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=== Amnesia Fortnight === During the development of ''Brütal Legend'', a publishing issue arose. Activision, having acquired the rights to the title through its merger with Vivendi Games, decided to drop it and forced Schafer to locate another publisher. During this period, in approximately 2007, Schafer attempted to boost the company's morale by engaging the team in an "Amnesia Fortnight". For a two-week period, the employees were split into four groups, told to forget their current work on ''Brütal Legend'' (hence the "Amnesia"), and tasked to develop a game prototype for review by the other groups.<ref name="gamasutra schafer"/> The four ideas were successfully made into playable prototypes. The four prototypes produced were ''Custodians Of The Clock'', ''Happy Song'', ''Love Puzzle'', and ''Tiny Personal Ninja''.<ref name="edge 2014">{{cite magazine | url = http://www.edge-online.com/news/tim-schafer-on-amnesia-fortnight-the-game-jam-powering-the-double-fine-ideas-factory/ | title = Tim Schafer on Amnesia Fortnight, the game jam powering the Double Fine ideas factory | magazine = [[Edge (magazine)|Edge]] | date = February 7, 2014 | access-date = February 18, 2014 | archive-url = https://web.archive.org/web/20140216120701/http://www.edge-online.com/news/tim-schafer-on-amnesia-fortnight-the-game-jam-powering-the-double-fine-ideas-factory/ | archive-date = February 16, 2014 | url-status = live}}</ref> The process was repeated later near the end of ''Brütal Legend'', providing an additional two prototypes. The prototypes produced were ''Costume Quest'' and ''Stacking''.<ref>{{cite web |url=https://www.pcgamer.com/humble-double-fine-bundle-gets-eight-prototype-games-amnesia-fortnight-2012-documentary/ |title=Humble Double Fine Bundle adds eight prototypes, Amnesia Fortnight documentary |publisher=[[PC Gamer]] |date=May 15, 2013 |access-date=September 11, 2018 |archive-url=https://web.archive.org/web/20180912022422/https://www.pcgamer.com/humble-double-fine-bundle-gets-eight-prototype-games-amnesia-fortnight-2012-documentary/ |archive-date=September 12, 2018 |url-status=live}}</ref> Schafer credits the concept of the Amnesia Fortnights to film director [[Wong Kar-Wai]]. During the long, three-year filming of ''[[Ashes of Time]]'', Wong had taken some of his actors and film crew to Hong Kong to shoot footage for fun, ultimately resulting in the films ''[[Chungking Express]]'' and ''[[Fallen Angels (1995 film)|Fallen Angels]]''. Schafer noted these were some of the director's more famous films.<ref name="edge interview">{{cite magazine | url = http://www.edge-online.com/features/tim-schafer-interview/ | title = Tim Schafer: Amnesia Fortnights saved Double Fine | magazine = [[Edge (magazine)|Edge]] | date = August 26, 2011 | access-date = August 26, 2011 | archive-url = https://web.archive.org/web/20120204233541/http://www.edge-online.com/features/tim-schafer-interview | archive-date = February 4, 2012 | url-status = live}}</ref> Schafer eventually signed a publishing deal with [[Electronic Arts]] for ''Brütal Legend.'' [[File:Tim Schafer and Cookie Monster.jpg|thumb|alt=Double Fine founder Tim Schafer (right) and Cookie Monster (left) during a promotional video for Sesame Street: Once Upon a Monster|Double Fine founder [[Tim Schafer]] (right) and [[Cookie Monster]] (left) during a promotional video for ''Sesame Street: Once Upon a Monster'']] These Amnesia Fortnight periods proved fortuitous, as Schafer considers these to have kept the company viable.