Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Telltale Tells All (Pt. 1) - An Interview with Dave Grossman
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
Activision Blizzard reports better than expected 2011 thanks to MW3, Skylanders
 
DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe [6]
 
What Nintendo's 2011 sales mean for Wii U, third parties [11]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Blizzard Entertainment
Language Tester, Brazilian Portuguese
 
2K Sports
Software Engineer - 2K Sports
 
Vicious Cycle Software, Inc
Animator
 
Blizzard Entertainment
Language Tester, Spanish (Castellano)
 
Blizzard Entertainment
Language Tester, Traditional Chinese
 
Blizzard Entertainment
Software Engineer, Web
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [13]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [37]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [4]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [5]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
 
Xbox LIVE Indie Games at it Again
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Telltale Tells All (Pt. 1) - An Interview with Dave Grossman
by Frank Cifaldi [Business, Game Design]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
July 26, 2006 Article Start Page 1 of 7 Next
 

Dave Grossman is the Senior Designer at San Rafael, California-based Telltale Games, currently serving as Lead Designer on the upcoming Sam & Max: Season One, the license for which was recently acquired by Telltale after the IP's previous video game treatment, Sam & Max: Freelance Police, was cancelled by its publisher, LucasArts.

Prior to Telltale, Grossman provided design and programming work on a number of high profile games, including classic adventures The Secret of Monkey Island, LeChuck's Revenge: Monkey Island 2 and Day of the Tentacle at LucasArts, the Pajama Sam and Freddi Fish series for former Lucas co-worker Ron Gilbert-founded Humongous, and most recently provided contract work on a variety of games, including Voodoo Vince for Microsoft Game Studios and a number of serious games projects.


Gamasutra sat down with Grossman at the 2006 Comic-Con International in San Diego to discuss his role at Telltale, the joys of a yellow sky, and what's in store for our favorite dog and rabbit-thing freelance police duo.

Gamasutra: What exactly is your role on Telltale's treatment of Sam & Max?

Dave Grossman: I am Senior Designer at Telltale and Lead Designer on Sam & Max Season One.

GS: At least a couple people at Telltale were working on the cancelled Sam & Max: Freelance Police project at LucasArts, right?

DG: That is true. I'm not sure exactly which ones, but my co-designer Brendan Furgeson was actually one of the writer/programmers on that. I believe some of the artists were also working on that, and I think Randy Tudor [Engineer] was working on it. Some of the other guys became the heads of our company. I was obviously not one of the people working on it.

GS: Do you know how the license was acquired by Telltale? Did it have to be acquired from LucasArts, or...?

DG: No, no, it had to run out. What happened was they had kind of a lien on it for a couple of years, like an option where if they didn't put anything out for a certain amount of time the license would revert back to Steve [Purcell, creator of Sam & Max], and then once they did...he was happy with the first treatment, and he knew the people, and so they hammered out some new details for a new deal, and off we went.

GS: So it wasn't a situation where LucasArts could have sat on it if they wanted to.

DG: They would have had to release a new game, I think. And clearly they were not interested in doing that.

GS: They seemed afraid to.

DG: Yeah. I think they may be at this point, I don't know, jealous? [laughs].

 
Article Start Page 1 of 7 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.