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This profile was last updated on 12/1/15  and contains information from public web pages and contributions from the ZoomInfo community.

Senior Gameplay Programmer

Phone: (415) ***-****  HQ Phone
Double Fine Productions Inc
525 Brannan Street Suite 200
San Francisco , California 94107
United States

Company Description: Double Fine Productions is an award-winning independent game development studio founded in 2000 by game industry veteran Tim Schafer, located in San Francisco....   more

Employment History


  • degree , Computer Science and minors
    Rutgers University
57 Total References
Web References
To do that, Double Fine's ..., 1 Dec 2015 [cached]
To do that, Double Fine's Anna Kipnis helped us, designing and implementing a per-line dialogue system where every line is characterized by conversation topics that are set by the line, and topics that must or must not have been brought up in conversation for the line to be picked.
Panel of Judges for Project Anarchy Mobile Game Development Contest | Project Anarchy, 25 April 2014 [cached]
Anna Kipnis: Senior Gameplay Programmer at Double Fine; Creator of the "Molyjam" game development event
And then there was the direct ... [cached]
And then there was the direct and honest advice of another professional game developer, Double Fine's Anna Kipnis (Broken Age), who playtested another course we made. After all, since she works at a studio, she's used to giving game design critique.
Double Fine's Anna ..., 7 May 2015 [cached]
Double Fine's Anna Kipnis and other (off-camera) studio staff also ask Igarashi smart questions about game design and his experiences working at Konami.
Continue reading "Q&A: Double Fine's ..., 3 Aug 2014 [cached]
Continue reading "Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog" » | Permalink Game Developers Conference | Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog
Game industry veteran Anna Kipnis serves as a senior gameplay programmer at Double Fine Productions, where she's worked on everything from Psychonauts to Brutal Legend to The Cave.
Like pretty much everyone at Double Fine, she tackles a wide variety of tasks at the studio -- including leading her own game development project as part of Double Fine's most recent Amnesia Fortnight internal game jam -- and has experience with the design and implementation of the dialog systems that give voice to some of Double Fine's most iconic characters.
In her work as a programmer she's been in charge of implementing dynamic dialog systems as gameplay mechanics, but she's also had the opportunity to work closely with writers, artists, animators, casting directors, and pretty much everyone involved with the process of bringing a line of dialog out of someone's imagination and getting it into a finished game.
This August she's bringing her experience to bear by delivering an hour-long talk at GDC Europe 2014, "Dialog Systems in Double Fine Games", a much-expanded version of a lesson she's already given to an audience of developers at NYU. Given Kipnis' work as a Molyjam organizer, a GDC speaker and a Double Fine programmer, we caught up with her on Skype to learn more about why she felt driven to pitch a GDC Europe talk about the art and import of designing robust dialog systems.
So what inspired you to pitch this talk about dialog systems?
Kipnis: I was at Fantastic Arcade last year in the car with a couple of indie developers, and they kind of asked me about how much work was involved to do voiced dialog in games because I was doing so much dialog work at Double Fine, especially voiced stuff.
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