Video: How Double Fine's 'Amnesia Fortnight' turned terror into triumph
[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]
According to Double Fine's Tim Schafer, "we live in crazy times." The game industry is being pulled in two directions, where big publishers are growing more enormous by the day, while independent teams are finding new ways to subvert the limitations of traditional businesses.
Mid-sized companies like Double Fine, then, are put in an awkward position, as they don't have the size to compete with the huge juggernauts, and lack the flexibility of the smaller indies. There's just less and less room for those in-between to find success, and just a few years ago, Schafer's studio realized it needed to try something new.
And at GDC 2012
, Schafer and numerous other Double Fine employees hosted a presentation on a new approach to game production, dubbed "Amnesia Fortnight," which forgoes large-scale production in favor of something more suitable for a mid-sized team.
"We spent ten years as a one-team studio making one game at a time.. and it was very entrenched into our culture that that's the way we did things, but we managed to 'turn the battleship'... into a fleet of tugboats," Schafer said.
By splitting the studio into smaller, more agile teams, Double Fine was able to avoid the creative pitfalls of large-scale development, and release unusual downloadable titles like Costume Quest
, and Iron Brigade
. These games were a drastic departure from full-scale console titles like Psychonauts
or Brutal Legend
, but they were essential in keeping Double Fine on its feet.
To learn more about Double Fine's new approach to development, be sure to check out the studio's full presentation, courtesy of GDC Vault
Simply click the Play button above to start the video.
About the GDC Vault
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