Before Tim Schafer found a way to make games for a living, he idolised the people already living his dream. Itâs hard to imagine – the developer is behind iconic adventure games like Monkey Island, Grim Fandango and Psychonauts, all titles that are beloved for their comedic chops – but a teenage Schafer thought the prospect was beyond him.
Schafer has been playing video games since his dad brought home a clunky Magnavox Odyssey – the very first commercial home gaming console – and it didnât take long for his ambitions to take root. After that, âI had an Atari 400 and 800,â recalls Schafer, âAnd I remember thinking: I gotta figure this out. How can I get a job making games?â
âI wrote to a magazine – I think Analog magazine – asking how I could get a job in video games. I mustâve been in junior high, seventh or eighth grade, and I never heard back! They never wrote back, and thatâs when I gave up my career in video games,â mourns Schafer, with a hint of laughter in his voice. âI was like, okay I guess itâs just out of my reach – but I couldnât imagine who made them. They seemed like this distant, different type of person – another level – so I gave up.â
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Even when Schafer tried his hand at making âbasicâ games with a pal from high school, the suggestion that they set up a video game company seemed fantastical. âI was like no, we canât, thatâs not people like us,â Schafer recalls saying. âWeâre losers, theyâre really super smart people.â
Luckily for us, that didnât quite pan out. Though Schafer says he believed getting into the industry was âimpossible,â after leaving college he saw a job listing at LucasArts, owned by Star Wars and Indiana Jones creator George Lucas. Itâs here that he would go on to work on cult classics like Day of the Tentacle, a critically acclaimed game brought to life with lashings of Schaferâs trademark wacky humour. Even today, Schaferâs knack for comedy runs strong, and the developer says LucasArts was a âmagical placeâ that gave him the confidence to explore his zanier side.
âI remember thinking: I gotta figure this out. How can I get a job making games?â
âIt really helped me learn how to write more economically,â explains the developer, who recalls having to work on his editing skills due to the eraâs fairly limiting technology. âWeâd have these crises of having too much text to fit on the floppy disk in Monkey Island, so we had to cut our writing down. I was like, âI canât cut my writing – itâs perfect,â exclaims Schafer, with mock outrage.
At one point, Schafer remembers thinking he was writing temporary dialogue for Monkey Island, and believing Ron Gilbert – one of LucasArts most famous developers, and the gameâs director – would come in and write the serious text. â I thought it was temporary, because we were writing goofy stuff in our own voices – then Ron was like, âNo, this is the dialogue for the game – this is what itâs gonna be!â If I had known that, I wouldnât [have written it]. Thatâs when I learned [about] that kind of casual, inspiration-driven writingâŠI realised that sometimes the ideas that seem sillyâ the ones you want to hide from other people â are the ones that are the best.â
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Though Schafer enjoyed an astounding run of games released at LucasArts, he left the company in 2000 to found Double Fine Productions. The studioâs first game, Psychonauts, was a platformer about psychic spies who use their powers to enter the cartoonish worlds of peopleâs minds and resolve their problems. It was a critical success, so much so, that Schafer says âa lotâ of later Double Fine employees were drawn to the studio because they loved it so much. And in the 17 years since its release, Double Fine has defined itself with games brimming with the same colour and humour – think Brutal Legend, a metal-fantasy-strategy starring Jack Black, or the charming Costume Quest series, which sees twin siblings take on some very-real monsters when their Halloween trick-or-treating goes wrong. However, it seemed inevitable that Double Fine would eventually return to the game that started it all – and last year, it released a sequel to its mind-reading classic.
While Psychonauts 2 was a massive success for Double Fine, Schafer admits that making the game was one of the teamâs biggest challenges to date. The studio head says it involved âone of the worst crunchesâ heâs ever participated in, and involved developers working âuntil five in the morning, for days on endâ to get it out the door. While Psychonauts 2âs rocky financing played a large part in this – the game was originally crowdfunded, and original publisher Starbreeze Studios went bankrupt during development – Schafer says that crunch-time in particular was a major learning lesson for himself and the company.
âWe were just likeâŠoh god, that was terrible. Thatâs wrong – letâs never do that again. To this day, itâs still a struggle, but the important thing is to not normalise it. If you have crunch mode, it means something went wrong. Either you overscoped, or you lost some productivity for some reason, or something bad happens. As long as you donât say thatâs normalâŠyou say, how do we fix that problem? Thatâs the important thing: and itâs a constant struggle to get better at it every game.â
âChanging our tendency toward crunch behaviour, and [improving] quality of life for people who work in the games industry is really important,â Schafer adds.
