Announcement and fundraising Double Fine Adventure was announced by way of a
Kickstarter project initiated on February 8, 2012. The idea came after Double Fine's
Tim Schafer was interviewed for 2 Player Productions' upcoming Kickstarter-funded documentary on the game
Minecraft. After the interview, Schafer and 2 Player discussed the idea of the production company filming a documentary about Double Fine as a future project. When 2 Player completed the
Minecraft project, around November 2011, they wanted to create a more in-depth documentary, recognizing that Double Fine had the right type of environment where such a documentary would be possible. Schafer, a veteran of
LucasArts, has long been associated with adventure games, a genre that has long been stigmatized as commercially niche, particularly since the release of Schafer's own
Grim Fandango. In his pitch to the public, Schafer argued that funding for such a project would be very difficult to come by, stating "If I were to go to a publisher right now and pitch an adventure game, they'd laugh in my face." Ron Gilbert, another ex-LucasArts adventure game designer at Double Fine, has long expressed this sentiment, writing in his personal blog, "From first-hand experience, I can tell you that if you even utter the words "adventure game" in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague." Schafer explained that the game will not be "museum" or "nostalgia" work, but instead "It's going to be fresh and feel modern and feel like what the next game would have been if I'd made one straight after
Grim Fandango". In launching the Kickstarter project, Double Fine claimed it was the first major studio to use the model for the funding of a game. Within nine hours, the Kickstarter project had exceeded the $400,000 goal. Within 24 hours, it had surpassed $1 million. As the funds raised approached $1.35 million, Schafer noted that the total had already exceeded the budget for
Day of the Tentacle ($600,000) and was nearing the budget for
Full Throttle ($1.5 million). Kickstarter stated on the day after its start that the Double Fine effort is the most successful to date, having attracted more backers than any prior effort in the site's history while others have noted it is the second project – the Elevation Dock project being the first – to achieve more than $1 million in funding through Kickstarter. The Kickstarter closed on March 13 with more than $3.3 million from over 87,000 backers, and with another $110,000 promised by premium backers such as
Days of Wonder and
Alex Rigopulos. Schafer stated that the total funding was nearly the same as the budget for their previous downloadable titles,
Costume Quest and
Stacking, as well as his earlier LucasArts game,
Grim Fandango. The Kickstarter page was updated with the promise that additional funds would go to increased production values for the game and film, and deployment on additional platforms. With the added funding for better production values, Schafer estimated it would likely take about a year to complete the game, missing their original anticipated October 2012 release. At the 2013
D.I.C.E. Summit, Double Fine and
Ouya announced a partnership, assuring that the Ouya console would be the only
gaming console for which
Double Fine Adventure would be released on at its launch, in addition to versions for the personal computers. After the Kickstarter, Double Fine launched a "slacker backer" program, which would allow players to
pre-order the game through their site at a fixed cost, giving them access to the documentary and beta versions of the game once they were released.
Game development Broken Age began development under the codename "Reds", after Red's Place, following a Double Fine tradition of basing codenames on local
Chinatown bars. As Schafer had not written anything by the time development started, early efforts focused on creating a
game engine, art style, and answering technical questions. The
open-source Moai game platform was chosen as the foundation for the game's engine. Nathan Martz, the technical director for Double Fine, stated that the open source nature of Moai allowed them to easily alter any aspect of the code base, while also supporting all of the targeted platforms. Programmers created a test game involving a red robot, while the artists created a mock-up test scenario to establish an art and animation style inspired by the fine art illustrations of lead artist Nathan Stapley, as well as to work out answers to basic interface questions. A sequence involving an unnamed lumberjack character and a cabin in the woods was created and the team decided to use a system of
skeletal animation using segmented 2D characters. Once Schafer had established the basic storyline, involving the intersecting stories of a boy in a sci-fi world and a girl in a fantasy world, concept artists were gathered for an "art jam" to brainstorm and produce concept art for the game's creatures and locations. Schafer also asked the community for ideas, several of which were then illustrated by the concept artists. Schafer re-evaluated the state of the project in July 2013 and recognized that at their current rate, they would not be able to complete the game until 2015. For the first time in the company's history Double Fine decided to enlist the help of an outside studio, hiring SuperGenius to assist with art and animation. Double Fine also realized that they would run out of the Kickstarter funds before 2015, either requiring them to drastically cut back on the project or alter their release plans. Schafer opted to adjust the schedule and split the game into two acts, allowing them to fund the second act with money made from sales of the first. They had noticed that breaking the game into halves would fit naturally with events already occurring at the midpoint of the story, making the split relatively simple from a production perspective. The first playable version of the game was released on
Steam's Early Access platform in January 2014, allowing Double Fine to obtain revenue from sales to fund the remaining development while gaining additional testing input before releasing a final version of the first act. Initial backlash to this announcement led Schafer to clarify that they were not asking for more money to develop the title, and that "we are using our own money to deliver a bigger game than we Kickstarted". In the end, the first act was deemed complete and polished enough to graduate from Early Access on January 28, with the second half to be released as a free update later in the year. By February 2014, Schafer confirmed that they had obtained enough from sales of Act 1 to complete the development and release of Act 2. In October 2014, producer Greg Rice announced that Schafer had finished writing the second act and the game's finale. Though the second act was anticipated to be released in 2014, Schafer announced in November 2014 that they needed additional time to ensure the quality of Act 2 met expectations and pushed the release back to early 2015. Double Fine was able to use feedback from the first act's release to improve and alter some aspects of the second. One complaint of the first act was the simple nature of its puzzles, whose difficulty Double Fine increased for Act 2. The team also included a nod to a fan theory that had grown regarding the relation between Shay and Alex as a running joke in the second act. Several voice actors who worked on previous Double Fine games voiced characters within
Broken Age, including
Jennifer Hale,
Richard Horvitz,
Nick Jameson,
Nicki Rapp, Ginny Westcott, and
Jack Black. Other voice actors include
Elijah Wood,
Pendleton Ward,
Wil Wheaton, and Masasa Moyo.
Alex Rigopulos, the largest backer of the Kickstarter campaign, voiced a character that was designed in his likeness; Schafer decided to make the character effectively the same person Rigopulos was in both manner and appearance to minimize the amount of voice acting Rigopulos would need to do. The score was ultimately recorded by wind and string ensembles in San Francisco and the
Melbourne Symphony Orchestra, with McConnell overseeing the latter recording session with mixer
Jory Prum remotely from
Fairfax, California. The score for the first act was released as a soundtrack album on the same day the first half of the game became publicly available. During the
Electronic Entertainment Expo 2018, Schafer announced that
Broken Age will be available on the Switch later that year, alongside the remastered version of
Grim Fandango.
Documentary The development process of
Broken Age was recorded by 2 Player Productions as part of the Kickstarter project. In 2011, Paul Owens of 2 Player Productions wrote an e-mail to Greg Rice and Tim Schafer of Double Fine Productions with a proposition of making a documentary series charting the development of a game from beginning to end. A part of the Kickstarter money was set aside for the documentary. The documentary was originally only available to backers, but as of March 2015, the company has started providing the episodes free of charge to
YouTube. The 12.5 hour documentary has received praise for being an honest, open look into the game's development process. ==Reception==