There’s one thing on my mind all day, and that’s not a guy (sorry Romeos). It’s a game for Playstation and Xbox – and I have neither (shock!awe!).

The game is called Stacking and it’s made by Double Fine. In case you don’t know them, know that Tim Schafer (one of the three Monkey Island Musketeers) is owner and CEO. If you don’t know what I’m talking about, that’s OK you’re just too young, just watch the video:

NOW HOW AWESOME WAS THAT? This is an adventure game, make no mistake! Stacking Russian dolls as a solution to adventure puzzle-play? Multiple solutions per puzzle? Sarcastic humour? Neat (often smelly) abilities? Achievements? Easy and hard solutions ? This game should appeal to a big audience and it looks so refreshing and gorgeous.

And let’s not forget about getting rid of costly character animations and voice overs by having:

  1. Russian dolls and thus without moving limbs. Instead the animations are focused on each doll’s unique ability, making them extremely charming!
  2. A 1920s setting with silent cinematic cutscenes?

What a brilliant concept!

Let’s have a look at how it was made, shall we?

It should be mentioned that after Double Fine’s last big production, (Brutal Legend), they decided to focus on smaller projects. Instead of working at one project at a time, the team was split in four different groups. A couple of weeks followed with them rapidly prototyping game ideas. Four ideas came out and were handed to the new teams. The lead project manager for each team was different, for example for Stacking it’s the Lead artist of the company. Thus, this gave the ability to different persons to try their hand in production, in effect having four varying games as each producer’s style is different.

All of the four games will come out during one year. The first has been already out for a few months (Costume Quest) and Stacking was released a tenday ago for XBLA and PSN.

Here are some articles on Double Fine productions and some tips on game design by Schafer. Priceless stuff.

Tim Schafer’s first job

Fantasy of Flatulence on Youth (seriously, it’s about Stacking)

Four projects in a year

On rapid game development and the danger of AAA titles

Rapid game prototyping I wrote this recently for the Total Eclipse blog, it’s an introduction on rapid prototyping

Why DoubleFine chooses console over PC

Innovation vs Risk This takes a look at Psychonauts and why it did not sell as well as it should