Kee Chi
keescheese.bsky.social
Kee Chi
@keescheese.bsky.social
Gameplay Programmer at Double Fine, Lead Programmer on Psychonauts 2, Keeper.
Great tips from Naoko! She’s been keeping us organized for many years!!!
Time for 5 Things I Bring to GDC episode 2! Naoko Takamoto (Principal Producer, Double Fine) takes us through her GDC essentials. We love the sticky notes! What are you bringing to GDC Festival of Gaming 2026? Register today: https://bit.ly/48w1DxK
December 15, 2025 at 6:59 PM
It's amazing how good the noir mode looks!
The new Keeper update has all sorts of cool new things!
SURPRISE! A new Keeper update just dropped with some EXCITING features!

🖤 NOIR MODE 🖤
A custom-tuned black & white experience!

⬅️ ULTRAWIDE SUPPORT➡️
For maximum immersion!

👁️ HIGH CONTRAST MODE 👁️
Accessibility options for players with vision impairments!

More Info: youtu.be/watch?v=Qhyf...
December 4, 2025 at 11:10 PM
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.
November 26, 2025 at 10:44 PM
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.
November 26, 2025 at 10:34 PM
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.
November 25, 2025 at 10:10 PM
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?
November 25, 2025 at 10:08 PM
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?
November 25, 2025 at 10:06 PM
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.
November 25, 2025 at 10:04 PM
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.
November 14, 2025 at 9:25 PM
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.
November 13, 2025 at 6:38 PM
So cool to see what are the steps that one takes in developing a feature in a game, and Oliver is posting about the number of things that he's tried. Super interesting and he is a pixel magician.
Between surflet and voxel morphs the former was more promising. Here is a look behind the cube-shaped curtain... Each object is represented by a cube-quad to obj-surface mapping, which then makes it straight forward to move the associated surflet between the surface locations and blend properties.
October 29, 2025 at 6:00 PM
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.
October 29, 2025 at 1:00 AM
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.
October 29, 2025 at 12:59 AM
When shipping a game you go through the gamut of emotions from anxiety, excitement (and those are on a spin cycle the first couple of days) and as the dust settles it can be hard to pin down how you feel. Thinking about what you’ve built, and then slowly about what you want to build next.
October 29, 2025 at 12:56 AM
I want to watch history get made but I also want to sleep.
October 28, 2025 at 6:22 AM
Wait a minute. Is baseball still baseballing?!?!! Can they all agree to take a break and start again in the morning?
October 28, 2025 at 6:09 AM
It has incredibly joyful and inspiring working with the team on this game, and I hope all of you feel that joy when you play. I feel especially lucky to have worked with such a talented programming team that brought these pixels and gameplay to life.
www.youtube.com/watch?v=CDmv...
Keeper - Official Launch Trailer
YouTube video by Double Fine
www.youtube.com
October 17, 2025 at 7:09 PM
When tomorrow comes our game will be everyone’s game. I hope you all enjoy it. As it’s been a joy to make. I’m glad we were able to make a game like this.
October 17, 2025 at 2:33 AM
That mullet superman story is incredible. @leepetty.bsky.social always has really interesting stories from the industry, we should make like a whole series on late 90s early 2000's game development.
October 15, 2025 at 11:07 PM
It’s a very odd time right before you ship a game. You go from sprinting and fixing bugs to then waiting for it to come out. It feels like you need to be doing something but it’s too close to release to really do anything. Excited but also prepped for issues to be found when the game releases.
October 15, 2025 at 6:55 PM
Oh man, look at that foil, we need to put it in a nice card sleeve and get it graded!
Lighthouse of the Week: Ep. 12

Keeper's Lighthouse is not like any other lighthouse before it. There are no human records or proof of its existence. And yet, it feels a mysterious sense of purpose.

It has 4 legs — the perfect number for walking into the unknowable.

doublefine.com/games/keeper
October 15, 2025 at 6:32 PM
Reposted by Kee Chi
Lighthouse of the Week: Ep. 12

Keeper's Lighthouse is not like any other lighthouse before it. There are no human records or proof of its existence. And yet, it feels a mysterious sense of purpose.

It has 4 legs — the perfect number for walking into the unknowable.

doublefine.com/games/keeper
October 15, 2025 at 6:01 PM
Playing this game again and it reminds me HOW many things we achieved in the span of 5 (ish?) years of development post P1. A brand new engine, whole new console generation (and multiplatform!), brand new tools and pipelines, that allowed an open world, car driving, brawling RTS multiplayer game!
It's officially #ROCKTOBER! Throw up your best 🤘 and celebrate Brütal Legend's 16th birthday with @timoflegend.bsky.social, who will be on his Xbox all day today playing stage battles in random matchmaking. Need that "Six Degrees of Schafer" achievement? Today's your chance!

Long live metal!
October 13, 2025 at 10:25 PM
Release only once crash
In honor of spooky month, share a 4 word horror story that only someone in your profession would understand.

Shipping soon new ability.
October 13, 2025 at 4:23 AM
Oh man. Group C definitely would’ve been cool. I remember it was really challenging to tune the physics on the cars. I could’ve sworn we did have a prototype version of the axe car.
It's #ROCKTOBER this Monday 10/13 with @timoflegend.bsky.social!! If you need the Six Degrees of Schafer achievement, this is your chance to score it (and some wins) in Brütal Legend! 🤘

And don't miss the unearthed Brütal Legend pitch video we just posted on YouTube:

youtu.be/watch?v=r9di...
October 10, 2025 at 1:28 AM