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Double Fine

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

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Double Fine

8 sections
  • In February 2012, the San Francisco studio Double Fine Productions asked strangers on Kickstarter to pay for a new adventure game. The full funding goal arrived in under nine hours of a month-long drive. Within a day the project had passed a million dollars, and for a short while it was the most funded and most backed campaign the site had ever hosted.

    Yet Double Fine's first two games had both fallen short of what publishers hoped for, even as critics praised them. So how did a studio with that record become a reference point for crowdfunding in games? What kept it alive in the lean years before the crowd arrived? And what happens to an independent spirit when one of the largest companies in the business buys the studio? The answers begin with a former clog shop, a sign on a famous bridge, and a two-week exercise in deliberate forgetting.

  • In January 2000, Tim Schafer left LucasArts, the company where he had just finished producing the adventure game Grim Fandango. The game earned critical praise but disappointed at the till. LucasArts was steering away from adventures toward action titles, as much of the industry was doing. Colleagues were drifting out the door, and Schafer was unsure of his own place there. Some of them suggested starting a studio together.

    Double Fine was founded in July 2000. Schafer began with two programmers, David Dixon and Jonathan Menzies, in a San Francisco space that had once been a clog shop. Several months went into a demo of what would become Psychonauts. Only then did a mix of Grim Fandango veterans and new hires arrive in a slow trickle to start full production.

    The name is a joke about the Golden Gate Bridge. A sign there once warned motorists they were entering a double fine zone, where traffic penalties were twice the normal rate. The studio's logo and mascot is the Two-Headed Baby, usually shortened to 2HB.

    Psychonauts starred Raz, a psychically gifted boy who sneaks into a summer camp for psychic children. He wants to join an elite group of psychic heroes, the Psychonauts. Raz was named after the studio's animator, Razmig Mavlian. The game reached Windows, PlayStation 2 and Xbox. Reviewers loved it, but sales were slow at first. Even so, the Game Developers Conference named Double Fine its Best New Studio in 2006.

    The second project was Brütal Legend. Its hero, Eddie Riggs, is a heavy metal roadie thrown into a fantasy world where demons have enslaved humanity. His name nods to Eddie the Head, the Iron Maiden mascot, and to Derek Riggs, the artist who drew it. Schafer has said the game drew on the lore, fantasy themes and Norse mythology that run through metal lyrics and album art.

    Electronic Arts published it in North America on the 13th of October 2009, on PlayStation 3 and Xbox 360, with a Windows version following later. But the road to that release was rough. Activision had gained the rights through its merger with Vivendi Games, and it decided to drop the project, leaving Schafer to find a new publisher.

  • Around 2007, with Brütal Legend still in production and its future uncertain, Schafer tried to lift morale. He split the staff into four groups for two weeks. Each group was told to forget the main game, which explains the word amnesia, and to build a playable prototype for the others to judge. The four results were Custodians Of The Clock, Happy Song, Love Puzzle and Tiny Personal Ninja. Near the end of the main project the exercise ran again and produced Costume Quest and Stacking.

    Schafer credits the idea to the Hong Kong director Wong Kar-Wai. During the three-year shoot of Ashes of Time, Wong took some actors and crew away to film footage for fun. That footage became Chungking Express and Fallen Angels, which Schafer pointed out are among the director's better-known films. Schafer eventually signed a publishing deal with Electronic Arts for Brütal Legend.

    Then the deal soured. After Brütal Legend shipped, Double Fine started on a sequel, but Electronic Arts decided against publishing it and development stopped. With no other publisher waiting, Schafer returned to the eight prototypes. He believed they could grow into short, complete games. He had also watched small, focused titles like Geometry Wars do well on download services, and saw a market there. The team picked the best four and shopped them around.

