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===Background and project inception=== [[File:Tim Schafer Art Futura 2009.jpg|right|thumb|upright|[[Tim Schafer]] was the project lead for ''Grim Fandango''.|alt=A middle aged Caucasian man with dark hair speaks from a lectern.]] ''Grim Fandango''{{'s}} development was led by project leader [[Tim Schafer]], co-designer of ''[[Day of the Tentacle]]'' and creator of ''[[Full Throttle (1995 video game)|Full Throttle]]'' and the more recent ''[[Psychonauts]]'' and ''[[BrΓΌtal Legend]]''.<ref>{{cite web |url=http://www.gamasutra.com/view/feature/6691/happy_action_happy_developer_tim_.php?print=1 |title=Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine |website=[[Gamasutra]] |first=Frank |last=Cifaldi |date=February 3, 2012 |access-date=February 17, 2012 |archive-url=https://web.archive.org/web/20131231001114/http://www.gamasutra.com/view/feature/6691/happy_action_happy_developer_tim_.php?print=1 |archive-date=December 31, 2013 |url-status=live}}</ref><ref name="Sunday Herald 2012"/> Schafer had conceived a [[Day of the Dead]]-themed adventure before production of ''Full Throttle'' began,<ref name="designer diaries" /> and he submitted both concepts to LucasArts for approval at the same time. ''Full Throttle'' was accepted instead because of its greater mainstream appeal; it became a hit and opened the way for Schafer to create ''Grim Fandango''.<ref name=pcgamesprev>{{cite web |archive-url=https://web.archive.org/web/19991008052840/http://www.games.net/pcgames/articles/0,1034,1870,00.html |url=http://www.games.net:80/pcgames/articles/0,1034,1870,00.html |title=Preview: ''Grim Fandango'' |date=April 10, 1998 |author=Knibbe, Willem |work=[[GamePro#PC Games|PC Games]] |archive-date=October 8, 1999 |url-status=dead |access-date=August 5, 2018}}</ref> ''[[Rogue Leaders: The Story of LucasArts]]'' noted that the pitching process for ''Grim Fandango'' was "a breeze" because of Schafer's earlier success, despite the new project's unusual theme.<ref name=rogue>{{cite book |author=Smith, Rob |title=Rogue Leaders: The Story of LucasArts |date=November 26, 2008 |publisher=[[Chronicle Books]] |page=116 |isbn=978-0-8118-6184-7 |title-link=Rogue Leaders: The Story of LucasArts}}</ref> Development began soon after the completion of ''Full Throttle'' in June 1995.<ref name="designer diaries">{{cite web |url=http://www.grimfandango.net/?page=diaries |title=Inside the Mind β Designer Diaries β Page 1 |publisher=Grim Fandango Network |access-date=February 17, 2012 |archive-url=https://web.archive.org/web/20130720023353/http://www.grimfandango.net/?page=diaries |archive-date=July 20, 2013 |url-status=live}}</ref> ''Grim Fandango'' was an attempt by LucasArts to rejuvenate the graphic adventure genre, in decline by 1998.<ref name="gamasutra lifecycle">{{cite web |url=https://www.gamedeveloper.com/design/the-circle-of-life-an-analysis-of-the-game-product-lifecycle |title=The Circle of Life: An Analysis of the Game Product Lifecycle |first=Daniel |last=Cook |date=May 7, 2007 |access-date=March 3, 2008 |website=[[Gamasutra]] |archive-url=https://web.archive.org/web/20130513044550/http://www.gamasutra.com/view/feature/129880/the_circle_of_life_an_analysis_of_.php?print=1 |archive-date=May 13, 2013 |url-status=live}}</ref><ref>{{cite news |archive-url=https://web.archive.org/web/20000816182438/http://www.salon.com/21st/feature/1998/10/21feature.html |url=http://www.salon.com/21st/feature/1998/10/21feature.html |title=The adventure continues |first=Greg |last=Costikyan |date=October 21, 1998 |archive-date=August 16, 2000 |access-date=May 3, 2012 |work=[[Salon (website)|Salon]]}}</ref> In response to complaints that ''Full Throttle'' was too short, Schafer set the goal of having twice as many puzzles as ''Full Throttle'', which demanded a more lengthy and ambitious story to accommodate them.