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Tim is invited to host the annual Game Developers Choice awards during an industry conference in San Francisco. The Reds team crunches to prepare the first trailer that will premier the game and it's new title to the world.
As a plan for release is settled the team is under pressure to hit the date 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 games score.
Audio and visual effects teams feel the crunch on the eve of the release of part one, while last minute decisions continue to be made in regards to the business plan moving forward.
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 & 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 adventure.
Tim talks about his creative process and brings in other game developers to get feedback on what they would like to see. Later time talks a bit about his initial ideas that will be the foundation for the Double Fine Adventure game.
As we near the end of pre-production of the game, the team has begun to take shape. And because Double Fine works on multiple projects simultaneously, putting a new team together actually means recruiting from within the company itself.
A creative extravaganza of unimaginable breadth and majesty: the Double Fine Adventure Art Jam. This event saw the powerful artistic forces of Scott Campbell, Nathan “Bagel” Stapley, Peter Chan, and Lee Petty join together to conceptualize new worlds, characters, and inventions.
A gaggle of Double Fine folk recently got back from an extremely excellent PAX showing, and despite being our first time as an exhibitor at a major gaming event, it couldn’t have gone better.
The team finally reaches its full size, and steps are made to address those issues with the help of new staff: longtime Double Fine artist Levi Ryken and two new art interns.
Things may be looking bleak in this episode, but don’t worry, Tim has an inspiring message for everyone at the end of this update.
It’s been really busy around here lately, with multiple games shipping in the last couple months, and preparations ongoing for events like PAX East and GDC. We finally show Reds off to the rest of the studio!
The team is revitalized by the response to the trailer premier at GDC, but a new challenge rears its head that splits the opinions of management.
Voices are put to the many eccentric characters of Broken Age by a cast of new and old friends. The animation team seeks help from outside the studio to complete Broken Age's hours of cutscenes.
Behold, the first post-Act 1 launch Double Fine Adventure episode. This one follows the time from the backer release of Act 1 all the way up through the public release.
In this episode we explore the aftermath of Act 1’s release, the work the team put into the iPad version, and pre-production for the second half of the game…
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 who's contributions to the project will be sorely missed.
This time we follow the team as they work on Vella’s half of Act 2, as well as the finale of the game. As Tim pushes the team towards a December release, scheduling complications threaten to derail those plans…
An emotional episode that covers from the end of 2104 until April 2015, covering layoffs, hate campaigns, and crunching until you get sick.
Roll and be trolled on your journey to the legendary place called Ballhalla. Follow the beat to overcome deadly hazards in sync with the music. Style your balls and marble at awful puns in the roll playing game of the year!
A dog's journey to reunite with his best friend. Lolly Joe is a 3D-platforming adventure that takes you through the surreal worlds inside a boy's subconscious mind. With his magic lollipop, Joe must overcome a variety of challenges crafted from his friend's dreams and memories.
You're a robot. Shoot other robots with your data-destroying weapons and create a stack of dismantled enemies. Be the last heap standing and DO NOT RUN OUT OF MEMORY!
Pigeons organized resistance, which aims to attract people's attention to the problem of hunger and restore bakery companies for their bait.
A hand-drawn, point & click indie horror game about the haunted house and his owner. During the day, you have to search for some informations, but when the night comes, you have to understand, why are the possessed toys trying to kill you. You have to find a way to go through them and save your life!
Always dreamed of becoming a forklift operator? Now you can!
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