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* AuthorTract: If [[{{Psychonauts}} these]] [[IronBrigade two]] are of any indication, he has a low opinion on television.
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Didn\'t know that there was a page up for Broken Age already.


He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get,), which has been put into good use in creating a 2D adventure game called ''Broken Age''.

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He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get,), get), which has been put into good use in creating a 2D adventure game called ''Broken Age''.''VideoGame/{{Broken Age}}''.
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He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine have 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use creating a 2D adventure game called ''Broken Age''.

to:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine have raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), get,), which has been put into good use in creating a 2D adventure game called ''Broken Age''.
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He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine have 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use creating a 2D adventure game called <i> Broken Age</i>.

to:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine have 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use creating a 2D adventure game called <i> Broken Age</i>.''Broken Age''.
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New Information on the Kickstarter game.


He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine now have 3.3 ''million'' dollars (roughly eight times what they were expecting to get) to make an adventure game. Here's hoping.

to:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine now have 3.3 ''million'' dollars (roughly eight times what they were expecting to get) to make an get), which has been put into good use creating a 2D adventure game. Here's hoping.game called <i> Broken Age</i>.
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* BlackHumor: All over the place, especially in the {{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where him and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.

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* BlackHumor: All over the place, especially in the {{Psychonauts}} VideoGame/{{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where him and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.



* RunningGag: In the {{Psychonauts}} commentary, he acknowledges he's not an artist and frequently asks Scott Campbell to explain art terms to him, referring to such techniques as "forestratening" and "embiggening". Also, Coach Oleander's box of math.
* SmokingIsCool: Prevalent in GrimFandango due to the 1950's noir setting, as well as Sasha Nein in {{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.

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* RunningGag: In the {{Psychonauts}} VideoGame/{{Psychonauts}} commentary, he acknowledges he's not an artist and frequently asks Scott Campbell to explain art terms to him, referring to such techniques as "forestratening" and "embiggening". Also, Coach Oleander's box of math.
* SmokingIsCool: Prevalent in GrimFandango due to the 1950's noir setting, as well as Sasha Nein in {{Psychonauts}}, VideoGame/{{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
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-->'''Tim Schafer''' on ''VideoGame/DuckTales''

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-->'''Tim -->-- '''Tim Schafer''' on ''VideoGame/DuckTales''
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->"Please stop e-mailing me for a quote."
-->'''Tim Schafer''' on ''VideoGame/DuckTales''
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* RunningGag: In the {{Psychonauts}} commentary, he acknowledges he's not an artist and frequently asks Scott Campbell to explain art terms to him, referring to such techniques as "forestratening" and "embiggening". Also, Coach Oleander's box of math.
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!!Tropes exhibited by Tim Schafer's work:
* Author Appeal: [[CoolCar Cool cars]], as seen in FullThrottle, GrimFandango, and BrutalLegend.
* BlackHumor: All over the place, especially in the {{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where him and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.
* CelebrityResemblance: Has been said to resemble JackBlack and [[GiantBomb Ryan Davis]].
* SmokingIsCool: Prevalent in GrimFandango due to the 1950's noir setting, as well as Sasha Nein in {{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
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In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]

to:

In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
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Not to be deterred, Schafer jumped ship with a bunch of his buddies to start [[DoubleFine Double Fine Productions]]. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.

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Not to be deterred, Schafer jumped ship with a bunch of his buddies to start [[DoubleFine Double Fine Productions]].Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.



The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called ''VideoGame/CostumeQuest'', created by the lead animator of ''VideoGame/BrutalLegend'', Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.

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The four games are created by four of Tim Schafer's most trusted leads in DoubleFine.Creator/DoubleFine. The first of the four games was called ''VideoGame/CostumeQuest'', created by the lead animator of ''VideoGame/BrutalLegend'', Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.
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The term is \"free rein.\" Y\'know, like releasing the reins on a horse to allow it to run free.


