Lungfishopolis
Lungfishopolis concepts Peter Chan
Kochamara and lungfish citizen concepts by Scott Campbell
Various Uncredited Kochamara concepts

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Lungfishopolis
Lungfishopolis concepts Peter Chan
Kochamara and lungfish citizen concepts by Scott Campbell
Various Uncredited Kochamara concepts
HAPPY 20TH BIRTHDAY PSYCHONAUTS‼️‼️‼️
Goggalor attacks 😱
Status Update on the PJ Fall Animation.
The project has been on the back burner for a bit due to life getting in the way, though I'm determined to see this thing finished. Here are some progress sketches of character poses and backgrounds. I will be posting more updates, some exclusively to my Ko-Fi and Patreon. As stated before, those who support me on either site will get a supporter credit when this is all done.
Support me on Ko-Fi and Patreon.
Psychonauts Analysis: Why Lungfishopolis is an Underappreciated Level
This level is technically impressive, for one thing. Raz is given an entirely new set of idle and walking animations which only appear in this one level. This is the only level after unlocking it that levitation is completely unusable. Raz is much slower than normal and feels significantly heavier with even the camera shaking as he walks. And everything from buildings, to tanks, to cars, to pedestrians is completely squishable! I wouldn't bat an eyelash at any of this in a newer game, but in a game from 2005? This is mind-blowing! The devs didn't have to do any of this. Even if they had taken the easy route and not added all these little details the level still would have been fun, but I probably wouldn't be writing a Tumblr post about it.
Then there's the level design. Linda's is the only non-human mind we enter over the course of the Psychonauts series, yet her mindscape is a decidedly human city. This is obviously because she was being mind-controlled by Coach and he built over her real psyche with something he can more easily manipulate. Something interesting about this level though is just how eerie it feels. Maybe this is just me and the early 2000s jank, but even with all of the cars and pedestrians, Lungfishopolis doesn't feel fully alive. Urban areas feeling lifeless and oddly compacted in older video games is nothing new, but this is one of the only times I feel like it actually benefits the level. Despite having an open sky, the city feels almost subterranean, enclosed. This is very fitting for what's actually going on in Linda's head! The city being surrounded by stone walls isn't just practical from a design standpoint, it perfectly visualizes the way Coach is trying to close Linda off from everything but his instructions, represented by the broadcast tower. My other point about the city feeling lifeless also plays into this. Lungfishopolis, like other video game levels from the time, feels less like a real city and more like a populated ghost town. Again though, this makes sense in context! Just as game developers create pixel simulacrums of cities without being able to capture the liveliness of a real city due to time and hardware constraints, so did Coach! The fact that the shortcomings of this nearly-old-enough-to-drink video game actually adds to the storytelling is absolutely beautiful!/gen/pos
I've not even mentioned Raz and Coach Oleander being kaiju's yet. Like with everything else in Psychonauts, this is a brilliant decision! It magnifically demonstrates how small and powerless Linda feels compared to the humans despite being physically larger than them in real life, but I also just appreciate how the roles are reversed. The fact that the monster destroying the city is actually the good guy and the superhero trying to save the city is the villain, is glorious! If you return to the level after completing it, you're even encouraged to keep smashing everything because now that Linda is free, Lungfishopolis will be undergoing reforestation.
The last thing to note is how, oddly enough, Lungfishopolis roughly parallels Lucrecia's Lament. Linda and Lucy both had psyches "built over" by foreign entities (Coach and Ford), both realized something was wrong, and both broke out of their programming in small ways, (Linda with her freedom fighters and Lucy with her quilts). I love that we got to see basically the same concept portrayed in two wildly different ways!
Also, if I had a nickel for every game that featured a level where the protagonist and final boss were kaiju-sized on a miniature set...
-and the end credits referenced the Lunch atop a Skyscraper photo from 1932...
-I would have two nickels, which isn't a lot, but it could buy me two cans of Pork and Beans the year that photo was taken!
the lgbtq+ community has forgiven goggalor
oooo big scary monster oooo
WATCH OUT, GOGGALOR IS COMING!
(it's fairly easy to see but i got really lazy about the background lol)