    THQ took Costume Quest and Stacking, and both were released digitally on Xbox Live and the PlayStation Network. Both did well, and THQ wanted more like them. Iron Brigade began as the Custodians Of The Clock prototype in 2008-2009. It first appeared as Trenched, and a trademark problem forced the rename. Built as an Xbox Live Arcade game with Microsoft Game Studios, it drew praise from journalists. Sesame Street: Once Upon a Monster grew out of Happy Song. Warner Bros. Interactive Entertainment published it with Sesame Workshop for Xbox 360 and Kinect. The prototype had not started as a licensed game, but the team found it an ideal fit for one. Official Xbox Magazine named Double Fine its Developer of the Year in 2011.

    Each team was led by a former Brütal Legend lead. Tasha Harris took Costume Quest, Lee Petty took Stacking, Brad Muir took Iron Brigade and Nathan Martz took Once Upon a Monster. This put experienced people in charge and helped promote them. The rest of the staff were spread across the four teams. Nobody was laid off. Instead, Double Fine hired Ron Gilbert, Schafer's former collaborator at LucasArts.

    The last private fortnight came in 2011. It produced Middle Manager Of Justice, a superhero simulation, Whispering Rock Psychic Summer Camp, a camp-building game based on Psychonauts, and Brazen, a four-player online co-op game in the style of Monster Hunter. The studio then settled into teams of about 15 people, each able to make a small game alone. For a big project like Psychonauts 2, two or more teams merge for a while, and can split apart again afterward.

  • In November 2012, Double Fine and Humble Bundle announced Amnesia Fortnight 2012, a charity drive that opened the process to the public. Anyone paying at least US$1 could vote on 23 concept ideas. The five most popular became prototypes, and buyers of the bundle received them. In order of votes, they were Hack 'n' Slash, Spacebase DF-9, The White Birch, Autonomous and Black Lake. Hack 'n' Slash was a puzzle game inspired by The Legend of Zelda, where players hack at the world to solve problems. Spacebase DF-9 was a space simulation. Buyers also got early versions of Costume Quest, Happy Song and Brazen. The 2 Player Productions team filmed the work.

    The Indie Fund said at the Electronic Entertainment Expo in 2013 that it was backing two Double Fine titles. The first, revealed on the 15th of October 2013, was Spacebase DF-9. It reached Steam Early Access as an alpha and was shaped by player feedback. Development was then abruptly canceled at version Alpha 6e, and the next patch became the finished game, source code included. The sudden end caused a backlash, and the game now has more negative reviews than positive ones on Steam. The second Indie Fund title, revealed on the 10th of December 2013, was Hack 'n' Slash, which reached Early Access in the first half of 2014. Autonomous took a different route. It was released free for the Leap Motion controller on the 18th of November 2013.

    Amnesia Fortnight 2014 began in February with another Humble Bundle drive, this time with 29 concept ideas. Donors who paid more than the average also voted on a prototype led by Pendleton Ward, the creator of Adventure Time. Four pitches were built: Dear Leader, an emergent narrative game led by Anna Kipnis, Little Pink Best Buds, led by Ward, Mnemonic, a surreal first-person noir led by Derek Brand, and Steed, a storybook game led by John Bernhelm. Buyers who paid at least US$35 also got a Blu-ray of the filming. One idea, Bad Golf 2, missed the cut. Fans took it up themselves with the blessing of its originator, Patrick Hackett, and the studio's permission.

    The third public round came in April 2017. Voters picked two of 25 prototype videos, The Gods Must Be Hungry and Darwin's Dinner. Schafer chose a virtual reality party game called I Have No Idea What I'm Doing. The team chose Kiln, a four-player competitive game, to keep some control away from the vote. Three fan pitches also became prototypes: Pongball, The Lost Dev Team and Amnesia Adventure. The fans behind the top pick, Pongball, were mentored by Double Fine developers.

  • In March 2011, a Twitter exchange between Tim Schafer and the investor Steven Dengler opened a new funding door. Schafer had remarked that bringing Double Fine's games to personal computers would cost a lot. Dengler asked for a figure. Schafer thought he was joking and offered about US$300,000. Real talks followed, and Dengler's company, Dracogen, signed a first deal to bring Psychonauts to macOS and Costume Quest and Stacking to Windows.