In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free reign, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]

to:

In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free reign, rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
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None


He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up] Now Tim Schafer and Double Fine currently have 3.3 ''million'' dollars (roughly eight times what they were expecting to have) in order to make an adventure game. Here's hoping.

to:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up] Now up. Tim Schafer and Double Fine currently now have 3.3 ''million'' dollars (roughly eight times what they were expecting to have) in order get) to make an adventure game. Here's hoping.
hoping.






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His application for LucasArts was somewhat disastrous; he mentioned he was a fan of Ballblaster, at which point the interviewer, [[{{Zak McKracken and the Alien Mindbenders}} David Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.

He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''VideoGame/ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

to:

His application for LucasArts was somewhat disastrous; he mentioned he was a fan of Ballblaster, ''Ballblaster'', at which point the interviewer, [[{{Zak McKracken and the Alien Mindbenders}} David Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.

He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' ''VideoGame/IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''VideoGame/ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''.''VideoGame/TheSecretOfMonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' ''VideoGame/TheSecretOfMonkeyIsland'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.
''VideoGame/MonkeyIsland2LeChucksRevenge''.



The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by {{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, VideoGame/BrutalLegend was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.

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The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by {{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, VideoGame/BrutalLegend ''VideoGame/BrutalLegend'' was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.



During the production of VideoGame/BrutalLegend, Double Fine took a break from their work for a motivational exercise. TimSchafer called it "Amnesia Fortnights," because it made it mandatory that Double Fine forget what they were working on for two weeks. In those two weeks, Double Fine broke up into four teams, each one trying to make a game.

The sequel to VideoGame/BrutalLegend was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.

to:

During the production of VideoGame/BrutalLegend, ''VideoGame/BrutalLegend'', Double Fine took a break from their work for a motivational exercise. TimSchafer called it "Amnesia Fortnights," because it made it mandatory that Double Fine forget what they were working on for two weeks. In those two weeks, Double Fine broke up into four teams, each one trying to make a game.

The sequel to VideoGame/BrutalLegend ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.



The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called VideoGame/CostumeQuest, created by the lead animator of VideoGame/BrutalLegend, Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.

[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a fantastic choice or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination TowerDefense/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.

Ever since the beginning of Double Fine, the only game to move from console to PC was VideoGame/{{Psychonauts}}. PC fans have complained that TimSchafer used to work exclusively on PC games, and they are now left out. TimSchafer has now added his response to that exact complaint to a permanent part of his [[http://www.doublefine.com/about/ FAQ.]] It is the [[MoneyDearBoy decision of his publishers]] to whether or not his games leave consoles. Thankfully, now that Double Fine are slowly regaining the rights to their games back from publishers, they're hunkering down on PC ports, starting with ''VideoGame/CostumeQuest''.

to:

The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called VideoGame/CostumeQuest, ''VideoGame/CostumeQuest'', created by the lead animator of VideoGame/BrutalLegend, ''VideoGame/BrutalLegend'', Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.

[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a fantastic choice or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, ''VideoGame/{{Trenched}}'', was a combination TowerDefense/Shooter led by Brad Muir, lead designer of the Brutal Legend ''VideoGame/BrutalLegend'' stage battles.

Ever since the beginning of Double Fine, the only game to move from console to PC was VideoGame/{{Psychonauts}}.''VideoGame/{{Psychonauts}}''. PC fans have complained that TimSchafer used to work exclusively on PC games, and they are now left out. TimSchafer has now added his response to that exact complaint to a permanent part of his [[http://www.doublefine.com/about/ FAQ.]] It is the [[MoneyDearBoy decision of his publishers]] to whether or not his games leave consoles. Thankfully, now that Double Fine are slowly regaining the rights to their games back from publishers, they're hunkering down on PC ports, starting with ''VideoGame/CostumeQuest''.

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Changed: 35

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Cleanup project — only use this when it happens in-universe.


[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a [[AndTheFandomRejoiced fantastic choice]] or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination {{Tower Defense}}/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.

to:

[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a [[AndTheFandomRejoiced fantastic choice]] choice or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination {{Tower Defense}}/Shooter TowerDefense/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.



