I found Grim Fandango in a pile of discounted games as a tween in the 2000s. There was a cool skeleton in a suit on the front cover, so I bought it based on that.
Even though I didn't understand most references and sarcasm, few games have grabbed my attention as Grim Fandango did. The art work, the music, the writing. The whole game oozes of style that I've never seen replicated.
Even some 20+ years later I can almost recite most of Act I from heart. If you haven't played this game and like adventure games, this is one of the best.
I played the demo and it's been at the top of my "to play" list for decades. For one reason or another, I just never have yet. Majora's Mask is also at the top.
There are a few bad puzzles (especially one regarding infernal critters) that one can use a guide for, but mostly it was a blast to finish it back in the day. Such a unique story by itself and then in a rare comedy / noir style on top! It's kind of crazy how they even came up with it.
I still remember the feeling of the ending, and the end credits music when the violin kicked in as it played the Manny & Meche theme! The music is at least as good as this game.
I have never played through Grim Fandangoo in full, but in my peer group memes from this game permeated so thoroughly that when I see a pigeon I will too often end up shouting at it, "Run you pigeons! It's Robert Frost".
Looks like Tom Schafer style; I find him whimsical and funny in all of his communication. I don't think it's a stretch that this aspect extends to nom-public communications.
"Tim Schafer at Double Fine has posted the puzzle design spec for his classic adventure game, Grim Fandango. It is that game's tenth anniversary; it was released on the Day of the Dead, 1998."
My guess is it is kinda like a first draft that some higher ups approve and budgets and then dialogue and game development and puzzle testing can begin.
The small square box at the very end of the document, with accompanying text, is just delightful:
To protect this document, please restrict your fallen tears of joy to this box. Thank you! → [__]
All over the document, you can see Tim Schafer "wasted his time" by adding personality (jokes, graphics, asides) to what is basically an internal document.
I think in 2026 a document lovingly crafted like this would be deemed a great waste of time, lack of efficiency and an affront to shareholder value.
Always fascinating to peek behind the curtain at how these classics were built. Grim Fandango had some truly brilliant, and occasionally maddening, puzzles.
Ahha, this document came to my attention last night from this video [0] that bubbled in my YouTube recs - I don't know if it's the same for OP or just a coincidence, but I highly recommend it too:
I've been playing most of Lucas Arts games with my 10 y/o daughter. Grim Fandango is the one she has liked the best. It is not perfect, has lots of bugs (crashed on several occasions) and weird things, but the atmosphere is so cool.
"This report by its very length defends itself against the risk of being read" Winston H. Churchill
And this comment will prove it, by referencing only the very first part of the document, being the comment most likely to garner upvotes and replies, as opposed to deeper nuanced comments.
Nice, Tim Schafer is someone whose writing I really admire, if you haven't checked it out yet Double Fine (the studio he leads) documented the entire (7 year!) development cycle of Psychonauts 2 in a 32 episode documentary series, and it in my opinion one of the best documentaries ever made. It covers a lot of cool stuff, like Covid, them getting acquired by Microsoft, big project leadership struggles. It's long as hell but it is really worth your time if you have an interest in creative work in large teams.
They are currently doing a company wide gamejam/game idea incubation thing, after surviving Microsoft undoing the acquisition and the same Documentary crew is doing a doc about that (they did a kickstarter campaign to fund it)
Maybe a better URL could be: http://gameshelf.jmac.org/2008/11/grim-fandango-puzzle-desig...
I found Grim Fandango in a pile of discounted games as a tween in the 2000s. There was a cool skeleton in a suit on the front cover, so I bought it based on that.
Even though I didn't understand most references and sarcasm, few games have grabbed my attention as Grim Fandango did. The art work, the music, the writing. The whole game oozes of style that I've never seen replicated.
Even some 20+ years later I can almost recite most of Act I from heart. If you haven't played this game and like adventure games, this is one of the best.
Thank you for linking OP, this made my morning.
