![]() The offer to have Double Fine step in and provide more help coalesced during the jam and Bailey spoke to some of the devs in attendance to see if it was something they were interested in. Double Fine already had video documentary team 2 Player Productions on site to record the game jam, so why not record some promising indie titles as well? The idea was to tap into the local San Francisco indie developer scene to give those artists a space to work in and a chance for some exposure. We shot on Friday and the 2 Player guys processed it during the weekend."īailey explains that Double Fine invited a few indie developers down to its studio during the Amnesia Fortnight 2014 internal game jam in February. "The whole Escape Goat deal came through during the week of GDC. "With and Escape Goat 2, it came together very quickly," tells me on the phone. Instead, he says the whole process was very organic, noting the short turnaround in partnering with MagicalTimeBean and publishing Escape Goat 2. Making Things Up as They GoĪccording to Bailey, the entire publishing initiative wasn't a big plan that Double Fine Productions planned out on Excel spreadsheets and whiteboards. Upon receiving my call, Double Fine Productions' chief operating officer Justin Bailey does not immediately hang up on me - success! - and he's kind enough to answer a few questions. I decide to reach out to Double Fine and see how this new initiative started and where it's going in the future. Even more surprising was the announcement that Escape Goat 2 wouldn't be the last indie game published by Double Fine. ![]() While the company has self-published a number of its own titles in recent years, this marked the first time it's handled someone else's game. Two weeks ago, Double Fine surprised everyone by announcing that it was publishing MagicalTimeBean's Escape Goat 2. Perhaps you're reminded of those publishers who keep franchises you'd love to see again in storage or leave behind loyal fans for the broadest audience possible.ĭouble Fine isn't aiming to be that kind of publisher. ![]() You think of all those dry words I have to type occasionally: IP, brand, contract, etc. When you think of publishers, you think of the businessmen that back creative minds with money and make sure the game gets released as a purchasable product.
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