<ref name="edge interview"/> Upon completion of ''Brütal Legend'', Double Fine started work on its sequel but was told to stop development shortly after as Electronic Arts decided against publishing it. With no other publishing deals lined up at the time, Schafer turned back to the eight game ideas developed from Amnesia Fortnight, believing they could be developed further into short, complete games. Schafer also looked at the success of smaller focused games like ''[[Geometry Wars]]'' on the various download services, realizing the potential market for similar titles.<ref name="edge interview"/> Schafer and his team selected the best four, and began shopping the games to various publishers, and successfully worked publishing details with these.<ref>{{cite web | url = http://www.gamasutra.com/view/news/29450/Develop_Double_Fines_Schafer_On_Amnesia_Fortnights_And_The_Pitfalls_Of_AAA.php | title = Develop: Double Fine's Schafer On 'Amnesia Fortnights' And The Pitfalls Of AAA | first = Simon | last = Parkin | date = July 15, 2010 | access-date = July 15, 2010 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20100718063015/http://www.gamasutra.com/view/news/29450/Develop_Double_Fines_Schafer_On_Amnesia_Fortnights_And_The_Pitfalls_Of_AAA.php | archive-date = July 18, 2010 | url-status = dead}}</ref> Two of these games, ''[[Costume Quest]]'' and ''[[Stacking (video game)|Stacking]]'', were picked up by [[THQ]] and released digitally on the [[Xbox Live]] and [[PlayStation Network]] storefronts. Both games were considered successful and THQ expressed interest in helping Double Fine produce similar titles.<ref>{{cite web | url = http://www.computerandvideogames.com/288681/news/thq-wants-more-from-stacking-dev/ | title = THQ wants more from Stacking dev | publisher = [[Computer and Video Games]] | date = February 14, 2011 | access-date = February 28, 2011 | first = Andy | last = Robinson | archive-url = https://web.archive.org/web/20110218030524/http://www.computerandvideogames.com/288681/news/thq-wants-more-from-stacking-dev/ | archive-date = February 18, 2011 | url-status = live}}</ref> ''[[Iron Brigade (video game)|Iron Brigade]]'' was prototyped between 2008 and 2009 as ''Custodians Of The Clock'', and was originally released as ''Trenched'' before the title was changed due to trademark issues. It was developed as an [[Xbox Live Arcade]] game in association with [[Microsoft Game Studios]], and similarly received positive praise from journalists.<ref>{{cite web | url = https://www.gamedeveloper.com/business/in-depth-xbox-live-arcade-sales-analysis-july-2011 | title = In-Depth: Xbox Live Arcade Sales Analysis, July 2011 | first = Ryan | last = Langley | date = July 19, 2011 | access-date = August 26, 2011 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20110724023950/http://www.gamasutra.com/view/news/35958/InDepth_Xbox_Live_Arcade_Sales_Analysis_July_2011.php | archive-date = July 24, 2011 | url-status = live}}</ref> A fourth game, ''[[Sesame Street: Once Upon a Monster]]'', expanded from the ''Happy Song'' prototype, was published by [[Warner Bros. Interactive Entertainment]] in association with the [[Sesame Workshop]] for the Xbox 360 using the [[Kinect]] controller. Though it initially was not a licensed title, Schafer and his team found it to be an ideal fit for their first licensed-property game.<ref>{{cite web | url = https://www.gamedeveloper.com/business/capturing-the-spirit-of-sesame-street | title = Capturing The Spirit Of Sesame Street | first = Kris | last = Graft | date = February 23, 2011 | access-date = February 23, 2011 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20110225081559/http://www.gamasutra.com/view/feature/6295/capturing_the_spirit_of_sesame_.php | archive-date = February 25, 2011 | url-status = live}}</ref> The four unused ideas may be used for a game in the future, according to Schafer, but believes some of them may be unsellable to a publisher.