based on broad search categories. We’d run through the entire list for the appropriate category. To mitigate the perf cost we tried to order the conditionals to discard as many targets as possible without doing very costly evaluations.
June 12, 2024 at 6:09 PM
Registration was generally through InitializeComponent/UninitializeComponent. I think those got called when something streamed in/out, but can’t remember for sure. There was also a way for targets to be set Active/Inactive at runtime which let us temporarily ignore them during searches.
June 12, 2024 at 6:02 PM