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No Real Life Examples Please. misuse as \'awesome\'


He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, [[BeyondTheImpossible which it broke in less than 24 hours of the Kickstarter going up.]] Now Tim Schafer and Double Fine currently have 3.3 ''million'' dollars (roughly eight times what they were expecting to have) in order to make an adventure game. Here's hoping.

to:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, [[BeyondTheImpossible which it broke in less than 24 hours of the Kickstarter going up.]] up] Now Tim Schafer and Double Fine currently have 3.3 ''million'' dollars (roughly eight times what they were expecting to have) in order to make an adventure game. Here's hoping.
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* The Secret of MonkeyIsland: 1990
* MonkeyIsland 2, [=LeChuck=]'s Revenge: 1991
* DayOfTheTentacle: 1993
* FullThrottle: 1995
* GrimFandango: 1998

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* The Secret of MonkeyIsland: VideoGame/TheSecretOfMonkeyIsland: 1990
* MonkeyIsland 2, [=LeChuck=]'s Revenge: VideoGame/MonkeyIsland2LeChucksRevenge: 1991
* DayOfTheTentacle: VideoGame/DayOfTheTentacle: 1993
* FullThrottle: VideoGame/FullThrottle: 1995
* GrimFandango: VideoGame/GrimFandango: 1998
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He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free reign, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]

to:

He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''.''VideoGame/ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''DayOfTheTentacle'', ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free reign, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, [[BeyondTheImpossible which it broke in less than 24 hours of the Kickstarter going up.]] Now Tim Schafer and Double Fine currently have 3.3 ''million'' dollars (roughly eight times what they were expecting to have) in order to make an adventure game. Here's hoping.
Is there an issue? Send a MessageReason:
None


He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

to:

He began as a play tester for the ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.
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* {{Trenched}}:/Iron Brigade Summer 2011

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* {{Trenched}}:/Iron Brigade {{Trenched}}/IronBrigade: Summer 2011
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* {{Trenched}}: Summer 2011

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* {{Trenched}}: {{Trenched}}:/Iron Brigade Summer 2011
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The sequel to VideoGame/BrutalLegend was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and [[BeyondTheImpossible all four titles]] were signed by publishers, saving Double Fine.

to:

The sequel to VideoGame/BrutalLegend was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and [[BeyondTheImpossible all four titles]] titles were signed by publishers, saving Double Fine.
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* {{Stacking}}: Feb 9 2011

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* {{Stacking}}: VideoGame/{{Stacking}}: Feb 9 2011
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The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called VideoGame/CostumeQuest, created by the lead animator of VideoGame/BrutalLegend, Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was {{Stacking}}, created by lead artist Lee Petty.

to:

The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called VideoGame/CostumeQuest, created by the lead animator of VideoGame/BrutalLegend, Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was {{Stacking}}, ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.
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[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a [[AndTheFandomRejoiced fantastic choice]] or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination {{Tower Defense}}/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.

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[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''SesameStreet'''.'''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a [[AndTheFandomRejoiced fantastic choice]] or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination {{Tower Defense}}/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.
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He began as a play tester for the ''IndianaJones and the Last Crusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

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He began as a play tester for the ''IndianaJones and the Last Crusade'' ''IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

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His application for LucasArts was somewhat disastrous; he mentioned he was a fan of Ballblaster, at which point the interviewer, David Fox, informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.

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His application for LucasArts was somewhat disastrous; he mentioned he was a fan of Ballblaster, at which point the interviewer, [[{{Zak McKracken and the Alien Mindbenders}} David Fox, Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/6eoqr7_5970.jpg]]

Describe TimSchafer. [NOW / LATER]

[NOW]

Hmm. To get the ball rolling, let's dub him the Patron Deity of CrazyAwesome VideoGames, then follow up with an informal description cribbed from ThatOtherWiki. Sic Parvis Magna; Greatness From Small Beginnings.

His application for LucasArts was somewhat disastrous; he mentioned he was a fan of Ballblaster, at which point the interviewer, David Fox, informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.