    A second deal covered three iOS games. The first was Middle Manager of Justice, the superhero-management idea from an earlier Amnesia Fortnight. Some of its superhero drawings came from Dengler's own children. It reached iOS in December 2012, and the Android version followed on the 14th of August 2013. Dracogen also financed Dropchord, a motion-based rhythm puzzle game. It was a launch title for the Leap Motion Airspace store when the controller went on sale on the 22nd of July 2013. By 2012, Dengler had put in about one million dollars. Schafer said the arrangement had paid off for both sides, and that it let the studio imagine self-publishing a top-budget game.

    The Kickstarter campaign came in February 2012, announced with 2 Player Productions under the codename Double Fine Adventure. Nathan Stapley, a Double Fine artist, was to create the art. The studio turned to the crowd because adventure games were seen as a niche and a commercial risk. It sought US$300,000 for development and US$100,000 for filming the process. In April 2012, the Pebble watch passed its backer record.

    The game was built with Moai, Double Fine's own development environment, and became Broken Age. Act 1 came out in early 2014 and Act 2 in April 2015. A second campaign began on the 30th of May 2013 for Massive Chalice, a strategy game for Windows, macOS and Linux directed by Brad Muir. Years later, Psychonauts 2 also raised more than US$3 million from backers, matching the total for Broken Age.

  • "We've changed our relationship with publishers," Schafer told the news site Polygon. He said publishers used to be the studio's only source of income. After self-publishing, he explained, Double Fine could pick partners who shared its goals. The crowd money gave Double Fine leverage in choosing whom to work with, but it did not end publisher deals.

    In February 2012, Microsoft Game Studios published Double Fine Happy Action Theater on Xbox 360 Kinect. It was more an interactive toy than a game, putting players into scenes like walking through lava or playing in a giant ball pit. It was Schafer's first directing job since Brütal Legend in 2009. The idea came while he worked on Once Upon a Monster, when his young daughter struggled with the Kinect's precision. Its sequel, Kinect Party, arrived in December 2012.

    On the 22nd of February 2012, Double Fine filed a trademark for The Cave. The studio confirmed it was unrelated to the Kickstarter project. In May the studio revealed that The Cave was an adventure and platform game by Ron Gilbert, made during his time at Double Fine. Sega published it in January 2013. Gilbert left on good terms to pursue other work.

    At PAX Prime 2013, Double Fine revealed My Alien Buddy, free content for The Playroom on PlayStation 4. The player plays with a deformable alien toy, and the game drew on the studio's Kinect experience. It came out on the 24th of December 2013. The year's end brought harder news. On the 21st of November 2014, a publishing deal fell through. Double Fine had to cancel an unannounced project and let 12 staff go. Meanwhile, after the THQ bankruptcy, Nordic Games gained rights to Costume Quest and Stacking, plus distribution rights to Psychonauts. In a deal, Double Fine took over all publishing rights, while Nordic Games restarted retail copies of all three in early 2014.

    In March 2014, Double Fine started publishing other studios' games under the name Double Fine Presents. The idea grew out of Amnesia Fortnight 2014, when local independent developers worked alongside the studio while cameras rolled. Double Fine offered funding, publishing, promotion and office space. Chief operating officer Justin Bailey said the aim was to help indies "build their own community and empower them with the knowledge and tools they need to succeed on their own."

    The first title was Escape Goat 2 by MagicalTimeBean, introduced with a humorous video shot during the 2014 Game Developers Conference week. Next came Last Life by Rocket Science Amusements, for which Double Fine helped prepare a Kickstarter campaign. Third was Mountain by David OReilly, a procedural terrarium with a minimalist, zen-like feel. The fourth was the multiplayer brawler Gang Beasts by Boneloaf, which launched into Steam Early Access on the 29th of August 2014. GNOG, a puzzle-adventure, followed in 2016.

    The studio also won back old favorites. It obtained rights to remaster the LucasArts adventures Grim Fandango, Day of the Tentacle and Full Throttle. Since 2012, Double Fine and iam8bit have hosted an annual free festival in San Francisco. It offers food, drink and playable demos of unreleased indie games.

