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All Seasons

Season 1

  • SPECIAL 0x1 Kickstarter Pitch Video

    • February 8, 2012

    The world of video game design is a mysterious one. What really happens behind the closed doors of a development studio is often unknown, unappreciated, or misunderstood. And the bigger the studio, the more tightly shut its door tends to be. With this project, we're taking that door off its hinges and inviting you into the world of Double Fine Productions, the first major studio to fully finance their next game with a Kickstarter campaign and develop it in the public eye.

  • SPECIAL 0x2 Kickstarter Pitch Bloopers

    • March 1, 2012

    Humorous outtakes from our Kickstarter pitch video with Tim Schafer. Oh, you actors! So silly.

  • SPECIAL 0x3 Kickstarter DRM Update

    • February 15, 2012

    The Kickstarter project has gone better than expected. Tim briefly talks about what this means for the project.

  • SPECIAL 0x4 Kickstarter Rewards Options

    • March 9, 2012

    Tim Schafer shares details on Kickstarter Backer rewards, both old and new!

  • SPECIAL 0x5 Kickstarter European Options

    • March 12, 2012

    Tim and Double Fine engineer Oliver humorously explain how our friends abroad can back this Kickstarter project.

  • S01E01 A Perfect Storm for Adventure

    • April 5, 2012

    This first episode is primarily about the launch of the Kickstarter campaign. We’ve said before that no one was expecting the Kickstarter to be so successful, and when things really took off we found ourselves scrambling to capture as much as possible. The story of starting the project had become just as important as the project itself.

  • SPECIAL 0x6 Tim's First Address to Backers

    • March 21, 2012
  • SPECIAL 0x7 Project Q&A w/ Tim

    • May 8, 2012

    Tim Schafer answers some questions from DFA's Kickstarter backers.

  • SPECIAL 0x8 Tim and Ron Adventure Chat

    • February 23, 2012

    A few weeks prior to launching his record-shattering Kickstarter campaign for a new Point-n-Click Graphic Adventure game, Tim Schafer sat down with his old boss and mentor, Ron Gilbert. Together, they look back on the genre they helped define and discussed what they did right, where they went wrong, and how they'll do things differently moving forward with the new game.

  • SPECIAL 0x60 Talking with Ron

  • SPECIAL 0x101 Sidequest #1 - My Father Told Me it Would Be Like This

    • April 27, 2012

    Tim reminisces about the early days of his career at LucasArts.

  • S01E02 A Promise of Infinite Possibility

    • May 11, 2012

    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.

  • SPECIAL 0x9 Lumberjack Animatic

  • SPECIAL 0x10 Greg Models Backer T-Shirt

  • SPECIAL 0x11 Moai Promo Video

    • May 1, 2012

    Tim Schafer, Nathan Martz, and Oliver Franzke from Double Fine describe why Moai was the best technology choice for their upcoming adventure game, Double Fine Adventure.

  • SPECIAL 0x61 Tim and Erik Chat

  • SPECIAL 0x62 Feedback with Ron

  • SPECIAL 0x63 Ron Responds to Pitch

  • SPECIAL 0x102 Sidequest #2 - I’m Such a F@#$in’ Genius

    • June 7, 2012

    Tim takes us through his stack of notebooks from previous projects like Grim Fandango, Brütal Legend, and Full Throttle.

  • SPECIAL 0x103 Tim Plays - Day of the Tentacle (aka- It’s All Coming Back To Me)

    • June 8, 2012

    Tim dusting is off his classic adventure “Day of the Tentacle”. Tim didn’t have time to play through the whole game, but we’re still bringing you 40 minutes worth of development insights and foggy memories from the days at Lucas Arts.

  • S01E03 Codename: Reds

    • June 27, 2012

    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. This episode of the documentary will introduce you to that process and to some of the key team members.

