Transcript
Narrator (0:00)
Bennett Foddy is a legendary game designer known for creating wholly distinctive games such as qwop, Getting over it with Bennett Foddy and the recently released Baby Steps. He's also a former professor at the NYU Game center where he taught game design alongside developing his own experimental work. In this episode, Bennett joins Joan Ash to discuss his systems driven approach to game design, why frustration and difficulty are often misunderstood, how streaming and speedrunning have reshaped, how games are played and experienced, and what makes his games stand out. Joe Nash is a developer, educator and award winning community builder who has worked at companies including GitHub, Twilio, Unity and PayPal. Joe got his start in software development by creating mods and running servers for Garry's mod, and game development remains his favorite way to experience and explore new technologies and concepts.
Joe Nash (1:06)
Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash and today I'm joined by Bennett Foddy. Bennett is a game designer infamous for titles like qwop, Gurp, and recently Baby Steps, as well as an educator at the NYU Game Center. Bennett, welcome to the show.
Bennett Foddy (1:20)
Thanks for having me.
Joe Nash (1:21)
So let's get started with what your game dev journey was. How did you get into making what we'll cover is a very frustrating selection of games?
Bennett Foddy (1:29)
It started in around 2005. I was starting to become aware that something was, was happening in the world of video games, really kind of lifelong passionate gamer. But one of the things that started to come through were that there were free games, there were games that were made by very small teams that were starting to kind of gain attention. And I think we started to call them indie games in around that period of time. But some of them were coming out of the doujin scene from Japan that was a little older. Some of them were coming out of a kind of independent practice that flowed from, you know, shareware in the, in the 90s and so on. But there was definitely something feeling like it was happening around then and I guess Adobe Flash started to become a platform that you could make games on at that time. So I started in a period of my life where I was trying a lot of different things. You know, I'd been in a band, I was making TV commercials for mobile phone ringtones. And really I was supposed to be writing a dissertation for my PhD in Philosophy and procrastinating like crazy, but I started to get into writing Flash games and sharing them online. And it was a period of time where you could knock something together on your laptop, pop it on A free shared web host, and it would get featured on major gaming blogs and people would be playing it in the sort of tens of thousands. So that's how I got into it. But it took me quite some years to be able to get into it full time. So I think probably the first game I released was 2006 or 2007. Made QOP in 2008 when I was in America. I was doing a postdoctoral fellowship in philosophy at Princeton University. But that started to kind of gain attention. Not right away, I think. I released QOP in 2008 and made a reasonably medium to large splash on enthusiast gaming blogs. But In Christmas of 2010, I'd moved to England for a second postdoc in philosophy. Suddenly my web server was melting and my traffic had gone up by a hundredfold. And QOP had kind of exploded in interest and popularity from that point. That was kind of what planted the idea in my head that maybe I should be doing this stuff full time. Suddenly Wired magazine wants an interview and I'm being invited to conferences to give talks and stuff. So started to feel like something that was just worth pursuing with my full energy. So I suppose the very short version is that in 2013 I moved back to New York, to NYU. I took a job at the new NYU Game Center. the time it was like the games department in the art school at nyu. And I taught there and made games alongside for eight years. And then we started working on a game that was big enough that it really needed my full attention. And so I quit my job and went indie, as we put it in indie game circles. We worked on that for, you know, basically five years. And it came out in October. It's called Baby Steps. And so that sort of brings us up to the present.