  • On the 9th of June 2019, during Microsoft's press conference at E3 2019, it was announced that Double Fine had become part of Xbox Game Studios. Microsoft had already taken over publishing Psychonauts 2. Schafer said the studio would keep its independent nature without hunting for publishers, a problem it had faced before. He also praised Xbox Game Pass, the subscription service. Psychonauts and its sequel, he felt, did not look like games people would pay full price for. A subscription lowers that barrier.

    A month before Psychonauts 2 launched in July 2021, Schafer said he was happy with how Microsoft was handling things. He called the arrangement a "limited integration." Double Fine kept control of creative decisions, while Microsoft managed the finances. The team could finish the game without feeling a budget squeeze. In February 2023, Double Fine and 2 Player Productions released PsychOdyssey, a 22-hour documentary on the making of Psychonauts 2.

    In September 2019, Schafer said the future of Double Fine Presents was unclear. It would likely stop publishing, though the studio would probably keep supporting independent developers through Day of the Devs events. The outcomes varied. Ooblets chose to self-publish, and Knights and Bikes stayed under the label. By June 2020, Gang Beasts had also turned to self-publishing, noting that Double Fine's publishing was "winding down."

    In August 2025, Schafer said the studio was working on original properties, among them Keeper, with Lee Petty as lead developer. He said there were no current plans for Psychonauts 3 or Brutal Legend 2, despite requests from players. On the 7th of May 2026, Double Fine submitted its application to unionize within the Communications Workers of America.

  • For years, the Double Fine website hosted a collective of webcomics, made by members of the art team and published in Adobe Flash. Each had its own tone, but all echoed the eclectic humor of Psychonauts. The longest-running was Double Fine Action Comics by Scott Campbell, known as Scott C. It follows the Two-Headed Baby, a strongman and a knight. Two astronauts named Captain and Thompson joined later, and a mummy, a frogman and a naked ogre drifted through. Each strip carries a small unrelated drawing at the top, sometimes titled "Mysterious Happiness!"

    The strip reached its 400th comic in December 2006. In August 2011, Campbell hinted at an ending by deflating the Two-Headed Baby. The comic was revived in May 2012, then went back on hiatus a few months later. The first 300 strips became a paperback in 2008 with a foreword by Schafer. Another 200 followed in 2013, with a foreword by Erik Wolpaw.

    Razmig Mavlian, the animator Raz was named after, made two comics. Epic Saga is styled like an adventure game such as King's Quest or The Secret of Monkey Island. Its last two strips were arcade-style countdown screens, suggesting cancellation or a pause. His other comic, Happy Funnies, is wordless, with smiling characters in absurd situations. Epic Saga became the first of the comics to be turned into a free Flash game, Epic Saga: Extreme Fighter, by Klint Honeychurch.

    Nathan Stapley drew My Comic About Me, a semi-biographical strip. It sets jokes about his hair and clothes beside adventures with Indiana Jones, Chewbacca from Star Wars and O-Ren Ishii from the Kill Bill films. It became the second comic made into a Honeychurch game, My Game About Me: Olympic Challenge. In that game, events such as eating and sleeping sit alongside surfing, with obstacles to dodge.

    Mark Hamer made Snapshots, formerly Polaroids. He paints realistic pictures resembling Polaroid photographs, each with a joke along the bottom. The strips were compiled in 2013 into a book with a foreword by Schafer and an introduction by Scott Campbell.

    The fifth comic, by Tasha Harris, was added in January 2008. It is a semi-autobiographical serial about the author, her boyfriend and two cats. After she left Double Fine in September 2011, it moved to her personal blog, Tasha's Quest Log, and updates continued until 2013. It was the third comic made into a Honeychurch game. In Tasha's Game, a puzzle-platformer, her cat Snoopy acts as a cursor that places platforms so she can reach her rescued family and co-workers.

Updated

Common questions

Who founded Double Fine and when?

