Age, Biography and Wiki

Tim Schafer (Timothy John Schafer) was born on 26 July, 1967 in Sonoma, California, U.S., is an American video game designer. Discover Tim Schafer'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 56 years old?

Popular As Timothy John Schafer
Occupation Game designer, game programmer, game writer
Age 56 years old
Zodiac Sign Leo
Born 26 July, 1967
Birthday 26 July
Birthplace Sonoma, California, U.S.
Nationality United States

We recommend you to check the complete list of Famous People born on 26 July. He is a member of famous Game designer with the age 56 years old group.

Tim Schafer Height, Weight & Measurements

At 56 years old, Tim Schafer height not available right now. We will update Tim Schafer's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
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Who Is Tim Schafer's Wife?

His wife is Rachael Schafer

Family
Parents Not Available
Wife Rachael Schafer
Sibling Not Available
Children Not Available

Tim Schafer Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Tim Schafer worth at the age of 56 years old? Tim Schafer’s income source is mostly from being a successful Game designer. He is from United States. We have estimated Tim Schafer'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

1967

Timothy John Schafer (born July 26, 1967) is an American video game designer.

Tim Schafer was born on July 26, 1967, in Sonoma, California, the youngest of five children.

His father was a doctor and his mother was a nurse.

While studying computer science at UC Berkeley, Schafer became interested in writing, and took inspiration from Kurt Vonnegut, who while a publicist at General Electric wrote short stories in the evenings.

Schafer opted for a similar course, interning to help develop databases for small companies while trying to position himself for an opening in a larger corporation such as Atari and Hewlett-Packard, but he was rejected by these.

He saw an offering at Lucasfilm Games, looking for programmers who could also write game dialog, which piqued his interest.

During his application process for the job, he had a somewhat disastrous phone interview with David Fox in which he mentioned being a fan of Ballblaster.

Fox informed him that the Lucasfilm Games title was Ballblazer, and that only the pirated version was known as Ballblaster, but despite the misstep, Fox asked Schafer to submit his resume for further consideration.

To make up for the phone interview, Schafer sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure.

1989

Schafer was hired by LucasArts in 1989, and his first position was as a "scummlet", a programmer who helped to implement features and ideas proposed by the lead game developers within the LucasArts SCUMM engine.

He, alongside Dave Grossman, helped to playtest Indiana Jones and the Last Crusade: The Action Game and implement the NES version of Maniac Mansion.

Schafer and Grossman, along with two others, were taught by Ron Gilbert as part of a "SCUMM University" on how to use the engine to set up rooms and puzzles.

Later, Gilbert approached Schafer and Grossman, offering them the chance to work on his new project, which would ultimately become the pirate-themed adventure game The Secret of Monkey Island.

According to series creator Gilbert, Schafer and Grossman were responsible for about two thirds of the game's dialogue.

The Secret of Monkey Island became one of the most acclaimed games of its kind.

The same team created the sequel, Monkey Island 2: LeChuck's Revenge.

In his first lead role on a game project, Schafer co-designed (with Dave Grossman) Day of the Tentacle, a time-travel comedy adventure and the sequel to Ron Gilbert's Maniac Mansion.

1995

Schafer's first solo project, the biker adventure Full Throttle, was released in 1995.

He went on to design the highly acclaimed Grim Fandango, a noir adventure game set in the Aztec afterlife featuring characters similar to the papier-mâché skeleton decorations from the Mexican holiday Dia De Los Muertos.

1998

Grim Fandango won many awards, including GameSpot's Game of the Year award of 1998.

Schafer worked on an unannounced PlayStation 2 action-adventure game at LucasArts, but it never entered production.

Prior to his departure, a number of other developers were leaving LucasArts as the studio shifted away from adventure games.

Schafer was approached by his colleagues with the idea of leaving the company to develop PlayStation 2 games on their own; Schafer was initially wary of this believing he felt secure in his position at LucasArts.

2000

He founded Double Fine Productions in July 2000, after having spent over a decade at LucasArts.

Schafer is best known as the designer of critically acclaimed games Full Throttle, Grim Fandango, Psychonauts, Brütal Legend and Broken Age, co-designer of Day of the Tentacle, and assistant designer on The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge.

He is well known in the video game industry for his storytelling and comedic writing style, and has been given both a Lifetime Achievement Award from the Game Developers Choice Awards, and a BAFTA Fellowship for his contributions to the industry.

He left the company in January 2000, to found Double Fine Productions, where he created the platform game Psychonauts.

2005

The game was first released on Xbox in North America on April 19, 2005.

While the game was met with critical acclaim, including a Game of the Year award from Eurogamer, it sold poorly at its initial release and led to financial troubles for its publisher Majesco Entertainment.

2007

On March 7, 2007, he hosted the annual Game Developers Choice Awards.

During Brütal Legend development, Schafer had Double Fine's staff take two weeks away from the game's development to participate in Amnesia Fortnights once a year starting in 2007.

This was an internal game jam where the company was split into four teams to make a pitchable game prototype, an idea he compared to what film director Wong Kar-Wai had used previously.

After Brütal Legend release, the game had generally positive reviews but did not perform as well as expected, and Electronic Arts cancelled the preliminary work Double Fine had started on the sequel.

To keep Double Fine above water financially, Schafer went back to the past Amnesia Fortnight projects and selected games they could reasonably expand into full releases.

2009

He later hosted it again in 2009.

To coincide, Double Fine released a free Flash minigame entitled Host Master and the Conquest of Humor, a pastiche of Schafer's LucasArts games in which the player takes on the role of Schafer backstage at the GDC Awards.

Schafer led the development of Double Fine's next game, Brütal Legend, released on October 13, 2009, after a tortuous development route due to having its original publisher Vivendi Games drop the title following its merge with Activision in 2008 to be picked up later by Electronic Arts.

The game was Schafer's tribute to the music and art of heavy metal and featured voice acting from actor/musician Jack Black and cameos from rock musicians including Lemmy Kilmister, Rob Halford, Ozzy Osbourne and Lita Ford.

Schafer said "For Brütal Legend, I've always seen this overlap between medieval warfare and heavy metal. You see heavy metal singers and they'll have like a brace around their arm and they'll be singing about Orcs. So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this; let's just do it."

2012

Double Fine reacquired full rights to Psychonauts by 2012, allowing them to release the game with improvements for modern systems, and in that year, Schafer stated that "We made more on Psychonauts [in 2012] than we ever have before."