Você precisa estar logado para marcar um episódio como visto. Entrar ou registar.
Temporada 1
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
.. show full overview
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.
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.
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.
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
.. show full overview
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.
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
.. show full overview
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.
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
.. show full overview
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.
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
.. show full overview
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.
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.
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.
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
.. show full overview
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.”
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
.. show full overview
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!).
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…
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…
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
.. show full overview
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.
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…
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…
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
.. show full overview
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!
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
.. show full overview
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.
Se faltam episódios ou banners (e eles existem no TheTVDB) você pode solicitar uma atualização automática :
Solicite uma atualização
Atualização solicitada