<ref name="gamasutra schafer"/> The development groups for these games were headed by the former leads from ''Brütal Legend'': lead animator [[Tasha Harris]] for ''Costume Quest'', lead art director Lee Petty for ''Stacking'', lead designer [[Brad Muir]] for ''Iron Brigade'', and lead programmer Nathan Martz for ''Once Upon a Monster''. This was to not only put these teams under people who had been in the industry for a long time, but as a means to help promote these leads.<ref>{{cite web | url = http://www.digitalspy.com/gaming/levelup/a363303/double-fine-interview-off-cuts-tim-schafer-on-studio-creativity.html | title = Double Fine interview off-cuts: Tim Schafer on studio creativity | first = Matthew | last = Reynolds | date = February 3, 2012 | access-date = February 3, 2012 | publisher = [[Digital Spy]] | archive-url = https://web.archive.org/web/20120205102622/http://www.digitalspy.com/gaming/levelup/a363303/double-fine-interview-off-cuts-tim-schafer-on-studio-creativity.html | archive-date = February 5, 2012 | url-status = live}}</ref> The remaining staff were split among the four teams, with some later swapping to make sure each team has appropriate resources when needed, such as artists and programmers.<ref name="gamasutra schafer">{{cite web | url = https://www.gamedeveloper.com/business/happy-action-happy-developer-tim-schafer-on-reimagining-double-fine | title = Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine | first = Frank | last = Cifaldi | date = February 3, 2012 | access-date = February 3, 2012 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20120205090633/http://www.gamasutra.com/view/feature/6691/happy_action_happy_developer_tim_.php | archive-date = February 5, 2012 | url-status = live}}</ref> Double Fine did not have to lay off any of the staff during this time,<ref name="gamasutra schafer"/> and instead were able to hire [[Ron Gilbert]], Schafer's former collaborator at LucasArts, to work on the new titles, as well as a future title that Gilbert has envisioned.<ref>{{cite web | url = https://www.gamedeveloper.com/game-platforms/gilbert-rejoins-schafer-at-double-fine-for-new-title | title = Gilbert Rejoins Schafer At Double Fine For New Title | first = Leigh | last = Alexander | date = September 27, 2010 | access-date = September 27, 2010 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20100930211048/http://www.gamasutra.com/view/news/30631/Gilbert_Rejoins_Schafer_At_Double_Fine_For_New_Title.php | archive-date = September 30, 2010 | url-status = live}}</ref> Schafer stated that though they could likely make another large game akin to ''Psychonauts'' or ''Brütal Legend'', they would likely keep the smaller teams to continue to work on these smaller titles, due to the gained experience shared by the company.<ref name="gamasutra schafer"/> In 2011, the prototyping process was repeated in Double Fine's last private amnesia fortnight. The prototypes produced during this period were ''Middle Manager Of Justice'', a superhero simulation game, ''Whispering Rock Psychic Summer Camp'', a camp-building game based on ''Psychonauts'', and ''Brazen'', a Monster Hunter-style four-player online co-op game.<ref>{{cite web |url=https://www.pcgamer.com/brazen-double-fines-latest-prototype-mixes-ray-harryhausen-films-and-monster-hunter/ |title=Brazen: Double Fine's latest prototype mixes Ray Harryhausen films and Monster Hunter |publisher=[[PC Gamer]] |date=November 21, 2012 |access-date=September 11, 2018 |archive-url=https://web.archive.org/web/20180912022454/https://www.pcgamer.com/brazen-double-fines-latest-prototype-mixes-ray-harryhausen-films-and-monster-hunter/ |archive-date=September 12, 2018 |url-status=live}}</ref> [[File:Tim Schafer and 2PP at PAX Prime 2012.jpg|thumb|[[Tim Schafer]] and Drew Skillman with [[2 Player Productions]]' Asif Siddiky at [[PAX Prime 2012]]]] In November 2012, Double Fine, along with [[Humble Bundle]], announced ''[[Amnesia Fortnight 