  • SPECIAL 0x12 Lumberjack Previz

  • SPECIAL 0x64 Codenames

  • SPECIAL 0x65 Bar Crawling

  • SPECIAL 0x104 Sidequest #3 - I Was a Very Pleasant Baby

    • July 12, 2012

    In this Sidequest, art director Lee Petty recounts his history as a gamer, 3D artist, and designer at Double Fine Productions. Lee joined Double Fine during work on Brutal Legend and has since contributed to a number of projects. 

  • S01E04 Walking Around in Our Drawings

    • August 9, 2012

    Double Fine HQ recently played host to 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. And to kill a whole lot of trees. You saw some of the fruits of their labor in the last update, which included artwork based on backer ideas. Now, witness the event itself, and visit the artists’ far-flung homes, in the most geographically ambitious documentary episode yet.

  • SPECIAL 0x13 Lumberjack Party (Kinect Demo)

  • SPECIAL 0x50 Making the Episode: Peter Chan’s Island

    • September 5, 2012

  • SPECIAL 0x66 Dinosaurs

  • SPECIAL 0x67 Art Jamming

  • SPECIAL 0x68 Scott Gets Shot Down

  • SPECIAL 0x69 Signing Posters

  • SPECIAL 0x105 Sidequest #4 - I Got My Dream Job

    • September 6, 2012

    Today we bring to you another thrilling Sidequest video in which you get to know more about a specific member of the Reds team. The subject this time is Anna Kipnis, senior gameplay programmer. Anna joined Double Fine during the production of Psychonauts and has since contributed to nearly every title the studio released. Along with stories about the start and growth of Double Fine, she’ll share her own personal journey of how her family left the USSR as refugees and brought her to the US at a young age.

  • S01E05 It's Gonna Get Hairy

    • September 20, 2012

    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. We showed off some of the documentary, appeared on a couple of panels, and spent the whole weekend meeting awesome backers and fans at our booth. Tim and Ron wrote their names a lot. For more on our expo shenanigans, enjoy the latest episode of the Double Fine Action Cast, which covers PAX as well as our new game Middle Manager of Justice: http://www.doublefine.com/dfactioncast During one of the panels, we teased bits of Episode 5, but only you, our valued backers, can see the entire thing in its full-length glory. This episode marks a crucial moment in the development of the game as we move from pre-production and planning into true production, with all of the trials and tribulations that brings.

  • SPECIAL 0x70 Early Story Decisions

  • SPECIAL 0x71 It's Getting Even Hairier

  • SPECIAL 0x106 Tim Plays - Full Throttle (aka - Put Your Lips on That)

    • October 5, 2012

    For this Sidequest installment we’re taking a trip with Tim through the ScummVm time machine to revisit his 1995 hit “Full Throttle”. It’s a solid hour of classic gaming insight (punctuated with the occasional fuzzy memory), so sit back and enjoy the ride through the barren expanse with Tim and Ben.

  • S01E06 That Bagel Filter Thing

    • October 27, 2012

    In last month’s update, you saw some of the creative and production challenges arising from the game’s heavy reliance on the unique artwork of Nathan “Bagel” Stapley. This month, 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.

  • SPECIAL 0x14 Lili Picks the Girl

  • SPECIAL 0x15 Marius Animatics

  • SPECIAL 0x72 Driving with Tim

  • SPECIAL 0x73 Crazy Cat Man

  • SPECIAL 0x74 Vella Alteration

  • SPECIAL 0x75 Art Directon

  • SPECIAL 0x76 Early Story Concepts

  • S01E07 We'll Handle It

    • November 21, 2012

    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.

  • SPECIAL 0x107 Sidequest #5 - There Are Potentially Some Legal Issues

    • January 14, 2013

    In this installment of the DFA Sidequest videos we look at Brandon Dillon, Senior Programmer here at Double Fine, and how his love of Adventure games as a youngster led him to very interesting opportunities working in the video games industry from a young age, to a fascinating hobby project, then landing at Double Fine and being selected to work on the Adventure project.

  • SPECIAL 0x108 Sidequest #6 - I Think It’s Ok That I’m Still Here

    • February 8, 2013

    To help ride out the wait for episode 8 of the DFA series we have another sidequest here for you. This one will take you into the past of Double Fine’s Lead Animator Ray Crook. Just a word of warning, this sidequest has a few movie clips serving as examples of Ray’s early influences that some might find gory or scary. Hide your eyes! Or at least, don’t let your parents catch you watching it.

