![]() The animator resigns himself to redoing hours of work. Visibly crestfallen, the animator attempts to negotiate - maybe he can make some small tweaks - and that's when Schafer firmly tells him that the entire scene needs to be re-animated. The camera focuses on the animator's face, and he smiles as the cutscene plays on a large monitor.Īt the end of the scene, Schafer tells the animator that while the work is good, the wolf's exaggerated movements don't fit with the character's personality. ![]() The scene is one of the first character interactions between the boy, Shay, and a mysterious talking wolf. In a particularly brutal scene from one of the latest documentary episodes, the development team gathers as one of the game's animators presents a cutscene he's particularly proud of. The game follows the parallel struggles of Shay and Vella to break free of their surroundings. Shay lives a solitary life on a spaceship that caters to his every need. They live in very different worlds: Vella comes from a town called Sugar Bunting, where every 14 years a horrible monster must be appeased with a maiden sacrifice. But the designer's followers pined for another Tim Schafer adventure, and jumped at the chance to crowdfund it.īroken Age is a coming-of-age story about two teenagers: a girl, Vella, and a boy, Shay. Schafer went on to found Double Fine and focused on developing games in other genres. Grim Fandango's commercial failure helped lead to the demise of the adventure game genre in the late 1990s. Grim Fandango was praised by critics, but it was largely ignored by consumers, and managed to only develop a relatively small cult following. Schafer is a legendary adventure game designer whose credits include the Monkey Island series, Day of the Tentacle, Full Throttle and, most notably, Grim Fandango, released in 1998. The enthusiasm of backers for the project can be linked to the game's designer, Tim Schafer. This was a record at the time, and opened the doors for other developers to use the same strategy to fund their games. Developer Double Fine Productions initially asked for $400,000, but ended up raising more than $3 million. The game's funding came primarily through a Kickstarter campaign.
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