Tim Schafer founded Double Fine Productions in July 2000, after leaving LucasArts in January 2000. He started the studio in San Francisco with programmers David Dixon and Jonathan Menzies.

Where did the name Double Fine come from?

The name Double Fine plays on a Golden Gate Bridge sign that warned of a double fine zone, where traffic fines were twice the normal rate. The studio's mascot is the Two-Headed Baby.

What is Amnesia Fortnight at Double Fine?

Amnesia Fortnight is a two-week period when Double Fine staff drop their regular work and build game prototypes in small groups. It began around 2007 and produced Costume Quest, Stacking and Iron Brigade.

How did Double Fine use Kickstarter?

Double Fine launched a Kickstarter campaign in February 2012 for an adventure game that became Broken Age. It reached its US$400,000 goal in under nine hours and raised more than a million dollars within 24 hours.

When did Microsoft buy Double Fine?

Microsoft announced on the 9th of June 2019 that Double Fine was joining Xbox Game Studios. Tim Schafer later described the deal as a limited integration in which the studio kept creative control.

What games has Double Fine made?

Double Fine made Psychonauts, Brütal Legend, Costume Quest, Stacking, Iron Brigade, Broken Age, Massive Chalice, Psychonauts 2 and Keeper. Its first game, Psychonauts, was critically praised but initially sold poorly.

What was Double Fine Presents?

Double Fine Presents was a publishing program announced in March 2014 that funded, published and promoted other independent developers' games. Titles included Escape Goat 2, Mountain and Gang Beasts.

