Double Fine Adventure
Release date: 2021, 20 Episodes, Video features: HD, Closed Captions,
An adventure 65 million words in the making. For three years, 2 Player Productions captured the once-secretive process of video game development, chronicling the creation of “Broken Age” from a Kickstarter pitch to a finished game and beyond. All the episodes, sidequests, commentaries and other bonus content can be found here.
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.
Concept artists from Double Fine’s most iconic games gather for an art jam to design the characters and worlds through which Tim’s story will come to life.
As the story and structure of the game continue to develop, the production team works to build an accurate schedule to accommodate the needs of development.
Lead Artist Nathan "Bagel" Stapley struggles to find a balance between representing his unique art style in the game and coping with the tremendous amount of content that has to be created.
The team has to face some harsh realities as it becomes more apparent the Kickstarter funds won't be enough to sustain the projected course of development.
Nearly a year after the launch of the Kickstarter, the team is ready to present a small slice of the game internally to the rest of the company for feedback. Tim goes on a juice diet.
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.
The team is revitalized by the response to the trailer’s premiere at GDC, but a new challenge rears its head that splits the opinions of management.
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.
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 the game's hours of cutscenes.
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 audio and visual effects teams feel the crunch on the eve of the release of Broken Age: Part One, while last minute decisions continue to be made with regards to the business plan moving forward.
The public response to Broken Age is met by the studio with mixed feelings. Tim and Justin await the report of initial sales figures.
Tim discusses the aftermath of Act One's release while the team preps the iPad version. Production of Act Two begins with a hard deadline in sight.
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.
December is fast approaching, and while Tim may finally have his writing out of the way, a new problem has arisen that could seriously impact the team and the game’s schedule.
As Double Fine nears the end of development on Broken Age, the company is faced with the greatest tragedy in its history.
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 adventure.
When capturing footage for the documentary, sometimes the talented videographers of 2 Player Productions end up with more material than they can fit into the standard episodes. This very first Sidequest, "My Father Told Me it Would Be Like This," focuses on Tim's early career at LucasArts.
Tim digs back into his old writing notebooks from past projects like Full Throttle, Brutal Legend, and Grim Fandango.
In this Sidequest, Art Director Lee Petty recounts his history as a gamer, 3D artist, and designer at Double Fine Productions.
Senior gameplay programmer Anna Kipnis recalls her childhood in the Soviet Union and how she ended up at Double Fine doing the exact job she always wanted to do.
Reds programmer Brandon Dillon discusses his early love of adventure games and his career leading to his current role at Double Fine.
Longtime Double Fine lead animator Ray Crook talks about his origins as an artist, and how he has weathered more than a decade at Double Fine.
In this Sidequest, Designer JP LeBreton talks about his experience with adventure games, working in the industry alongside personal heroes, design theories, and how to evolve video games as a medium.
In this Sidequest, Broken Age's Lead Programmer, Oliver Franzke, shares his experience learning programming while living in East Germany during the 80s, beginning his career as a graphics artist and researcher, his eventual job at LucasArts and making the Monkey Island SPecial Editions series before coming to Double Fine.
You probably remember Dave G as the "Adventure games are not dead!" guy from the Kickstarter video. But he's also a talented animator who's been a key part of the studio since Brutal Legend, and here he sits down with the 2PP crew to describe his spoiled childhood, aimless adolescence, and bromance with fellow Double Fine animator Ray Crook.
In this Sidequest composer Peter McConnell gives us an extended tour of his home studio, explains the impact of his technical training on his musical career, and teases some more of the Broken Age soundtrack.
Everyone’s favorite uber-talented, super-passionate, legend of video game voice, Khris Brown, is back with a whole Sidequest of her own! With years and years of experience dating all the way back to working with Tim at LucasArts, you can be sure there are lots of fun stories to be told!
Camden Stoddard, Double Fine's Senior Audio Engineer, shares the story of his childhood growing up in Maine and early love for music and sound. Hard work and perseverance earned him a career in audio production, but the path to Double Fine had its share of bumps in the road.
In this Sidequest, Double Fine's COO Justin Bailey recounts his formative gaming years and how it eventually led him to Double Fine.
Broken Age programmer Ben Peck recalls his various career paths and how they eventually lead him to Double Fine.
In this Sidequest, COO Matt Hansen recalls how his passion for adventure games defined his path towards Double Fine.
Senior Producer Malena Annable tells her story of coming up through the early days of Lucasarts and the path that brought her to find her true calling with Double Fine.
Commentary on episode four of 'Double Fine Adventure!" Did you know you can hear more if you buy the Blu-ray set?
Continued commentary for 'Double Fine Adventure" excepr this time it's episode three!
Even more amazing commentary for 'Double Fine Adventure' by a cast of potential criminals and cuthroats.
Fantastic commentary of 'Double Fine Adventure' by cool peope who do cool things!
Where it all started. The original pitch video for making what was to become Broken Age, and the start of the Double Fine Adventure.