Age, Biography and Wiki

Brian Fargo (Frank Brian Fargo) was born on 15 December, 1962 in Long Beach, California, US, is an American video game designer. Discover Brian Fargo'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 61 years old?

Popular As Frank Brian Fargo
Occupation CEO of inXile Entertainment
Age 61 years old
Zodiac Sign Sagittarius
Born 15 December, 1962
Birthday 15 December
Birthplace Long Beach, California, US
Nationality United States

We recommend you to check the complete list of Famous People born on 15 December. He is a member of famous CEO with the age 61 years old group.

Brian Fargo Height, Weight & Measurements

At 61 years old, Brian Fargo height not available right now. We will update Brian Fargo's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
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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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Brian Fargo Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Brian Fargo worth at the age of 61 years old? Brian Fargo’s income source is mostly from being a successful CEO. He is from United States. We have estimated Brian Fargo'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 CEO

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Timeline

1962

Frank Brian Fargo (born December 15, 1962) is an American video game designer, producer, programmer and executive, and founder of Interplay Entertainment, inXile Entertainment and Robot Cache.

1977

The only child of Frank Byron Fargo and Marie Curtis Fargo, he attended Corona del Mar High School, where he participated in track and field and developed a desire to create video games after his parents bought him an Apple II computer in 1977.

Brian Fargo wrote his first video game, Labyrinth of Martagon, with his friend Michael Cranford while still in high school.

1981

The team's first widely distributed game was the graphical text adventure The Demon's Forge, which Brian self-published and guerilla marketed in 1981 (and was later re-released by Boone Corporation).

1982

In 1982,

Softline Magazine printed a letter from Fargo asking how On-Line Systems stored graphics in its graphic adventure The Wizard and the Princess.

During this time period, he also wrote educational games for the World Book Encyclopedia.

1983

In 1983, Fargo founded Interplay Productions prior to landing his first contract in 1983 with Activision for Mindshadow, a graphical text adventure game for the Apple II and Commodore 64.

After the release of Mindshadow, Fargo hired an old high school friend and started work to create a role-playing game Bard's Tale for the Apple II and C64 for a then-new publisher Electronic Arts.

Fargo subsequently co-designed Interplay's early RPGs, including the critically acclaimed Wasteland, where a character named Faran Brygo is a play on his name.

However, Interplay at the time was utilizing small development teams of one to three people to produce games for other companies to publish, which only allowed Interplay to break even at best.

1988

In 1988, Fargo decided to make the transition from a development house to a developer/publisher, adding the additional costs of production and marketing, with both the risk and possible reward of publishing successful games.

The first title produced by Interplay in this era was the internally developed Battle Chess, followed by Quicksilver Software's Castles.

The company was also experimenting at the time with new ideas and products such as Neuromancer, a video game version of the novel by William Gibson.

1990

Interplay continued to expand in the mid-1990s, adding licensed titles to its own intellectual properties such as Stonekeep, by acquiring rights to the original Star Trek and creating a series of its adaptations.

Fargo also continued to find talented small developers designing innovative games.

One was Parallax Software, whose demo game eventually became the hit game Descent.

Parallax, later renamed Volition, was eventually bought by THQ.

Interplay grew to over 600 employees at its zenith in the mid-1990s.

One of the most successful groups within Interplay was formed during this period, Black Isle.

Black Isle focused on role-playing games and eventually included the games of a new developer called BioWare, which was initially contracted by Interplay to make Shattered Steel.

The next game they developed for Interplay, through the Black Isle division, was Baldur's Gate, which proved to be a big hit, followed by others, such as Icewind Dale and the critically acclaimed Planescape: Torment.

At the time, the market for IPOs had started to slow from the boom years of the early and mid-1990s, yet the need for capital drove Fargo to file the offering.

Increased competition, less than stellar returns on Interplay’s sports division and the lack of console titles forced the company to seek additional funding two years later with an investment from Titus Software, a Paris-based game company.

1992

By 1992, Interplay contracted with an old friend of Fargo's, Allen Adham, and his partner, Michael Morhaime, to create RPM Racing.

This was Adham and Morhaime's first contract to produce a game as Silicon & Synapse and was one of the first of such finds for Fargo, who had an eye for recognizing talent in small development teams.

Adham and Morhaime eventually changed the name of their company to Blizzard Entertainment, future developer of the Warcraft, StarCraft and Diablo franchises.

1994

In 1994, Universal/MCA bought a 45% stake in Interplay, which later went public in 1998.

1996

In 1996, the company expanded again, adding a division focusing on sports games called VR Sports and buying Shiny Entertainment.

Fargo's goal in the acquisition of Shiny was to help Interplay transition into the console business, in addition to its successful PC game releases.

That same year, Computer Gaming World ranked Fargo as the third most influential "industry player" of all time, as he "has shown both brilliant product vision and great business talents."

with partner SoftBank in 1996, and sat on the board of Virgin Europe in 1998.

1998

In 1998, Interplay filed for an initial public offering (IPO) of stock to fund future development and retire debt the company held.

1999

In 1999, the relationship between Fargo and majority shareholder Titus deteriorated, according to Fargo, due to a "different ideology of management".

2000

In 2000, Titus exercised a majority control of Interplay, and as a result, Fargo resigned his position with the company.

In addition to his work at Interplay, Fargo also formed an online entertainment company Engage!

2002

After leaving Interplay, Fargo looked to find outlets for his creative drive and founded inXile Entertainment in 2002, a video game developer and publisher that includes many former Interplay employees.

The name inXile sprang from a joke for his post-Interplay career: initially, Fargo gave himself the title of "leader-in-exile" at the company.

2009

In 2009, he was chosen by IGN as one of the top 100 game creators of all time.

A descendant of the family that created the banking giants Wells Fargo and American Express, Fargo was born in Long Beach, California, and grew up in Whittier and Newport Beach.