All sources

105 references cited across the entry

  1. 1Double Fine's new adventure: PublishingMatthew Handrahan — July 23, 2014
  2. 3Tim Schafer Leaves LucasArtsMichael Mullen — GameSpot — January 7, 2000
  3. 4VideoCreative Panic: How Agility Turned Terror into TriumphTim Schafer et al. — Game Developers Conference — March 7, 2012
  4. 5Psychonauts and surviving the publisher shuffleBrendan Sinclair — February 25, 2019
  5. 7The Weekly Double Fine Action Sale of the Week: 2HB SHIRT.Chris Remo — Double Fine Productions — June 18, 2012
  6. 8Spacebase DF-9 : BlogChris Remo — Double Fine Productions — November 27, 2013
  7. 9Twitter / DoubleFine: @doglobster Our own! It's called 2HB.Double Fine Productions — December 3, 2012
  8. 16Double Fine Is UnionizingNathan Grayson — May 8, 2026
  9. 21JournalLooking Back Commentary: PsychonautsFebruary 2006
  10. 26How to Play 6 New Double Fine PrototypesIGN — December 20, 2012
  11. 29THQ wants more from Stacking devAndy Robinson — Computer and Video Games — February 14, 2011
  12. 30In-Depth: Xbox Live Arcade Sales Analysis, July 2011Ryan Langley — Gamasutra — July 19, 2011
  13. 31Capturing The Spirit Of Sesame StreetKris Graft — Gamasutra — February 23, 2011
  14. 32Double Fine interview off-cuts: Tim Schafer on studio creativityMatthew Reynolds — Digital Spy — February 3, 2012
  15. 33Happy Action, Happy Developer: Tim Schafer on Reimagining Double FineFrank Cifaldi — Gamasutra — February 3, 2012
  16. 34Gilbert Rejoins Schafer At Double Fine For New TitleLeigh Alexander — Gamasutra — September 27, 2010
  17. 36Vote on Double Fine's next game ideasJeffrey Matulef — Eurogamer — November 19, 2012
  18. 37DoubleFine receives Indie Fund backing for two new titlesKris Ligman — Gamasutra — June 13, 2013
  19. 38Spacebase DF-9Game Informer — October 15, 2013
  20. 39Spacebase DF-9 Development To Cease, Game To ReleaseAdam Smith — September 18, 2014
  21. 41Autonomous Expanded For Free Leap Motion ReleaseThe International House of Mojo — November 18, 2013
  22. 42Amnesia Fortnight 2014 JAM + Humble Weekly SaleThe International House of Mojo — February 6, 2014
  23. 43The Four Amnesia Fortnight Prototypes Are RevealedThe International House of Mojo — February 13, 2014
  24. 44Double Fine fans unite to develop scrapped Amnesia Fortnight gameAlex Wawro — Gamasutra — February 24, 2014
  25. 45Fans are making Double Fine's rejected pitch Bad Golf 2Jeffrey Matulef — Eurogamer — February 24, 2014
  26. 46Tim Schafer tells the story of Amnesia FortnightWarr, Philippa — Rock, Paper, Shotgun — April 26, 2017
  27. 47Pongball and Amnesia Fortnight 2017Bush, Josh — April 30, 2017
  28. 49Psychonauts team reveals its post-Xbox comeback planElijah Gonzalez — August 21, 2026
  29. 50Double Fine Double FeaturePolygon — December 13, 2012
  30. 52Justice is Now Managed on Android Devices As WellThe International House of Mojo — August 17, 2013
  31. 54Double Fine's Dischord is now called DropchordThe International House of Mojo — March 25, 2013
  32. 55Dropchord Leaps to PC/Mac. Android/Ouya/iOS soonThe International House of Mojo — July 28, 2013
  33. 56Double Fine Adventure will likely be "old school" 2DFred Dutton — Eurogamer — February 24, 2012
  34. 58Psychonauts developer Double Fine making fan-funded adventure gameWesley Yin-Poole — Eurogamer — February 9, 2012
  35. 59NewsThought: Double Fine's Kickstarter Asks Big QuestionsJohn Walker — February 9, 2012
  36. 60News$7 million Pebble watch shatters Kickstarter recordsRyan Whitwam — CNNMoney.com — May 2, 2012
  37. 61Broken Age Woes Relieved By Steam Early AccessThe International House of Mojo — July 2, 2013
  38. 62Broken Age is the official title of Double Fine AdventureAlexa Ray Corriea — Polygon — March 24, 2013
  39. 64Double Fine is ready to Kickstart your Life! Again!The International House of Mojo — May 30, 2013
  40. 66Talking Happy Action Theater with Double FineTina Palacios — IGN — January 24, 2012
  41. 67PAX Prime 2012 Round-UpThe International House of Mojo — September 1, 2012
  42. 69Double Fine files trademark for 'The Cave'Dale North — Destructoid — February 28, 2012
  43. 70The Cave is not Double Fine's Kickstarter projectStephany Nunneley — VG247 — March 1, 2012
  44. 72Ron Gilbert exits Double FineJeffrey Matulef — Eurogamer — March 12, 2013
  45. 74My Alien Buddy Is Out Now For Free For The PlayroomThe International House of Mojo — January 2, 2013
  46. 75Sad Day For Double Fine As 12 Staff Get Laid OffGame Informer — November 21, 2014
  47. 76Nordic Games hands back rights to Costume Quest and Stacking to Double FineStephany Nunneley — VG247 — November 26, 2013
  48. 80Introducing Last Life, Aka 'Kentucky Route Zero In Space'Nathan Grayson — Rock Paper Shotgun — April 10, 2014
  49. 81Double Fine Presents MountainThe International House of Mojo — July 1, 2014
  50. 82Gang Beasts gets picked up by Double FineEurogamer — August 19, 2014
  51. 83Quirky puzzle adventure GNOG revealed for PS4 and MorpheusJeffrey Matulef — Gamer Network — June 4, 2015
  52. 92Double Fine Action Comics No. 1The International House of Mojo
  53. 93Double Fine Action Comic BooksThe International House of Mojo — June 8, 2008
  54. 94More Double Fine Action Comics Trade PaperbacksThe International House of Mojo — July 14, 2012
  55. 99NewsExciting mini-game from Double FineEurogamer — January 15, 2008
  56. 101NewsNext Up For Double Fine: Halloween RPG Costume QuestGus Mastrapa — Wired — August 11, 2010
  57. 102Unicorns & Magic Cats: Tasha's GameJohn Walker — Rock, Paper, Shotgun — October 20, 2008

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