CineScope

Double Fine Adventure

Double Fine Adventure Poster

This documentary series follows videogame developer Double Fine as they set-out to create a classic point-and-click adventure game. The series follows industry veteran, Tim Schafer, and his team as they launch a Kickstarter campaign to fund the game and finally, three years later, ship the finished product to fans.

Documentary

4.7 / 5

6th April 2012 - 16th July 2015
Director
Paul Owens
Producer
Paul Levering
Top Cast
Tim Schafer
Watch Providers 🇬🇧
Currently no watch providers
Production Companies
+1 more
Image 0

Episode 01: A Perfect Storm for Adventure Still
Episode 01: A Perfect Storm for Adventure
6th April 2012

Episode 1

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.

Episode 02: A Promise of Infinite Possibility Still
Episode 02: A Promise of Infinite Possibility
11th May 2012

Episode 2

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.

Episode 03: Codename Reds Still
Episode 03: Codename Reds
27th June 2012

Episode 3

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.

Episode 04: Walking Around in Our Drawings Still
Episode 04: Walking Around in Our Drawings
8th August 2012

Episode 4

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.

Episode 05: It's Gonna Get Hairy Still
Episode 05: It's Gonna Get Hairy
19th September 2012

Episode 5

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.

Episode 06: That Bagel Filter Thing Still
Episode 06: That Bagel Filter Thing
26th October 2012

Episode 6

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.

Episode 07: We'll Handle it Still
Episode 07: We'll Handle it
21st December 2012

Episode 7

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.

Episode 08: Adventure Games Are Not Dead Still
Episode 08: Adventure Games Are Not Dead
7th March 2013

Episode 8

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.

Episode 09: Broken Age Still
Episode 09: Broken Age
23rd April 2013

Episode 9

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.

Episode 10: Part One of Something Great Still
Episode 10: Part One of Something Great
2nd July 2013

Episode 10

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.

Episode 11: Ship it Still
Episode 11: Ship it
30th August 2013

Episode 11

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.

Episode 12: A Whole Different Game Experience Still
Episode 12: A Whole Different Game Experience
1st November 2013

Episode 12

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.

Episode 13: Crash Landing a Plane Still
Episode 13: Crash Landing a Plane
24th December 2013

Episode 13

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.

Episode 14: I Think This is a Winner Still
Episode 14: I Think This is a Winner
28th January 2014

Episode 14

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.

Episode 15: Evergreen Games Still
Episode 15: Evergreen Games
10th April 2014

Episode 15

The public response to Broken Age is met by the studio with mixed feelings. Tim and Justin await the report of initial sales figures.

Episode 16: This Time it's Just for Love Still
Episode 16: This Time it's Just for Love
9th July 2014

Episode 16

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.

Episode 17: Deadline for Tim Still
Episode 17: Deadline for Tim
17th October 2014

Episode 17

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.

Episode 18: Constipation and Defcon 4 Still
Episode 18: Constipation and Defcon 4
7th January 2015

Episode 18

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.

Episode 19: Last Call Still
Episode 19: Last Call
24th April 2015

Episode 19

As Double Fine nears the end of development on Broken Age, the company is faced with the greatest tragedy in its history.

Episode 20: We Did Our job Still
Episode 20: We Did Our job
16th July 2015

Episode 20

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.