âPsychonauts 2 was such a long haul. So many things went wrong, just like the first game – we lost our publisher at one point.It was such a roller coaster, and at certain points, it really didnât feel like it was going to be good,â admits Schafer. He explains that it âtook awhileâ for the sequelâs premise to click with the team, but once it made sense, it was a matter of working hard to make it happen.
âPsychonauts 2 was such a long haul. So many things went wrong, just like the first game – we lost our publisher at one point.It was such a roller coaster, and at certain points, it really didnât feel like it was going to be good.â
Despite these problems, Psychonauts 2 launched to critical acclaim. NME awarded it five stars in our review, and like many, found a lot to love with the way that Double Fine had broached the subject of mental health. The cartoonish platformer touches on topics like depression, trauma and addiction, and Schafer says it was particularly rewarding to see the game recognised as an âempathetic take on the human mind.â
âIt was really important – because itâs a comedy – that people knew we werenât making fun of people, but were looking humorously and lovingly at the human psyche.â
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That shift in tone required some changes to the way Double Fine approached a sequel. While Schafer recalls developing the first Psychonauts thinking âweâll just be light-hearted about it and everything will work out,â he points out that it what he calls aâdifferent timeâ and there was âa lot less sensitivityâ toward many issues. âSome things we did in the first game, we didnât do in the second game on purpose – but weâre just older, and had more sensitivity to a lot of issues that naturally express themselves in the game,â explains Schafer. âIt was important that it had the same kind of jokes and humour, but [also that we] cared more.â
Schafer says this has been a major point of growth – not only for himself, but for the entire industry over the years. Though Schafer says heâs proud of indie developers for âmoving the causeâ on inclusivity, he adds that itâs âan ongoing education, for everybody – no one ever stops learning.â
âI thought Iâd learned a lot, and then we tested a game and people pointed out a word and asked if we knew what this word means to certain people,â recalls Schafer. âI had no idea – and people will criticise that and say âwoke culture, PC policeâ and stuff – but for any art, Iâm thinking about how my art will be interpreted by the viewer. If Iâm making a horror game, I want the viewer to be scared – is this effectively scaring people? Itâs a comedy, is it making people laugh? Is a romantic comedy making people feel romantic?â
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For Schafer, the best comedy should never punch down.âIf youâre told youâre hurting people [and itâs] a comedy, itâs not supposed to be hurting people,â he continues. âYou naturally want to think about how your words affect people, and make sure that the artistic intent is successful. Are you using shaming words? Alienating depictions of people? The best writing is never based on stereotypes. The best writing is based on research, or real world found-dialogue or your own personal experiences. It always makes for writing that punches through as unique, as opposed to a grab bag of stereotypes.â
Schafer, who has worked in the games industry since 1989, says a shift in sensitivity is one of the industryâs biggest changes over the years. However, he says there are a few areas he would like to see change further. While dismantling crunch culture is at the top of his list, Schafer also wants to see more creativity make its way into games, and people âmaking games that donât look like games that already exist.â
âI wrote to a magazine asking how I could get a job in video games. I mustâve been in junior high, seventh or eighth grade, and I never heard back! They never wrote back, and thatâs when I gave up my career in video games.â
âWhen you go to a theatre, thereâs a movie for your kids, your grandparents, and thereâs a movie for everybody – romantic comedy, action, stuff like that. But the scope for games is still kind of limited in that way,â he explains. âI still think thereâs so many types of games to be made, that arenât – and theyâre games that would draw more people in, who donât consider themselves gamers right now. I would like to keep pushing the boundaries of what a game is […] Itâs so important to expand peopleâs concepts of what a video game can be.â
âWhere are the romantic comedies? Games have gotten so gritty and dark – TV has been doing that too – [but] part of me wants characters with big, bright red shoes running around,â says Schafer, who jokes that he would âloveâ an Elden Ring comedy spin-off. âI always wanted to do a [The Simpsons] Treehouse Of Horror episode for some big, serious IP like Skyrim.
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On the subject of other games, Schafer says that he still finds the time to play plenty – this year, his favourites have included Ron Gilbertâs Return to Monkey Island, BlueTwelveâs feline adventure Stray, and Zelda-inspired adventure Tunic. Schafer explains that although âItâs very easy for people in this profession to say they donât have time to play games anymore,â he finds they help push his own creative drive in new directions.
