This is a sub-page of Development:Psychonauts.
|
|
To do: |
On top of including uncompressed TGA versions of pretty much every texture in the game, this build contains various Photoshop sources, textures only seen in pre-rendered FMVs, as well as textures that weren't used in the final game at all.
UI#
Menu#
Many images relating to early iterations of the game's menu are present.
MenuBackground#
Present in the "MenuUI" folder is this background for an early iteration of the menu. Rather humorously, this render was clearly created when D'Artagnan was still the protagonist and then altered to have a picture of Raz taped over Dart.
E3 logo backgrounds#
The same folder also contains a couple of variations on the Psychonauts logo seen at E3 2002, ostensibly also used as menu backgrounds at some point.
MainMenuBackground |
E3psychonautLOGO |
|---|---|
![]() |
![]() |
Ancient logo#
A mysterious and previously unseen logo for the game, stored in the UI folder.
HUD icons and textures#
An assortment of assets from earlier iterations of the HUD.
Early PSI-Challenge marker symbol#
An early PSI-Challenge Marker. It can be seen in use in the E3 2002 trailer.
"Mood" Health Bar#
Early in development, the player's (at this point, D'Artagnan) health was represented in-universe as "mood" rather than literal mental health, using a health bar designed to look like a sliding scale. Taking damage was represented as your mood going down and healing was represented by it going up. Consequently, this resulted in experimentation with a mechanic where happy things (such as the flowers in Gloria's Theatre) could heal you. This system was likely devised as a result of Gloria's Theatre, where mood is a central theme, being the first playable level for the game.
Unfortunately, all the internal engine functions used to manage this system have been dummied out. The Lua function to adjust the player's mood does nothing, and the one to get it will always return 0. All that remains are the above components used for the HUD and a few calls to the aforementioned functions found in older scripts.
Since the health bar is composed of different pieces, it's hard to determine how it would have looked ingame, however, pre-release footage shows a test implementation where the bar is tilting back and forth, with a small D'Artagnan head sliding along it, so it's possible the bar visually worked like a set of scales, tilting in either direction depending on your health. A rough mockup of what it possibly looks like when assembled is provided, but it is purely speculative:
What appears to be a test for animating this health bar appears in one shot of The Colour of the Sky in Your World.
Early Health Bar#
Another old iteration of the health display. This variation can be seen in some pre-release screenshots.
Global#
Emotional Roadblock#
A folder for the cut "Emotional Roadblock" NPC can be found in the files, containing these textures. Despite the main texture already having barbed wire present, the second texture is named "barbwiretest". Since it's seemingly just a UV map, it's unclear what it would have been for. No model publicly exists to match these textures, though an official render of this scrapped enemy does exist: 
Asylum#
Milkman Ghosts#
While not technically unused, these ghostly figures used to represent the milkman persona leaving Boyd are only ever seen in a pre-rendered cutscene.
Campgrounds#
Camp Bus#

Textures for the camp bus. This bus is only seen in the pre-rendered ending cutscene and never elsewhere, so these textures are nowhere to be found in gameplay. Notably, certain parts of the texture still have the UVs overlaid since they're never seen. Not being intended to be shipped with the game, they're quite large.
Jet#
The texture for the Psychonauts' jet. Much like the bus above, this vehicle is only ever seen in the ending cutscene so these go unused. Also like the bus, UV overlays can be seen and the textures are very large.
Gloria's Theater#
|
|
To do: |
Tons of textures from an earlier iteration of Gloria's Theater can be found dumped in the root of the folder. This is because it was the first playable level created for the game and as such many of its assets weren't organised into a folder. The same trend can be seen with the scripts folder.
Miscellaneous#
DartClimb#
A side view cutout of Raz climbing something. No idea what it could have been for.
Spinach#
A bizarre series of textures named "spinach" featuring Eric Cartman and the text "BEEFCAKE 2000 !!!" can be found in the root of the textures folder. It comes in 3 variations:
spinach.tga |
Heightfield |
spinach_rip.tga |
|---|---|---|
It's anyone's guess what these could have been for though their presence in the root folder suggests they were used pretty early in development, likely for some test or another.

