Age, Biography and Wiki

Bennett Foddy was born on 1978 in Australia, is an Australian video game developer and philosopher. Discover Bennett Foddy's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 46 years old?

Popular As N/A
Occupation Video game designer
Age 46 years old
Zodiac Sign N/A
Born
Birthday
Birthplace Australia
Nationality Australia

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Bennett Foddy Height, Weight & Measurements

At 46 years old, Bennett Foddy height not available right now. We will update Bennett Foddy's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
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Bennett Foddy Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Bennett Foddy worth at the age of 46 years old? Bennett Foddy’s income source is mostly from being a successful game designer. He is from Australia. We have estimated Bennett Foddy's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

Bennett Foddy is an Australian video game designer based in New York.

Raised in Australia and trained as a moral philosopher on topics of drug addiction, Foddy was a bassist in the electronic music group Cut Copy and a hobbyist game designer while he finished his dissertation.

1978

Bennett Foddy was born in Australia in 1978.

His parents were academics.

He studied philosophy in college and was working as a research assistant in the field when his childhood friend, Dan Whitford, started the Australian electronic group Cut Copy.

Whitford was the sole writer for the first album but reached out to friends to expand the band.

Foddy played bass, despite having little experience.

When his duties to the band conflicted with his philosophy studies, he chose the latter.

1980

In content, QWOP is based on the 1980s arcade game Track & Field.

Foddy's childhood gaming experiences became touchstones for the themes he would develop in QWOP which would recur throughout his next titles.

Foddy sought to recreate the vexing difficulty of games from his youth and the range of emotions they pique.

He also wanted to create the "immediacy" of direct-to-TV video game appliances, which lacked the software load times characteristic of console games.

Though several of his games prominently feature rhythm, it was not a consideration in his design.

2003

Foddy enrolled in a doctoral degree in philosophy in late 2003 at the University of Melbourne with an interest in cognitive science and human addiction and left Cut Copy in 2004.

On the topic of leaving the band, he stated that the "touring life of waiting and partying did not fit my personality".

Foddy has said that his best design work happened while procrastinating on other work.

2006

He taught himself to program and design games starting in 2006 from online tutorials while working on his philosophy dissertation.

2007

In his first Flash game, Too Many Ninjas (2007), players defended their immobile ninja avatar against oncoming ninjas.

The game mainly relies on reflexes and a small set of buttons.

Its positive press encouraged Foddy to continue the pursuit.

Still, Foddy hid this hobby from his colleagues to avoid the philosophy field's stigma against philosophers who do not wholly dedicate themselves to their philosophy work.

He moved to the United States as a postdoctoral researcher at Princeton University from 2007 to 2010.

Foddy wrote philosophy papers and lectured on topics of drug addiction.

2008

During his postdoctoral research at Princeton University and time on staff at Oxford University, Foddy developed games of very high difficulty, including QWOP (2008), which became an Internet sensation at the end of 2010 with the rise of new online social sharing tools.

He later became an instructor at the NYU Game Center.

Meanwhile, he developed another simple game, QWOP, for release in 2008, in which the player uses the four keyboard keys of the game's title to control the muscles of an Olympic sprinter.

2010

It was a modest success at release but became an Internet sensation and one of his most recognizable titles following its popularisation on burgeoning websites Stumbleupon, Reddit, and YouTube in late 2010.

QWOP enjoyed attention uncommon for indie games of its size.

2011

Kill Screen included the title in its 2011 Museum of Modern Art event and it appeared on the American television show The Office in 2012.

As his postdoctoral work ended, Foddy's game design career outshined his philosophy career with the help of QWOP, but before he came to choose the former, Foddy served as the deputy director of Oxford University's Institute for Science and Ethics.

Foddy did not intend for QWOP to connect with his philosophy work,.

Still, he saw similarities between his use of reward–punishment cycles and the motivations behind addiction.

He also worked on ascertaining the existence of game addiction and considered the intrinsic values of in-game rewards.

Foddy later came to describe his game design aspirations as "literary", building atop a lineage of predecessors.

His next game, GIRP (2011), is a rock climbing simulator in which the player presses keyboard keys assigned to rocks on a wall to flex and ascend its surface.

Wired described the free game as "masochistically difficult", with the effect of making the player's keyboard similar to the physical skill game of Twister, in which the player grips the keyboard like the avatar grips the rock face.

Like QWOP, both titles have awkward controls that push the player to embody the avatar once the controls are internalized.

GIRP is designed for players to set their own goals, such as their maximum height, or once they reach the top, their own fastest score, rather than publicly comparing against an online leaderboard.

2013

As New York University expanded its Game Center into Brooklyn in late 2013, Foddy taught his first studio class in game design.

2017

His most famous game aside from QWOP is Getting Over It with Bennett Foddy, a philosophical, physics-based platform game released in 2017.