I played the demo and it's been at the top of my "to play" list for decades. For one reason or another, I just never have yet. Majora's Mask is also at the top.
Not to be a downer about a masterpiece game but…the demo ends right before the game starts proffering anti-logic puzzles.
Well worth playing the remastered version. It makes the control a bit more bearable but otherwise feels like the original.
There are a few bad puzzles (especially one regarding infernal critters) that one can use a guide for, but mostly it was a blast to finish it back in the day. Such a unique story by itself and then in a rare comedy / noir style on top! It's kind of crazy how they even came up with it.
I still remember the feeling of the ending, and the end credits music when the violin kicked in as it played the Manny & Meche theme! The music is at least as good as this game.
I have never played through Grim Fandangoo in full, but in my peer group memes from this game permeated so thoroughly that when I see a pigeon I will too often end up shouting at it, "Run you pigeons! It's Robert Frost".
Unique game. Also to think that they pulled out that beautiful 3D toon feel before toon shaders were made.
Same for most LucasArt games, Day of the Tentacle, Monkey Islands, and the others
Is this a walkthrough or a game design document?
As a walkthrough, it is nice. But as the foundation for the game designers, it would be a fun because it is so lighthearted.
Looks like Tom Schafer style; I find him whimsical and funny in all of his communication. I don't think it's a stretch that this aspect extends to nom-public communications.
Design document, from the page that links this pdf (http://gameshelf.jmac.org/2008/11/grim-fandango-puzzle-desig...):
"Tim Schafer at Double Fine has posted the puzzle design spec for his classic adventure game, Grim Fandango. It is that game's tenth anniversary; it was released on the Day of the Dead, 1998."
It's a game design document.
My guess is it is kinda like a first draft that some higher ups approve and budgets and then dialogue and game development and puzzle testing can begin.
Looks like a GDD but just for the puzzles, a PDD
This game is iconic!
Yes. Literally one of the best.
The small square box at the very end of the document, with accompanying text, is just delightful:
All over the document, you can see Tim Schafer "wasted his time" by adding personality (jokes, graphics, asides) to what is basically an internal document.
I think in 2026 a document lovingly crafted like this would be deemed a great waste of time, lack of efficiency and an affront to shareholder value.
Always fascinating to peek behind the curtain at how these classics were built. Grim Fandango had some truly brilliant, and occasionally maddening, puzzles.
Ahha, this document came to my attention last night from this video [0] that bubbled in my YouTube recs - I don't know if it's the same for OP or just a coincidence, but I highly recommend it too:
GDC Talk: "One Page Designs", by Stone Librande
https://www.youtube.com/watch?v=E9_wLks1kAg
I've been playing most of Lucas Arts games with my 10 y/o daughter. Grim Fandango is the one she has liked the best. It is not perfect, has lots of bugs (crashed on several occasions) and weird things, but the atmosphere is so cool.
Monkey Island comes second of course.
And this comment will prove it, by referencing only the very first part of the document, being the comment most likely to garner upvotes and replies, as opposed to deeper nuanced comments.
Nice, Tim Schafer is someone whose writing I really admire, if you haven't checked it out yet Double Fine (the studio he leads) documented the entire (7 year!) development cycle of Psychonauts 2 in a 32 episode documentary series, and it in my opinion one of the best documentaries ever made. It covers a lot of cool stuff, like Covid, them getting acquired by Microsoft, big project leadership struggles. It's long as hell but it is really worth your time if you have an interest in creative work in large teams.
https://youtube.com/playlist?list=PLIhLvue17Sd70y34zh2erWWpM...
They are currently doing a company wide gamejam/game idea incubation thing, after surviving Microsoft undoing the acquisition and the same Documentary crew is doing a doc about that (they did a kickstarter campaign to fund it)
I have a love/hate relationship with Grim Fandango.
I love the world, the characters, the music, and the art style. It was so inspiring for me as a child.
I literally hate the puzzles and the gameplay.