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Tim Schafer
Timothy John Schafer (born July 26, 1967) is an American video game designer. 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.
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.
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. 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. Grim Fandango won many awards, including GameSpot's Game of the Year award of 1998, and Computer Adventure Game of the Year at the 2nd Annual Interactive Achievement Awards.
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. He left the company in January 2000, to found Double Fine Productions, where he created the platform game Psychonauts. 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. 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."
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Tim Schafer
Timothy John Schafer (born July 26, 1967) is an American video game designer. 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.
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.
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. 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. Grim Fandango won many awards, including GameSpot's Game of the Year award of 1998, and Computer Adventure Game of the Year at the 2nd Annual Interactive Achievement Awards.
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. He left the company in January 2000, to found Double Fine Productions, where he created the platform game Psychonauts. 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. 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."