  • S01E08 Adventure Games Are Not Dead

    • March 7, 2013

    We know it’s been longer than usual since the last episode, but the wait is finally over and we don’t think it will disappoint. 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. The game has been ramping up and the team size has continued to increase, and we’re finally starting our PR campaign for the game—so far, there’s actually not been much public non-backer information released about the game at all. The first real trailer is in the works now. Plus, we finally showed Reds off to the rest of the studio! Having the game get far enough along that it could actually be played by non-team members was a big milestone. You’ll see all this and more in Episode 8: “Adventure Games Are Not Dead.”

  • SPECIAL 0x16 Teaser Trailer Previz

  • SPECIAL 0x17 Broken Age Teaser Trailer

    • March 27, 2013

    We just finished putting the finishing touches on the first teaser trailer for the newly-named Broken Age (formerly Reds, even more formerly Double Fine Adventure). In just a few hours, it will be shown for the first time at the end of the Game Developers Choice Awards hosted by Tim.

  • SPECIAL 0x18 90,000 Friends

    • June 12, 2013

    Remember when we asked you to submit videos of yourselves talking about the Double Fine Adventure campaign and what it means to you? Well, on June 13 at 10am Pacific Time (5pm GMT) at the Horizon indie event run by Venus Patrol, we will be debuting “Double Fine’s 90,000 Friends,” 2 Player Productions’ creation based on those videos!

  • SPECIAL 0x19 Teaser Evolution

    • April 16, 2013

    Art Director Lee Petty takes us through the making of the Broken Age Teaser Trailer.

  • SPECIAL 0x77 Extended Beard Trimming

  • SPECIAL 0x109 Sidequest #7 - You Don't Step in the Same River Twice

    • March 27, 2013

    This one is an old interview with Designer for the now titled “Broken Age”, Lead Designer for “The Cave”, and Project Lead for the Amnesia Fortnight prototype “Spacebase DF-9”, JP LeBreton, that took place in April 2012, back during the filming of Episode 2: A Promise of Infinite Possibility. Here he talks about his history in the industry, working with design heroes, his time with and the nostalgia of adventure games, his perception of design mechanics, and growing the medium of video games. This interview was also from before “The Cave” was even announced, so JP refers to it several times as “Ron’s Project”, so keep that in mind and I hope you enjoy.

  • S01E09 Broken Age

    • April 23, 2013

    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.

  • SPECIAL 0x78 Ron Gilbert's Notes

  • SPECIAL 0x110 Sidequest #8 - I Would Have Absolutely Laughed

    • May 17, 2013

    This time we take a look at Oliver Franzke, Lead Programmer of Broken Age, and his journey through the industry, starting with learning programming on an old East German computer, creating 3D models in his teens, graphics research work in college, then to programming professionally among a variety of companies. He also shares about his time at LucasArts, pushing their creativity, and working on the Monkey Island Special Editions, then coming to Double Fine and eventually working with Tim on Broken Age. He was even a backer of the project as well!

  • S01E10 Part One of Something Great

    • July 2, 2013

    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.

  • SPECIAL 0x20 Scratch Audio Montage

  • SPECIAL 0x21 Alternate Cinema Scenes

  • SPECIAL 0x79 Brainstorming with John

  • SPECIAL 0x80 Gameinformer Extended

  • SPECIAL 0x81 Reflections

  • SPECIAL 0x82 Lighting

  • SPECIAL 0x111 Sidequest #9 - Look, the Clocks…

    • August 23, 2013

    We sat down with Animator on Broken Age, Dave Gardner, and with his exuberant energy and great stories we couldn’t help but give you nearly an hour worth of quality non-stop chatter from him!

  • S01E11 Ship It

    • August 30, 2013

    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.