âYou play them and itâs not like you want to steal the ideas – like ooh, I want to make a game about a stray cat – itâs more like you think about why the game made you feel a certain way, and you wonder if you could make somebody feel that way with other techniques. You break apart those atomic components [for inspiration],â he says, explaining that his brain will âwhisperâ ideas to him as he plays.
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For Schafer, that sort of creative energy is whatâs kept him in the industry for so long. Rather than searching for the next Minecraft, he says heâs still continually drawn towards the projects that make him happiest. Rather than become a wizened and jaded industry veteran , Schafer laughs that he âoften feels like I have this kind of age dysphoria, where I forget how old I am.â
âIâve been very careful about taking care of my own enjoyment in my career,â explains the developer. â You can get pushed into roles you donât want to do, or pushed into making games you donât want to make, just because thatâs what people want, or thatâs what you think you can sell. You can end up in these dead-ends in your career, where youâre just doing something you just donât want to do, and quit – you just donât feel excited when you wake up in the morning. Iâve always steered toward the thing that makes me the most happy, so that I can still say after 30 years, Iâm really happy to be making games.â
âIf you want to make a game, youâre exactly the kind of person that makes games – you can do it too.â
As Double Fineâs head, Schaferâs desire to push creative boundaries has naturally moulded the direction of his studio. âThe number one thing that we strive for is creativity, trying to just do games that havenât been done before, that people havenât seen before,â he says. âItâs very important to me, and weâve been lucky enough at the company to create a safe space for creativity. People could pitch all sorts of wild ideas, and just experiment with trial and error, and not really be bound by whatâs been done before.â
Under that philosophy, Schaferâs favourite Double Fine title is Happy Action Theater, a 2012 game that Schafer directed with his two-year old daughter in mind. Over camera, Schafer impersonates an emotionless gamer playing a traditional action game – slack-jawed, and staring listlessly into his webcam – then compares it to a room-full of hyper children âjumping up and downâ whenever he brings out Happy Action Theater at his daughterâs birthday parties. âWatching people jump in the air with absolute glee? I canât think of anything Iâve made that made someone as instantly joyful as that game,â smiles Schafer. âIâm very proud of it – itâs probably the smallest-selling game weâve ever made, but I still love it.â
Five years after Happy Action Theater, Double Fine was acquired by Microsoft. Schafer explains that the gaming giant has actively tried to avoid having an effect on the studio, and has instead provided more resources, allowing Double Fine to be more ambitious with their projects. Looking ahead, Schafer says Double Fine is now âlimited only by our creativityâ and reiterates that âtreating the team well, and making great games – really creative games – is what we stand for.â
Additionally, with the added financial security that Microsoftâs acquisition has brought, Double Fineâs future is something that Schafer is immensely excited for. In the past, Schafer spent sleepless nights worrying about going broke, and pointed to times when he thought Double Fine would âcrash and burnâ – particularly during the development of the Psychonauts 2, when its future was uncertain.
âIâve always steered toward the thing that makes me the most happy, so that I can still say after 30 years, Iâm really happy to be making games.â
âIf we went out of business, the whole four years of working on Psychonauts 2 would have been for nothing – that version of Psychonauts vanishing into the ether was really painful to think about,â recalls Schafer, who adds that the thought of his team being left out of a job would have been like being âkicked in the teethâ after their hard work.
Now though, the Double Fine founder is infectiously optimistic about what lies in store. When asked about revisiting any ideas he never got to make, he offers a solemn âyesâ – letting the answer hang for a second before bursting into laughter because heâs not allowed to talk about it. Now, Schafer is a far cry from the teenager reeling from an ignored letter to a magazine – but itâs a moment heâs never forgotten. âWhen I wrote to that magazine, I didnât think it was me who made games,â reflects Schafer. â I thought it was other people. I want people to see that developers are people, just like them.â
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Though comedy is a neglected genre in gamingâs big leagues, Schafer has carved out an empire with his talent at writing zany, delightfully eccentric titles. For many budding developers and writers, Schafer and Double Fine have become the sort of legend he would have idolised in his teenage years – but he doesnât want to be treated with the same reverence: âIf you want to make a game,â advises Schafer, âyouâre exactly the kind of person that makes games – you can do it too.â
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