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The archive · Work & Ways of Doing · Operational decision · 2012–2014

Double Fine opens its prototype fortnight to fans, who vote on and fund the games

Each year the studio stops work for two weeks to prototype wild ideas; in 2012 it let fans pick the pitches and pay for the results.

Double Fine Productions

The ideaLet fans pick the pitches: Double Fine's two-week prototype ritual goes public — staff pitch on video, fans vote on what gets built, pay-what-you-want money funds it.substantial

What it had to solve

Every year Double Fine paused all production for two weeks, split into small teams and made playable game prototypes in a fortnight, with founder Tim Schafer hand-picking the project leaders. Earlier jams had already produced the prototypes that became Costume Quest and Once Upon a Monster.

How it works

Double Fine, the studio behind Psychonauts and Broken Age, ran an annual ritual called Amnesia Fortnight: production stopped, the company split into small teams, and each team had two weeks to make a playable game prototype. The name was the joke — the team forgets what it was working on, then remembers in a fortnight. The first two jams were private, and Tim Schafer chose the team leaders himself.

In 2012 Double Fine opened the ritual to the public for the first time. Twenty-three staff members pitched game ideas on video, and anyone who paid at least a dollar through Humble Bundle could vote on which pitches became two-week prototypes and then play the results. A film crew from 2 Player Productions documented each team, and buyers also received two historical prototypes — the early Costume Quest and Happy Song, which had inspired Once Upon a Monster.

The 2014 edition repeated the trick at larger scale: four prototypes were chosen by public vote, with Adventure Time creator Pendleton Ward recruited to lead one of them, and the whole jam was again filmed and bundled. What had been a guarded internal exercise became a recurring public festival of unfinished work.

The idea worked because the prototypes had a proven track record: Costume Quest, Stacking, Iron Brigade and Once Upon a Monster were released games that grew out of the endeavor, and later jams kept feeding Hack 'n' Slash and Spacebase DF-9 into development.

Why it lands

  • The pitch-and-vote format made an invisible internal process — how a studio chooses what to prototype — into something fans could join and own.
  • Pay-what-you-want funding removed the risk of prototyping: the audience paid for the fortnight before a single full game existed.
  • Filming the teams turned unfinished, failing prototypes into content rather than waste, and made the studio's creative uncertainty the draw.
  • Starting from a ritual that already produced real games gave the public vote credibility instead of making it a gimmick.

What it did

The open ritual turned a private experiment into a fan-funded pipeline: released games born from it include Costume Quest, Stacking, Iron Brigade and Once Upon a Monster, with Hack 'n' Slash and Spacebase DF-9 in development from later jams.

Write-upDouble Fine announces the first public Amnesia Fortnight

What you can take

A team's most valuable ritual can be shared instead of guarded: exposing the messy middle of creativity — pitches, votes, unfinished prototypes — turns an audience into co-producers and funders.

Since then

Amnesia Fortnight became an annual public event after 2012, run through Humble Bundle with staff pitches, fan votes and filmed development. The formula kept producing commercial games — Costume Quest, Stacking, Iron Brigade and Once Upon a Monster were already out by early 2014, and later jams fed Spacebase DF-9 and Hack 'n' Slash into production. IGN reported the 2014 week's Humble sale had already gathered nearly $90,000, split between charity and the studio at each buyer's choice.

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