  • SPECIAL 0x22 Jack Black Casting Reveal

    • September 1, 2013
  • SPECIAL 0x23 Pendleton Ward in the Studio

    • November 1, 2013
  • SPECIAL 0x83 Grabbing Game

  • SPECIAL 0x112 Sidequest #10 - What I Wish I Could Have Done Then…

    • October 30, 2013

    Here’s a short Sidequest of material from composer Peter McConnell’s interview that didn’t make it into Episode 11. There’s an extended look at his home studio and a few of his favorite instruments, backstories on his musical influences and career path to LucasArts, and a few more teases from the score in Shay’s world.

  • S01E12 A Whole Different Game Experience

    • November 1, 2013

    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.

  • SPECIAL 0x24 Wil Wheaton Casting Reveal

    • December 5, 2013
  • SPECIAL 0x25 Elijah Wood Casting Reveal

    • December 23, 2013
  • SPECIAL 0x26 Dave G's Wolf Scene

  • SPECIAL 0x57 Broken Age at Day of the Devs

    • December 5, 2013

  • SPECIAL 0x84 Fem Shep

  • S01E13 Crash Landing a Plane

    • December 23, 2013

    Peter McConnell's music is brought to life by the Melbourne symphony orchestra. Extensive internal testing reveals mixed feedback on the games puzzles and cutscenes, and stress builds as the clock ticks towards release.

  • SPECIAL 0x27 Broken Age Vella Trailer

    • January 14, 2014
  • SPECIAL 0x28 Broken Age Shay Trailer

    • January 14, 2014
  • S01E14 I Think This Is a Winner

    • January 28, 2014

    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.

  • SPECIAL 0x29 Broken Age Act 1 Trailer

    • January 28, 2014
  • SPECIAL 0x85 Mock Reviews

  • SPECIAL 0x113 Sidequest #11 - The Purity of Your Intent

    • February 12, 2014

    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! ENJOY!

  • S01E15 Evergreen Games

    • April 10, 2014

    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. It does get into spoilery territory with discussion of the Act 1 ending, so if you’re holding off on playing through the first act until the Act 2 is complete, you should stay away from this and all future documentary episodes as well (though you really should go play it!).

  • SPECIAL 0x30 Broken Age iPad Promo

  • SPECIAL 0x86 Refunds

  • SPECIAL 0x87 One Unit

  • SPECIAL 0x88 Act 2 Art Jammin'

  • SPECIAL 0x114 Sidequest #12 - The Weight of The Sound

    • May 30, 2014

    This sidequest follows Broken Age Lead Sound Designer, Camden Stoddard, who won hearts of backers worldwide through his dedication and long hours during the final days of Act 1 development. ENJOY!:

  • SPECIAL 0x115 Tim Plays - Grim Fandango (aka - Maybe We Were Geniuses)

    • May 30, 2014

    To help tide over the time until the next episode, the 2 Player guys have put together a bunch of videos of Tim playing through some of his old Lucas Arts titles. The latest in this series is a look at the first hour of his last game at Lucas, Grim Fandango, which is obviously totally awesome and should be watched straight away

  • SPECIAL 0x116 Sidequest #13 - My Seat Only Goes Back So Far

    • July 9, 2014

    After exploring the members of the Broken Age development team, we thought it would be nice to switch gears and cover the business side of the project. Justin Bailey just celebrated his two year anniversary with the company and since he’s been featured so prominently in the Double Fine Adventure documentary, we thought it was time to have a chat with him…

  • S01E16 This Time It's Just for Love

    • July 9, 2014

    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…

  • SPECIAL 0x31 Anna Kipnis Dialog Talk

    • October 16, 2014

    Anna Kipnis recently gave talk at GDC Europe entitled Dialog Systems in Double Fine Games and this is a recording of this very speech! This will give a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue. It focuses on the technology required to make it possible, as well as some useful approaches, including examples of dynamic dialog systems.

