Few developers can lay claim to as many cherished games, or characters, as Tim Schafer. Starting out as a tester at LucasArts in 1989, he worked his way up to tools programmer, then co-wrote 1990’s The Secret Of Monkey Island with Ron Gilbert. Full Throttle and Grim Fandango saw Schafer refine his idiosyncratic storytelling style,… Continue reading
Funny videogames are back. For the first time since the golden age of point and click adventures, a sudden rash of releases – Broken Age, Octodad, Jazzpunk and South Park: The Stick Of Truth – have arrived within months of each other to remind this sometimes worthy and stoic medium that videogames can still ‘do’… Continue reading
Tim Schafer is the CEO of Double Fine, having made his name in the ’90s with his involvement in the first two Monkey Islands, Day Of The Tentacle, Full Throttle and Grim Fandango. The past few years have seen him experiment with new forms in Psychonauts, Brütal Legend and Stacking, though, so we ask him… Continue reading
It’s an unavoidable truth of game development that sometimes months – often years – of work might never be released, or be modified and compromised beyond all recognition. Double Fine has found a way around that wasteful culture with its Amnesia Fortnight, a game jam which started in 2007 and is described by the studio… Continue reading
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Double Fine boss explains his studios’ decision to split the game in two.
Microsoft “has been focused elsewhere” when it comes to supporting independent developers, says Double Fine boss.
Double Fine’s Kickstarter-funded point and click gets official website as story is outlined.
Two weeks ago, there was nothing. And now there’s these: five roughly hewn, cobbled together ideas, all bearing the marks of their rushed, hectic invention. It’s an odd experience, sampling the prototypes that have emerged from Double Fine’s Amnesia Fortnight. Checkpointing is inconsistent, there are glitches everywhere, and the games themselves can be opaque or simplistic. And yet playing them is surprisingly affecting. Beautiful, varied and run through with bright promise, that they exist at all is a tribute to the power of creativity.
The Costume Quest and Stacking creator has opened its annual Amnesia Fortnight event – in which the studios’ staff down tools to work on their own prototypes for two weeks – to the public this year. A total of 23 game ideas have been pitched, and players can now vote for their favourites.