He began as a play tester for the ''IndianaJones and the Last Crusade'' action game. Afterward he assisted with the NES version of ''ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''The Secret of MonkeyIsland''. Though originally conceived as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''The Secret of Monkey Island'' became one of the most acclaimed games of its kind. The same team created the sequel, ''MonkeyIsland2''.

In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free reign, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]

Not to be deterred, Schafer jumped ship with a bunch of his buddies to start [[DoubleFine Double Fine Productions]]. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.

Schafer spent the next four years working on a project he'd had in the back of his head for almost two decades; the heavy-metal high fantasy adventure ''[[VideoGame/BrutalLegend Brütal Legend]]''. "I've always seen [[HeavyMithril this overlap between medieval warfare and heavy metal]]. You see heavy metal singers and they'll have like a brace around their arm and they'll be [[ThreeInchesOfBlood singing about Orcs.]] So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it."

The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by {{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, VideoGame/BrutalLegend was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.

He's openly mocked Activision and Bobby Kotick, calling him "a total prick."

During the production of VideoGame/BrutalLegend, Double Fine took a break from their work for a motivational exercise. TimSchafer called it "Amnesia Fortnights," because it made it mandatory that Double Fine forget what they were working on for two weeks. In those two weeks, Double Fine broke up into four teams, each one trying to make a game.

The sequel to VideoGame/BrutalLegend was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and [[BeyondTheImpossible all four titles]] were signed by publishers, saving Double Fine.

The four games are smaller and shorter, with smaller budgets. At least one will be a retail title, and the others will be downloadable games. All of them use the VideoGame/BrutalLegend game engine. In his own words [[TheDeterminator "Trying to kill us made us multiply."]] Two of the games are published by the recently created THQ Partners. The other two games were published by Warner Brothers Interactive (for Once Upon A Monster) and Microsoft Game Studios (Trenched/Iron Brigade).

TimSchafer has expressed frustrations over his games being cult hits and hates labels such as "[[CultClassic arthouse]]" or [[StarvingArtist Tortured Artist]].“There’s definitely not any sort of drive to become exclusive, art-house content” Schafer told Games TM magazine. “I think we’re making very accessible games, and I think we’ll keep doing that until one of them is a huge hit and then people won’t say that anymore. They’ll say, ‘Double Fine sold out!’ And we’ll say, ‘We were trying to sell out with every game we made since the first one!’”

The four games are created by four of Tim Schafer's most trusted leads in DoubleFine. The first of the four games was called VideoGame/CostumeQuest, created by the lead animator of VideoGame/BrutalLegend, Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was {{Stacking}}, created by lead artist Lee Petty.

[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a [[AndTheFandomRejoiced fantastic choice]] or not, it's left a lot of people scratching their heads. The final game, {{Trenched}}, was a combination {{Tower Defense}}/Shooter led by Brad Muir, lead designer of the Brutal Legend stage battles.

Ever since the beginning of Double Fine, the only game to move from console to PC was VideoGame/{{Psychonauts}}. PC fans have complained that TimSchafer used to work exclusively on PC games, and they are now left out. TimSchafer has now added his response to that exact complaint to a permanent part of his [[http://www.doublefine.com/about/ FAQ.]] It is the [[MoneyDearBoy decision of his publishers]] to whether or not his games leave consoles. Thankfully, now that Double Fine are slowly regaining the rights to their games back from publishers, they're hunkering down on PC ports, starting with ''VideoGame/CostumeQuest''.

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!!Tim Schafer contributed heavily to the creation of:
* The Secret of MonkeyIsland: 1990
* MonkeyIsland 2, [=LeChuck=]'s Revenge: 1991
* DayOfTheTentacle: 1993
* FullThrottle: 1995
* GrimFandango: 1998
* VideoGame/{{Psychonauts}}: 2005
* [[VideoGame/BrutalLegend Brütal Legend]]: 2009
* VideoGame/CostumeQuest: 2010
* {{Stacking}}: Feb 9 2011
* {{Trenched}}: Summer 2011
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