  • SPECIAL 0x32 Oliver Franzke Scalability Talk

    • September 28, 2013

    "Welcome friends of registers and cache-lines. I was invited to this year’s GDC Europe to talk a little bit about our tech and how we are approaching the platform diversity issue. The core of the problem is that Broken Age will have to work great on beefy PCs as well as weaker mobile devices. If you read some of the other forum posts you probably already noticed that a lot of our tech and art decisions were made with platform diversity in mind. Before I went to Köln I did a test run here in the office and 2 Player Productions filmed the whole thing. But wait there is even more good news! GDC already released the official slides and you can download them for free from the Vault. So feel free to grab the talk slides if you want to follow along. So sit back, relax and enjoy the presentation" - Oliver Franzke

  • SPECIAL 0x89 Act 2 Brainstorming

  • SPECIAL 0x117 Sidequest #14 - It’s Not Like This Every Day

    • October 16, 2014

    We’re celebrating our 15th Sidequest with Broken Age team member Ben Peck! The new episode of the documentary saw an increase in screen time for Ben so we figured it was time to get to know this mysterious programmer a little better…

  • S01E17 Deadline for Tim

    • October 17, 2014

    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.

  • SPECIAL 0x33 Shay Game Awards Interstital

  • SPECIAL 0x34 Tim's Update on Exciting Times

    • February 18, 2015
  • SPECIAL 0x35 Broken Age Climax Animatic

  • SPECIAL 0x90 Act 2 Hour Of Fun

  • S01E18 Constipation and Defcon 4

    • January 7, 2015

    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…

  • SPECIAL 0x36 Broken Age Launch Trailer

    • April 23, 2015
  • SPECIAL 0x37 Backer Box Poll

  • SPECIAL 0x91 Checking in with Bagel

  • SPECIAL 0x92 Lee Leaves the Team

  • S01E19 Last Call

    • April 23, 2015

    Our adventures aren’t over quite yet, and a new episode of the Double Fine Adventure is here to prove it. This one is pretty emotional, and runs from the end of last year until a few weeks ago, covering layoffs, hate campaigns, and crunching until you get sick. There’s still one more episode to go before the series comes to a close though!

  • SPECIAL 0x38 Russian Subtitles

  • SPECIAL 0x39 Thank You from the Backers

  • SPECIAL 0x93 Tim's Last Call

  • SPECIAL 0x95 Oliver's Creed

  • SPECIAL 0x118 Sidequest #15 - Just Take It Seriously

    • April 29, 2015

    A discussion with Double Fine’s VP of Development, Matt Hansen with some good words of wisdom for anyone looking to turn their passion for games into a career.

  • S01E20 We Did Our Job

    • July 16, 2015

    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.

  • SPECIAL 0x123 Grim Fandango Remastered - The Resurrection of Sound

    • May 5, 2015

    Grim Fandango composer Peter McConnell discusses the process of remastering the soundtrack for this beloved Adventure game classic. Grim Fandango's epic story of four years in the life (or death) of Manny Calavera, travel agent to the dead, has been remastered to look, sound, and control even better than when it won GameSpot's Game of the Year award upon it's original launch. Grim Fandango still stands as a classic of the genre, with unforgettable characters and unique combination of film noir and Mexican folklore.

  • SPECIAL 0x124 The Making of Day of the Tentacle Remastered

    • March 22, 2016

    Originally released by LucasArts in 1993 as a sequel to Ron Gilbert’s ground breaking Maniac Mansion, Day of the Tentacle is a mind-bending, time travel, cartoon puzzle adventure game in which three unlikely friends work together to prevent an evil mutated purple tentacle from taking over the world! Now, over twenty years later, Day of the Tentacle is back in a remastered edition that features all new hand-drawn, high resolution artwork, with remastered audio, music and sound effects (which the original 90s marketing blurb described as ‘zany!’) Players are able to switch back and forth between classic and remastered modes, and mix and match audio, graphics and user interface to their heart's desire. We’ve also included a concept art browser, and recorded a commentary track with the game’s original creators Tim Schafer, Dave Grossman, Larry Ahern, Peter Chan, Peter McConnell and Clint Bajakian. Day of the Tentacle was Tim Schafer’s first game as co-project lead, and a much beloved cu

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