2012]]'', a charity drive based on the previous Amnesia Fortnight. During this, those that paid a minimum of {{US$|1|link=yes}} had the opportunity to vote on 23 concept ideas. After the completion of the voting period, Double Fine developed the top five voted ideas into game prototypes that were available for those that purchased the bundle. The prototypes were (in order of receiving the most votes): ''[[Hack 'n' Slash]]'', a ''[[The Legend of Zelda]]''-inspired action-adventure, where players need to hack to solve puzzles, led by senior programmer Brandon Dillon, ''[[Spacebase DF-9]]'', a [[sim game]] set in space, led by designer-programmer JP LeBreton, ''[[Amnesia Fortnight 2012#The White Birch|The White Birch]]'', an ambient platform game (inspired by ''[[Ico]]'' and ''[[Journey (2012 video game)|Journey]]''), led by art director Andy Wood, ''[[Amnesia Fortnight 2012#Autonomous|Autonomous]]'', a [[Retro-futurism|retro-futuristic]] [[Sandbox (video games)|sandbox]] robot game, led by art director Lee Petty, and ''[[Amnesia Fortnight 2012#Black Lake|Black Lake]]'', a fairytale exploration game led by senior artist Levi Ryken. In addition, the purchaser received the initial prototypes of ''[[Amnesia Fortnight 2012#Costume Quest|Costume Quest]]'', ''[[Amnesia Fortnight 2012#Happy Song|Happy Song]]'' (what would become ''Once Upon a Monster''), and ''[[Amnesia Fortnight 2012#Brazen|Brazen]]'', a [[Monster hunter|Monster Hunter]]-style four-player online [[Co-op gameplay|co-op]] homage to [[Ray Harryhausen]], which was led by Brad Muir, who was also project lead of ''[[Iron Brigade (video game)|Iron Brigade]]''. The development of the prototypes was documented by [[2 Player Productions]].<ref>{{cite web | url = http://www.eurogamer.net/articles/2012-11-19-vote-on-double-fines-next-game-prototypes | title = Vote on Double Fine's next game ideas | publisher = [[Eurogamer]] | first = Jeffrey | last = Matulef | date = November 19, 2012 | access-date = November 19, 2012 | archive-url = https://web.archive.org/web/20121122015817/http://www.eurogamer.net/articles/2012-11-19-vote-on-double-fines-next-game-prototypes | archive-date = November 22, 2012 | url-status = live}}</ref> The [[Indie Fund]] announced at the [[Electronic Entertainment Expo 2013]] that they provided funding for two titles from Double Fine.<ref>{{cite web | url = http://www.gamasutra.com/view/news/194277/DoubleFine_receives_Indie_Fund_backing_for_two_new_titles.php | title = DoubleFine receives Indie Fund backing for two new titles | first = Kris | last = Ligman | date = June 13, 2013 | access-date = June 13, 2013 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20131216003356/http://www.gamasutra.com/view/news/194277/DoubleFine_receives_Indie_Fund_backing_for_two_new_titles.php | archive-date = December 16, 2013 | url-status = dead}}</ref> The first game created with Indie Fund backing was revealed on October 15, 2013 to be ''Spacebase DF-9'', a fleshed out commercial version of one of the ''Amnesia Fortnight 2012'' prototypes. The game was released as an alpha version on Steam Early Access, and was developed with user feedback received during the early access release period.<ref name="Spacebase DF-9">{{cite web |url=https://www.gameinformer.com/games/spacebase_df-9/b/pc/archive/2013/10/15/double-fine-39-s-amnesia-fortnight-finalist-spacebase-df-9-getting-full-release-alpha-available-now.aspx |title=Spacebase DF-9 |publisher=[[Game Informer]] |date=October 15, 2013 |access-date=October 15, 2013 |archive-url=https://web.archive.org/web/20131015175502/http://www.gameinformer.com/games/spacebase_df-9/b/pc/archive/2013/10/15/double-fine-39-s-amnesia-fortnight-finalist-spacebase-df-9-getting-full-release-alpha-available-now.aspx |archive-date=October 15, 2013 |url-status=live}}</ref> Development was canceled at version "Alpha 6e" with the next patch released as the finished game. This release did include source code that was released to the community.