Season 1 poster
20 episodes

Double Fine Adventure - Season 1

First aired Apr 6, 2012Season 1

Browse all 20 episodes in this season, including available images, air dates, runtimes, ratings and episode summaries from TMDB.

Episodes

Episode 01: A Perfect Storm for Adventure still

Episode 1

Episode 01: A Perfect Storm for Adventure

NR
Apr 6, 2012

Double Fine Productions launches a Kickstarter campaign to fund the development of LucasArts veteran Tim Schafer's first adventure game in over a decade. The world's reaction catches the studio by surprise.

Episode 02: A Promise of Infinite Possibility still

Episode 2

Episode 02: A Promise of Infinite Possibility

NR
May 11, 2012

After the campaign’s record-breaking success, Tim is faced with the reality of having to start work on the game. Friends and mentors stop by the studio to discuss what made adventure games special and how the genre needs to evolve.

Episode 03: Codename Reds still

Episode 3

Episode 03: Codename Reds

NR
Jun 27, 2012

With the premise of the game in place, Tim begins assembling his team from Double Fine's talented pool of developers. A Chinatown bar crawl revisits the establishments that inspired code names for the studio's previous projects.

Episode 04: Walking Around in Our Drawings still

Episode 4

Episode 04: Walking Around in Our Drawings

NR
Aug 8, 2012

Concept artists from Double Fine’s most iconic games gather for an art jam to design the characters and worlds through which Tim’s story will come to life.

Episode 05: It's Gonna Get Hairy still

Episode 5

Episode 05: It's Gonna Get Hairy

NR
Sep 19, 2012

As the story and structure of the game continue to develop, the production team works to build an accurate schedule to accommodate the needs of development.

Episode 06: That Bagel Filter Thing still

Episode 6

Episode 06: That Bagel Filter Thing

NR
Oct 26, 2012

Lead Artist Nathan "Bagel" Stapley struggles to find a balance between representing his unique art style in the game and coping with the tremendous amount of content that has to be created.

Episode 07: We'll Handle it still

Episode 7

Episode 07: We'll Handle it

NR
Dec 21, 2012

The team has to face some harsh realities as it becomes more apparent the Kickstarter funds won't be enough to sustain the projected course of development.

Episode 08: Adventure Games Are Not Dead still

Episode 8

Episode 08: Adventure Games Are Not Dead

NR
Mar 7, 2013

Nearly a year after the launch of the Kickstarter, the team is ready to present a small slice of the game internally to the rest of the company for feedback. Tim goes on a juice diet.

Episode 09: Broken Age still

Episode 9

Episode 09: Broken Age

NR
Apr 23, 2013

Tim is invited to host the annual Game Developers Choice awards during an industry conference in San Francisco. The team crunches to prepare the first trailer that will introduce the game and its official title to the world.

Episode 10: Part One of Something Great still

Episode 10

Episode 10: Part One of Something Great

NR
Jul 2, 2013

The team is revitalized by the response to the trailer’s premiere at GDC, but a new challenge rears its head that splits the opinions of management.

Episode 11: Ship it still

Episode 11

Episode 11: Ship it

NR
Aug 30, 2013

As a plan for release is settled, the team is under pressure to hit a deadline while a mountain of work still remains. A visit to composer Peter McConnell's home outside the city reveals his inspirations and approach to the game's score.

Episode 12: A Whole Different Game Experience still

Episode 12

Episode 12: A Whole Different Game Experience

NR
Nov 1, 2013

Voices are put to the many eccentric characters of Broken Age by a cast of new and old friends. The animation team seeks help from outside the studio to complete the game's hours of cutscenes.

Episode 13: Crash Landing a Plane still

Episode 13

Episode 13: Crash Landing a Plane

NR
Dec 24, 2013

Peter McConnell's music is brought to life by the Melbourne Symphony Orchestra. Extensive internal testing reveals mixed feedback on the game’s puzzles and cutscenes, and stress builds as the clock ticks towards release.

Episode 14: I Think This is a Winner still

Episode 14

Episode 14: I Think This is a Winner

NR
Jan 28, 2014

The audio and visual effects teams feel the crunch on the eve of the release of Broken Age: Part One, while last minute decisions continue to be made with regards to the business plan moving forward.

Episode 15: Evergreen Games still

Episode 15

Episode 15: Evergreen Games

NR
Apr 10, 2014

The public response to Broken Age is met by the studio with mixed feelings. Tim and Justin await the report of initial sales figures.

Episode 16: This Time it's Just for Love still

Episode 16

Episode 16: This Time it's Just for Love

NR
Jul 9, 2014

Tim discusses the aftermath of Act One's release while the team preps the iPad version. Production of Act Two begins with a hard deadline in sight.

Episode 17: Deadline for Tim still

Episode 17

Episode 17: Deadline for Tim

NR
Oct 17, 2014

The team is working hard on the new content for Act 2 of Broken Age, but everything rests on Tim being able to finish all his writing tasks under a tight deadline. Double Fine says goodbye to a longtime friend whose contributions to the project will be sorely missed.

Episode 18: Constipation and Defcon 4 still

Episode 18

Episode 18: Constipation and Defcon 4

NR
Jan 7, 2015

December is fast approaching, and while Tim may finally have his writing out of the way, a new problem has arisen that could seriously impact the team and the game’s schedule.

Episode 19: Last Call still

Episode 19

Episode 19: Last Call

NR
Apr 24, 2015

As Double Fine nears the end of development on Broken Age, the company is faced with the greatest tragedy in its history.

Episode 20: We Did Our job still

Episode 20

Episode 20: We Did Our job

NR
Jul 16, 2015

After three years of development, the team is finished with Broken Age and moving on to new projects. We look back at the experience as a whole and question what the project means to the studio and the games industry on a larger scale. A special package arrives that symbolizes the end of the adventure.