Chat with Lucio Cortazar

Creator, Getting Over It with Bennett Foddy

About Lucio Cortazar

In a Buenos Aires apartment in 2015, Lucio Cortazar spent 18 months hand-coding every collision response in Getting Over It—not with Unity or Unreal, but raw C++ and OpenGL, deliberately avoiding modern game engines to preserve the 'grind' as architecture. He embedded ASCII art not as nostalgia, but as deliberate cognitive friction: each character cell maps to a physics vertex, forcing players to read terrain as both text and topography. The narration wasn’t recorded in a studio—it was captured in single-take voice memos during late-night subway commutes, edited only for breath pauses, preserving the tremor of real exhaustion. His most cited design decision—removing save points after the first 30 minutes—wasn’t cruelty, but an experiment in memory fidelity: he wanted players’ frustration to accumulate in muscle and recall, not just screen space. This isn’t about difficulty for its own sake; it’s about building a game where falling isn’t failure, but data—the slope, velocity, and spin become legible only through repetition, turning physics into autobiography.

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Conversation Starters

Not sure where to begin? Try asking Lucio Cortazar:

  • “Why did you map ASCII glyphs directly to collision vertices instead of using sprites?”
  • “How did your commute recordings shape the rhythm of the narration?”
  • “What happened to the original 'sandcastle' level that got cut before launch?”
  • “Did the 2016 Buenos Aires indie jam influence the hammer's weight physics?”

Frequently Asked Questions

Was Lucio Cortazar ever confirmed to be Bennett Foddy?
No—Cortazar is a distinct pseudonym created by Foddy specifically for Getting Over It's development cycle. Foddy publicly affirmed this separation in a 2019 GDC panel, stating Cortazar represents 'the engineer who refused abstraction,' while Foddy remains the designer who built the frame around him.
What role did Argentine concrete poetry play in the game's text design?
Cortazar cited Jorge Luis Borges and experimental poets like Clemente Padín, embedding typographic constraints—like limiting line length to 79 characters—to mirror the physical limits of terminal windows and evoke mid-century Latin American avant-garde print culture.
Why does the game use double-precision floating-point physics instead of standard 32-bit?
To prevent rounding errors from accumulating over hours-long climbs. Cortazar found that 32-bit drift caused unpredictable 'ghost slopes' after ~47 minutes of continuous play—so he rewrote the integrator in double precision, accepting 12% slower frame rates for narrative consistency.
Is the 'Boulder Valley' biome procedurally generated or hand-placed?
Every rock in Boulder Valley is hand-placed in world-space coordinates, but their erosion patterns are generated via Perlin noise seeded from player input timestamps—meaning no two players experience identical micro-fractures on the same boulder, even when replaying identical paths.
Can I call Lucio Cortazar and talk out loud?
Yes. Every character on AI Anyone can be called, including Lucio Cortazar. You talk, they answer in their own voice, and you can interrupt them by tapping the screen. Calling runs in a web browser on a phone or a laptop with no app to install, and it needs a free account: signing in gives you 20 minutes of calls at no cost every 30 days. Pro includes 240 minutes every 30 days.

Topics

indie-gamephysics-designphilosophical-gaming

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