<ref name=NGen36>{{cite magazine |title=Grim Fandango |magazine=[[Next Generation (magazine)|Next Generation]] |issue=36 |publisher=[[Imagine Media]] |date=December 1997|pages=100β103}}</ref> According to Schafer, the game was developed on a $3 million budget.<ref>{{cite web |url=http://www.eurogamer.net/articles/2012-02-10-double-fine-adventure-passes-day-of-the-tentacle-budget |title=Double Fine Adventure passes Day of the Tentacle budget |first=Fred |last=Dutton |date=February 10, 2012 |access-date=February 10, 2012 |website=[[Eurogamer]] |archive-url=https://web.archive.org/web/20130314075902/http://www.eurogamer.net/articles/2012-02-10-double-fine-adventure-passes-day-of-the-tentacle-budget |archive-date=March 14, 2013 |url-status=live}}</ref> It was the first LucasArts adventure since ''[[Labyrinth: The Computer Game|Labyrinth]]'' not to use the [[SCUMM]] engine, instead using the Sith engine, pioneered by ''[[Jedi Knight: Dark Forces II]]'', as the basis of the new GrimE engine.<ref>{{cite web |first=Bret |last=Mogilefsky |url=http://www.grimfandango.net/?page=articles&pagenumber=2 |title=Lua in Grim Fandango |publisher=Grim Fandango Network |access-date=March 6, 2008 |archive-url=https://web.archive.org/web/20120218045500/http://www.grimfandango.net/?page=articles&pagenumber=2 |archive-date=February 18, 2012 |url-status=live}}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/feature/3368/postmortem_lucaslearnings_star_.php |title=Postmortem: LucasLearning's Star Wars DroidWorks |date=August 13, 1999 |author1=Blossom, Jon |author2=Michaud, Collette |website=[[Gamasutra]] |access-date=March 17, 2008 |archive-url=https://web.archive.org/web/20130405085752/http://www.gamasutra.com/view/feature/3368/postmortem_lucaslearnings_star_.php |archive-date=April 5, 2013 |url-status=dead}}</ref> The GrimE engine was built using the scripting language [[Lua (programming language)|Lua]]. This design decision was due to LucasArts programmer Bret Mogilefsky's interest in the language, and is considered one of the first uses of Lua in gaming applications. The game's success led to the language's use in many other games and applications, including ''[[Escape from Monkey Island]]'' and ''[[Baldur's Gate (video game)|Baldur's Gate]]''.<ref>{{cite conference |first=Roberto |last=Ierusalimschy |author2=de Figueiredo, Luiz Henrique |author3=Celes, Waldemar |title=The Evolution of an Extension Language: A History of Lua |work=Proceedings of V Brazilian Symposium on Programming Languages |year=2001 |pages=Bβ14βBβ28 |url=http://www.lua.org/history.html |access-date=March 17, 2008 |archive-url=https://web.archive.org/web/20140103184646/http://www.lua.org///history.html |archive-date=January 3, 2014 |url-status=live}}</ref> {{Imageframe|width=200|content=[[Image:Office-concept2.jpg|200px|alt=An image of an office drawn in pencil; the office has two windows, a desk, an oval-shaped computer monitor, and additional furniture. The walls and decorations of the furniture have art-deco stylings to them.]] [[Image:Office wire.jpg|200px|alt=An image of an office created in a 3D wireframe mesh (white on blue); the office has two windows, a desk, an oval-shaped computer monitor, and additional furniture. The walls and decorations of the furniture have art-deco stylings to them.]] [[Image:Office-final.jpg|200px|alt=An image of an office rendered by a computer; the office has two windows, a desk, an oval-shaped computer monitor, and additional furniture. The walls and decorations of the furniture have art-deco stylings to them. A skeletal figure sits in one of the chairs looking to the viewer.]]|caption=Manny's office, from [[Peter Chan (artist)|Peter Chan's]] original concept art (top) to wireframe mesh (middle) to in-game representation (bottom)|align=left}}
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