Grumpy Gamer

Ye Olde Grumpy Gamer Blog. Est. 2004

Mar 15, 2013

Here are some behind the scenes photos taken during The Cave’s early development.

Each of our design weeks would focus on one area of the game. The first day was just to talk about overarching ideas, the character’s backstory, the purpose of the area and what the main goal of the player/character was. During that first day we’d just throw out wild ideas and see what stuck.

The next day we’d take all those crazy ideas and try to arrive on the core puzzles. We’d also start to sketch out what the area looked like and where the puzzles might go.

On the third day we’d look at what we had and make refinements. It was common to have most everything figure out by the end of the second day, with just one or two issues remaining. On day three we’d resolve those and have a day four if needed. We tried to design for only three days a week to let our minds rest (as well as get everything else done that needed doing).

This is Dave Gardner mapping out The Scientist area during one of our design meetings.

This is a shot of the whiteboard for The Miner’s area during day two.

Once the area had been designed, a quick grey-box was made using Maya. At this point we could run around using the game’s engine and see how it felt. This is a picture taken during one of our team walk-throughs of The Scientist’s area.

The camera is pulled all the way out so we can see the whole thing. You’ll notice the red text that calling out objects and the locations of puzzles. At this point, none of the logic for the puzzles is working, we’re just running around.

This is a picture of the beginning of The Island with The Hillbilly.

Mar 13, 2013

As promised, here are some behind the scene images from designing The Cave. J.P. LeBreton, Dave Gardner and I spent several months in a back room designing all the area and puzzles of the game. I have to say, it was the most fun I’ve had designing in a long time. J.P and Dave where amazing to work with.

This is an early layout for the Intro section. It’s much bigger than we ended up with and you will notice we had areas where players would be required to use each character’s special ability. This was also back when The CIA agent and The Mobster were still in the game. This didn’t make it past the greybox stage. After running around, it was clear it was way too big. We also felt requiring the training of the special abilities was not really needed.

This was an entire section that we cut. The original game was about twice the size of what we ended up with and this was one of the sections that didn’t make the cut. It never made it out of the paper stage.

Mar 10, 2013

Now that The Cave is done and unleashed on an unsuspecting world (ok, we did do a bunch of PR, so it wasn’t exactly unsuspecting), it’s time for me to move on from Double Fine and plot my next move.

So many games left to be designed.

I want to thank all the amazing people at Double Fine for all their hard work on The Cave. It was a true pleasure to work with every one of them over the past two years. So much fun. I will miss them all. And of course to Tim for creating the opportunity to come there and make The Cave.

Over the next few weeks, I’m going to post some behind the scenes pictures we took during the game’s development and stuff like this…

That’s a complete map of The Cave exported from Maya by designer J.P. LeBreton. Bonus points if you can figure out what the pink dots are.

For the short term, Clayton Kauzlaric and I have been toiling away on another iOS side project that I’m going to focus on over the next few months. It’s called Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG. I’ll post some screen shots in the next few days.

I also have that PAX Australia keynote to write. How did I ever let them talk me into doing that. So much fun. So much pain. Maybe I’ll just do a 45 minute Q and A session.

Jan 15, 2013

The Cave will be out on the 22nd on PSN and Wii U and the 23rd for XBLA and PC on Steam. It’s also coming out on the Mac and Linux! They should just change the name of the month to Cavuary.

Jan 1, 2013

It’s always hard to write your own about pages. I should have my mom do it, she always has nice things to say about me.

I started making games because I loved to program and I loved to tell stories and the two seemed to intersected nicely.

I wrote a program for the Commodore 64 (greatest computer ever made) called GraphicsBASIC that extended the rather boring built-in Basic that includes commands to gain access to the graphics and sound.

In 1985 I got a job working at Lucasfilm Games (now called LucasArts) porting Koronis Rift and Ballblazer from the Atari 400/800 to the Commodore 64.

In 1986 Gary Winnick and I created and designed Maniac Mansion.

During its production, I developed the SCUMM System (Script Creation Utility for Maniac Mansion).

I co-designed the Indiana Jones and the Last Crusade adventure game with Noah Falstein and David Fox.

I am also the creator and designer of The Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge. A game about a pirate.

I am the co-founder of Humongous Entertainment where we made some amazing adventure games for kids like Putt-Putt, Freddi Fish and Pajama Sam.

I was the producer of Total Annihilation.

I co-created DeathSpank with Clayton Kauzlaric and was the designer of the first two DeathSpank games.

I worked at Double Fine for a bit making a game I’ve had rolling around in my head for close to 25 years called The Cave. Double Fine was sold to Microsoft, who now owns The Cave, and once again I got nothing and someone else owns my IP.

I released Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG (or SSITVTDTUSS:AMMTPRPG for short) for iOS and Android.

I finished a new point & click adventure game called Thimbleweed Park and the completely free Delores.

I then went and made Return to Monkey Island in total secret.

Now I’m working on an action game Rogue-like called Death By Scrolling due out Q3 2025.

Dec 18, 2012

If you missed the carnival this summer, all is not lost…

Jul 8, 2012

Sometimes it feels like Clayton Kauzlaric and I have a game-making addiction problem. We both have day jobs where we sit around all day long and make games for money, but then we go home and make games for free. If God didn’t want us to make games he shouldn’t have made it so much damn fun.

Over the past few years we’ve made around ten iOS games in our spare time. We’d work on one for a month and then some new idea would hit us and we’re on to that. ADD game designers. The Big Big Castle! is the second one we’ve actually gotten around to finishing. The first was a word game called Word Spiral. Both are for the iPad.

The Big Big Castle! stared out because I wanted to play around with Box2D, then Clayton brought up this idea he’s had for the last 10 years about building stuff and watching it fall down, so we started working on that. Clayton’s nine year old son said he’d like to blow up the castles he’d just built, so we added that, then we thought it would be fun if you could destroy castles your friends had built, so we added that.

The Big Big Castle! is the result of a few months of spare time on the weekends. It’s just a fun little game. A labor of love we thought we’d share.

It’s FREE so what have you got to lose. If you feel guilty about pirating Maniac Mansion, Monkey Island, DeathSpank or Putt-Putt Saves the Zoo, buy a coin pack and we’ll call it even.