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Brutal legend concept art tim schafer
Brutal legend concept art tim schafer





brutal legend concept art tim schafer

Infinity Ward pushes out a Call of Duty every second year. Unless i missed one - it was so indie that I missed it.Īnd that seems a little counter to the way that most studios work. That's nine years ago, you're just bringing out your second big game, basically. What is the working environment at Double Fine like? You started in 2000. Not the ones that are under the legal age of electrocution. He's really a lot of fun to work with.ĭo you electrocute any employees at Double Fine? I think you were just going into how you were electrocuting Jack Black very recently. "I know about this thing and it's not appreciated and it makes me special to know about it." But I think. They want to see you sitting on a throne of money.īut do they? Or do they want it to be the thing that only they like and nobody else likes.īecause there's an appeal to that for people. I'm the only person who likes it." And they're secretly complaining about it, but they secretly like that and it bums me out when I hear fans of our games talk that way, because hey, we don't need the underdog status. If you're a publisher or developer and you've invested something in it then you should worry about it, but I think sometimes people like the underdog story too much. I'm saying when money is on the line, you have a legitimate thing to worry about, you know. I feel like you have more to say on that topic. You spoke about sales before - I think you said people shouldn't worry about sales. We're always trying to do these things so, in some ways, Brütal Legend is the most personal, least sell-out a game. And Grim Fandango, biggest of all, we went with 3D instead of 2D, and with Psychonauts we went to console and made a platformer.

BRUTAL LEGEND CONCEPT ART TIM SCHAFER FULL

Making the interface simpler by having pictures, you know, and then in Full Throttle we got rid of the interface. You know, like when the founding fathers jump out of the window, it's full-screen animation. On Day of the Tentacle, we were trying to have more mass market appeal by having full-screen animation.

brutal legend concept art tim schafer

If you look at each game that I ever worked on, we've always tried to sell out with each game. You know, metal and hot rods and exploring an open-world, things that I like. It's based more on my actual personal favorite things in the world. The only thing I hope they say is, "Tim Schafer sold out and it worked and I bought it." I mean, what's sold out about it? The game is like the most personal game I've ever done. But I hope it does sell out."ĭo you think people will say Tim Schafer has sold out? Brütal Legend is the most personal, least sell-out a game.

brutal legend concept art tim schafer

I mean, I used to come here when we had Day of the Tentacle and I would be like, "Oh, we'll never have a game like that, there'll be some big ad up there." And I never thought a game that I was working on would ever get that kind of exposure. So, this is something new to me: I'm coming to E3 and I'm seeing a giant poster for a Tim Schafer game on the front of the convention center. I just happened to be passing by, thought it would be cool to interview you. I never shut up.Īnother guy did, another guy came. Oh well, that's because I didn't have his cell phone so I was trying to get his attention by twittering about it. I heard that other gaming blog made you wait in the rain. You're trying to keep your Google ranking up.Īnd people who spell their names A-E-F-F-E-R. For no reason it's completely arbitrary but for some reason it's enjoyable to fight for the specific spelling that I randomly have. No, I just like to fight for my particular spelling.







Brutal legend concept art tim schafer