<ref>{{Cite web|url=https://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/|title=Spacebase DF-9 Development To Cease, Game To Release|last=Smith|first=Adam|date=September 18, 2014|website=Rock, Paper, Shotgun|language=en-US|access-date=January 8, 2017|archive-url=https://web.archive.org/web/20160718220700/https://www.rockpapershotgun.com/2014/09/18/double-fine-early-access-spacebase-df9/|archive-date=July 18, 2016|url-status=live}}</ref> Largely due to backlash from the abrupt end of development, ''Spacebase DF-9'' has more negative user reviews on the Steam store than positive. The other game partially funded with Indie Fund backing was revealed on December 10, 2013 to be ''Hack 'n' Slash'', another full commercial version of an ''Amnesia Fortnight 2012'' prototype. ''Hack 'n' Slash'' was released through Steam Early Access in the first half of 2014.<ref name="hack n slash">{{cite web |url=http://www.eurogamer.net/articles/2013-12-10-double-fine-announces-puzzle-adventure-hack-n-slash |title=Double Fine announces puzzle adventure hack n slash |publisher=[[Eurogamer]] |date=December 10, 2013 |access-date=December 11, 2013 |archive-url=https://web.archive.org/web/20131213051743/http://www.eurogamer.net/articles/2013-12-10-double-fine-announces-puzzle-adventure-hack-n-slash |archive-date=December 13, 2013 |url-status=live}}</ref> An additional prototype from the 2012 Amnesia Fortnight, ''Autonomous'', was released as an expanded full free release for the [[Leap Motion]] controller on November 18, 2013.<ref>{{cite web |publisher=[[The International House of Mojo]] |date=November 18, 2013 |access-date=November 18, 2013 |title=Autonomous Expanded For Free Leap Motion Release |url=http://mixnmojo.com/news/Autonomous-Expanded-For-Free-Leap-Motion-Release |archive-url=https://web.archive.org/web/20131127230342/http://mixnmojo.com/news/Autonomous-Expanded-For-Free-Leap-Motion-Release |archive-date=November 27, 2013 |url-status=live}}</ref> In February 2014, Double Fine, and the Humble Bundle group began another charity drive titled ''[[Amnesia Fortnight 2014]]''. During this drive, those that paid a minimum of {{US$|1|long=no}} had the opportunity to vote on 29 concept ideas. In addition, those that paid more than the average will get to vote on a concept idea for a prototype led by [[Pendleton Ward]], the creator of ''[[Adventure Time]]''.<ref name="mixnmojo.com">{{cite web | url = http://mixnmojo.com/news/Amnesia-Fortnight-2014-JAM--Humble-Weekly-Sale | title = Amnesia Fortnight 2014 JAM + Humble Weekly Sale | publisher = [[The International House of Mojo]] | date = February 6, 2014 | access-date = February 7, 2014 | archive-url = https://web.archive.org/web/20140208001152/http://mixnmojo.com/news/Amnesia-Fortnight-2014-JAM--Humble-Weekly-Sale | archive-date = February 8, 2014 | url-status = live}}</ref> After the completion of the voting period, Double Fine developed the top voted ideas into game prototypes that were available for those that purchased the bundle. As with ''Amnesia Fortnight 2012'', 2 Player Productions filmed the production of the prototype, which was available to people who purchased the bundle, as well as on a Blu-ray, along with the prototypes on a DVD, for those who paid a minimum of {{US$|35|long=no}}.<ref name="mixnmojo.com"/> The four pitches that were made into prototypes for ''Amnesia Fortnight 2014'' were ''[[Amnesia Fortnight 2014#Dear Leader|Dear Leader]]'', an emergent narrative game led by Anna Kipnis, ''[[Amnesia Fortnight 2014#Little Pink Best Buds|Little Pink Best Buds]]'', a game about little pink creatures who want to be your friend led by Pendleton Ward, ''[[Amnesia Fortnight 2014#Mnemonic|Mnemonic]]'', a surreal, first-person noir adventure led by Derek Brand, and ''[[Amnesia Fortnight 2014#Steed|Steed]]'', a game set in a storybook land full of inept heroes led by John Bernhelm.