



Some of the art that survived in the Monkey Island vaults might have never been intended for the game at all, some may have been ideas that were abandoned early on, and some are from other game projects entirely!Īn early concept for the bridge puzzle. The artists at Lucasfilm Games in 1990 were, by all accounts, prolific. Special thanks in no particular order to Marius Winter, Aric Wilmunder, Jake Rodkin, and our own Rich Whitehouse for helping make all of this possible. The following was a combination of art extraction, code restoration, and heavy research. We also showed quite a bit of cut content, which is what I want to focus on in this post. We even do a live coding demonstration of the game’s famous SCUMM scripting language, and take a look at a few of the development tools used in the making of the game, including FLEM, BYLE, and SPIT (they had a house style…). It gets better!ĭuring the stream, Ron and I go in-depth into where the ideas for the game came from, the development process, the environment at Lucasfilm Games, and more. Important note: The microphone audio starts off too low for the first couple minutes of the video.
