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Bennett
Designer of QWOP, Getting Over It with Bennett Foddy, Sportsfriends, GIRP, Little Master Cricket, Winner vs. Loser, Too Many Ninjas. Teaching at NYU Game Center
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Bennett retweeted
R. Hunter Gough 🍨🌹 7h
Replying to @bfod
Update: it is now raining 麺.
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Bennett 7h
Replying to @luvcraft
by weird coincidence that’s a pretty good visual metaphor for extremely heavy rain
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Bennett 8h
Ok that’s the best tweet I’ll ever do, shut it down
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Bennett 8h
It’s raining 人, hallelujah
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Bennett 8h
Replying to @doougle
best part is I originally made this to post in the faculty slack
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Bennett 18h
it’s overly reductive and glib to just say ‘all the Potterverse houses are bad’, so I made this helpful shitp… uh, Hanlon’s Razor-themed alignment chart.
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Bennett Nov 15
Replying to @Snipes888888
Answered in these pics by Derek Yu
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Bennett Nov 15
really good game, I played an earlier build
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Bennett Nov 15
Replying to @elysemlemoine
Congrats!!!
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Bennett Nov 14
watching this looping gIF over and over, the first thought is ‘wow, George Lucas really ruined that movie’, but the second thought is ‘maybe that movie wasn’t ever good’ and then ‘maybe superhero stories are all bad in this way’ and then ‘ugh, maybe all media is terrible’
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Bennett retweeted
Jesper Juul Nov 14
Thanks! And here is the interview I did with Bennett Foddy on game authorship, disobedient games, and designing for spectators.
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Bennett Nov 14
Replying to @cabel @Beschizza
In fact, looking close at this screenshot, you can see some distortion on the raster line where that happens!
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Bennett Nov 14
Replying to @cabel @Beschizza
For some of these games (notably Elite on the BBC) they change video mode halfway down the screen... since that was a thing you could do
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Bennett Nov 14
Replying to @Beschizza
Didn’t seem to remotely occur to him that he could use less pixels or colors than the monitor offered. And who could blame him after decades of having to wrestle with four bitplanes
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Bennett Nov 14
Replying to @Beschizza
I totally agree. Contemporary developers would be like ‘less pixels, yum’. An instructive moment recently: Andrew Braybrook (of paradroid) recently returned to gamedev and has been blogging it—an early note is ‘blimey this font is going to take a long time to draw pixel-by-pixel’
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Bennett Nov 13
Yeah loved it
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Bennett Nov 13
Replying to @Sierra_OffLine
the only reasonable answer I have seen to that tweet
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Bennett Nov 13
Sorry sorry I hate twitter threads! Ugh.
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Bennett Nov 13
Replying to @bfod
... but I also can't help wondering how things might have played out differently if there had been a successful series in the 80s that was known for resisting the drive toward visual fidelity. It took years - remember how mad people were about Wind Waker's art style in 2002!
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Bennett Nov 13
Replying to @jesperjuul
The suggestion in 's new book is that contemporary designers started to use these restricted palette or blocky pixel styles for a range of reasons that didn't exist in the 80s (not least: to distinguish ourselves from high-budget AAA games)...
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