<ref>{{cite web | url = http://mixnmojo.com/news/The-Four-Amnesia-Fortnight-Prototypes-Are-Revealed | title = The Four Amnesia Fortnight Prototypes Are Revealed | publisher = [[The International House of Mojo]] | date = February 13, 2014 | access-date = February 14, 2014 | archive-url = https://web.archive.org/web/20140222153304/http://mixnmojo.com/news/The-Four-Amnesia-Fortnight-Prototypes-Are-Revealed | archive-date = February 22, 2014 | url-status = live}}</ref> One idea, ''Bad Golf 2'', was not selected as a prototype, but a group of Double Fine fans have started working on developing the title themselves, with the blessing of its conceptor, Patrick Hackett and permission of Double Fine.<ref>{{cite web | url = https://www.gamedeveloper.com/design/double-fine-fans-unite-to-develop-scrapped-amnesia-fortnight-game | title = Double Fine fans unite to develop scrapped Amnesia Fortnight game | first = Alex | last = Wawro | date = February 24, 2014 | access-date = February 24, 2014 | publisher = [[Gamasutra]] | archive-url = https://web.archive.org/web/20140304155843/http://www.gamasutra.com/view/news/211503/Double_Fine_fans_unite_to_develop_scrapped_Amnesia_Fortnight_game.php | archive-date = March 4, 2014 | url-status = live}}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/2014-02-24-fans-are-making-double-fines-rejected-pitch-bad-golf-2 | title = Fans are making Double Fine's rejected pitch Bad Golf 2 | first = Jeffrey | last = Matulef | date = February 24, 2014 | access-date = February 24, 2014 | publisher = [[Eurogamer]] | archive-url = https://web.archive.org/web/20140302134216/http://www.eurogamer.net/articles/2014-02-24-fans-are-making-double-fines-rejected-pitch-bad-golf-2 | archive-date = March 2, 2014 | url-status = live}}</ref> In April 2017, a third charitable public Amnesia Fortnight was jointly held by Double Fine and Humble Bundle. For ''[[Amnesia Fortnight 2017]]'', two prototypes were chosen from the 25 prototype videos by means of the top public votes. These were ''The Gods Must Be Hungry'' and ''Darwin's Dinner''. A multi-player [[virtual reality]] party game prototype, ''I Have No Idea What I'm Doing'', was chosen by Tim Schafer. Another, the four-player competitive game, ''Kiln'', was chosen by the Double Fine team members that were working on Amnesia Fortnight. This was done to give the team a bit of control, rather than have all of the choices be as a result of online voting.<ref>{{cite web|url=https://www.rockpapershotgun.com/2017/04/26/amnesia-fortnight/|title=Tim Schafer tells the story of Amnesia Fortnight|publisher=[[Rock, Paper, Shotgun]]|author=Warr, Philippa|date=April 26, 2017|access-date=May 1, 2018|archive-url=https://web.archive.org/web/20180501161036/https://www.rockpapershotgun.com/2017/04/26/amnesia-fortnight/|archive-date=May 1, 2018|url-status=live}}</ref> In addition, three fan pitches for prototypes were included in ''Amnesia Fortnight 2017''. All three fan pitches, ''Pongball'', ''The Lost Dev Team'', and ''Amnesia Adventure'', were developed into prototypes. The top pick, ''Pongball'', was included in the ''Amnesia Fortnight 2017'' prototype downloads, and the fans were mentored by Double Fine developers.<ref>{{cite web |url=https://www.patreon.com/posts/pongball-amnesia-9588172 |title=Pongball and Amnesia Fortnight 2017 |date=April 30, 2017 |access-date=May 1, 2018 |author=Bush, Josh |archive-url=https://web.archive.org/web/20180501224351/https://www.patreon.com/posts/pongball-amnesia-9588172 |archive-date=May 1, 2018 |url-status=live}}</ref>
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