Welcome to "The Double Fine Adventure!," the documentary collaboration between Double Fine Productions and 2 Player Productions that led to a historic Kickstarter campaign.
Back in 2012, Double Fine and 2 Player launched a Kickstarter to fund an adventure in game development - Tim Schafer returned to his roots by creating a new point and click adventure game while 2 Player documented the process for the world to see.
Now, with act one of "Broken Age" complete and released to the public, you can join the fun of watching how the game was made and keep up on the progress of part two. With over eighteen episodes of the series released and still more to come, there's no telling when this adventure is going to end!
This first installment introduces Brad Muir, the creator and project lead of MASSIVE CHALICE and Iron Brigade. Each episode will focus on a different member of the team, exploring their individual talents and contributions to the development of MASSIVE CHALICE.
Episode 4 features design intern Phillip Chung demonstrating some of his work creating the maps and battles of MASSIVE CHALICE, along with the delicate balancing of stats to change the player experience.
Episode 5 features lead programmer Chad Dawson discussing his past experience with AI, robotics, and the RTS genre. A programming demonstration highlights some of MASSIVE CHALICE's AI routines and how Chad went about designing the behaviors of the cadence.
Episode 8 features lead artist Geoff Soulis extolling the virtues of learning multiple disciplines and workflows. Working in a small team, Geoff was tasked with modeling characters, environments, rigging, and basic animation.
MASSIVE KNOWLEDGE // Senior Graphics Programmer David Farrell
Episode 9 is an exploration of the technical side of graphics creation with senior graphics programmer David Farrell. MASSIVE CHALICE had a tight budget but still managed a unique look thanks to many clever graphics techniques adapted to the Double Fine buddha engine.
MASSIVE KNOWLEDGE // Graphics Programmer Matt Enright
Episode 10 continues the graphics discussion with programmer Matt Enright, who's love for the medium was so great he built his own graphics engine. Here we get further into the discussion of shaders and the pros and cons of working with different engines on the market.
MASSIVE KNOWLEDGE // Technical Artist Panya Inversin
Episode 11 concludes the MASSIVE KNOWLEDGE series with technical artist Panya Inversin. Drawing from backgrounds in both math and art, the technical artist is often the one to bridge the gap in the production workflow between artists and programmers. Here Panya explains the careful approach to ...
Double Fine Productions launches a Kickstarter campaign to fund the development of LucasArts veteran Tim Schafer's first adventure game in over a decade. The world's reaction catches the studio by surprise.
After the campaign’s record-breaking success, Tim is faced with the reality of having to start work on the game. Friends and mentors stop by the studio to discuss what made adventure games special and how the genre needs to evolve.
With the premise of the game in place, Tim begins assembling his team from Double Fine's talented pool of developers. A Chinatown bar crawl revisits the establishments that inspired code names for the studio's previous projects.
Tim is invited to host the annual Game Developers Choice awards during an industry conference in San Francisco. The team crunches to prepare the first trailer that will introduce the game and its official title to the world.
As a plan for release is settled, the team is under pressure to hit a deadline while a mountain of work still remains. A visit to composer Peter McConnell's home outside the city reveals his inspirations and approach to the game's score.
Peter McConnell's music is brought to life by the Melbourne Symphony Orchestra. Extensive internal testing reveals mixed feedback on the game’s puzzles and cutscenes, and stress builds as the clock ticks towards release.
The team is working hard on the new content for Act 2 of Broken Age, but everything rests on Tim being able to finish all his writing tasks under a tight deadline. Double Fine says goodbye to a longtime friend whose contributions to the project will be sorely missed.
After three years of development, the team is finished with Broken Age and moving on to new projects. We look back at the experience as a whole and question what the project means to the studio and the games industry on a larger scale. A special package arrives that symbolizes the end of the ad...