to exit the point-and-click adventure game market. Schafer's initial studio hires included several others that worked alongside him on Grim Fandango. The backstory for Psychonauts was originally conceived during the development of Full Throttle, where Tim Schafer envisioned a sequence where the protagonist Ben goes under a peyote-induced psychedelic experience. While this was eventually ejected from the original game (for not being family friendly enough), Schafer kept the idea and eventually developed it into Psychonauts. While still working at LucasArts, Tim Schafer decided to use the name "Raz" for a main character because he liked the nickname of the LucasArts animator, Razmig "Raz" Mavlian. When Mavlian joined Double Fine, there was increased confusion between the character and the animator. The game's associate producer, Camilla Fossen, suggested the name "Rasputin". As a compromise, Double Fine's lawyer suggested the trademarkable name "Razputin", which was used for the game. Most of the game's dialog and script was written by Schafer and Erik Wolpaw, who at the time was a columnist for the website Old Man Murray. After establishing the game's main characters, Schafer undertook his own exercise to write out how the characters would see themselves and the other characters' on a social media site similar to Friendster, which Schafer was a fan of at the time and from where he met his wife-to-be. This helped him to solidify the characters in his own head prior to writing the game's dialog, as well as providing a means of introducing the characters to the rest of the development team. To help flesh out character dialog outside of cut scenes, Schafer developed an approach that used dozens of spoken lines by a character that could be stitched together in a random manner by the game as to reduce apparent repetition; such stitching included elements like vocal pauses and coughs that made the dialog sound more natural. Schafer used the camp and woods setting as a natural place that children would want to wander and explore. The game's mental worlds were generally a result of an idea presented by Schafer to the team, fleshed out through concept art and gameplay concepts around the idea, and then executed into the game with the asset and gameplay developers, so each world had its own unique identity. One of the game's most famous levels is "The Milkman Conspiracy", which takes place in the mind of Boyd, one of the