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Double Fine’s unique prototyping process puts itself to the vote
We’ve written about Double Fine’s “Amnesia Fortnight” process several times now, but in summary, it goes something like this: Every year, developers at the studio stop working on their current projects, split into four teams, and spend two weeks prototyping new games. The results are threefold: Double Fine experiments with new gameplay ideas, tests potential new project leads, and has playable prototypes to pitch with. At first the process was mostly a creative exercise, but …


