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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Don Williamson‏ @Donzanoid 1 May 2019
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      Replying to @kenpex

      Not sure I understand. There were many console-licensable engines for many years before UE even thought about it.

      1 reply 0 retweets 0 likes
    2. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Back for a few minutes but I don't think the proposition holds water. UE had a perfect storm of reasons for why it got so good. Thread :)

      1 reply 1 retweet 2 likes
    3. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      First and foremost is EA killing Renderware opened up a technology vacuum. By then it had neutered the business of most other console-focused middleware (e.g. BRender). When it went, the game was on.

      2 replies 0 retweets 7 likes
    4. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Second, the UE licensing model was the best for Epic and developers. The best support, constant updates, not just drop on the developers, cross your fingers and wish them luck. And Epic made bank, despite bringing in good money from their games as well.

      1 reply 0 retweets 3 likes
    5. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Third, their marketing was proper powerful and, at times, almost snake oil. Artists would see amazing PC demos and complain to us. We'd demo it to them at 0.5fps on an actual console. By then they didn't care because they were looking at other shinies.

      1 reply 0 retweets 4 likes
    6. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Fourth, they were always laser-focused on content developers first. I can't speak personally but most artists/LDs I speak to preferred it hands down over others. (slight aside, I think Megatexture did damage to idtech business model but that's another speculation path).

      1 reply 0 retweets 3 likes
    7. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Fifth, stability was best from all the early tech evaluators I've spoken to. The original Splinter Cell guys chose it because, as they told me: it was the only one that would keep running if you threw bad data at it. I always remember people hating on the non-assert model of UE.

      1 reply 1 retweet 1 like
    8. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      Sixth, their developers have always been consistently, pragmatically, talented and sold the engine well. Tech artists, especially. The assets for Gears of War are an astonishing work of art that all aspiring tech artists could learn from.

      1 reply 0 retweets 5 likes
    9. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      By all accounts, UE4 is still reeling from its PC heritage and has a *long* way to go before it catches up to pipelines of the past. But it's been doing the kind of real-time asset iteration the old engines could only dream of for, well, forever. It's exciting new ground.

      1 reply 1 retweet 3 likes
    10. Don Williamson‏ @Donzanoid 2 May 2019
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      Replying to @Donzanoid @kenpex

      And it's worth mentioning that even if Renderware did survive, their answer to UnrealEd/UnrealScript was the much-maligned Renderware Studio. There's every chance that if EA didn't buy them out, they would have failed themselves through unwise technical/business choices.

      3 replies 0 retweets 2 likes
      Tim Sweeney‏ @TimSweeneyEpic 2 May 2019
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      Replying to @Donzanoid @kenpex

      One could simplify and say the appropriateness of the tradeoffs between runtime performance and developer productivity have determined the outcome of every engine war over every scale of project, and no engine has ever fundamentally pivoted on this tradeoff.

      6:51 PM - 2 May 2019
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      • 13 Likes
      • Henry Falconer Joe c0de517e/AngeloPesce Antoine Gersant Bart Wronski Marwan Erekose Craft McCloud Cedric Guillemet
      5 replies 2 retweets 13 likes
        1. R‏ @demoninchrome 2 May 2019
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          Replying to @TimSweeneyEpic @Donzanoid @kenpex

          so heres the thing we trust this guy when he cant even treat his own staff goodhttps://www.polygon.com/2019/4/23/18507750/fortnite-work-crunch-epic-games …

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        1. Alex Fuller‏ @boberfly 2 May 2019
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          Replying to @TimSweeneyEpic @Donzanoid @kenpex

          I used to mod an incredible amount of game engines in my youth using Milkshape3D and polycount tutorials (Q3-based/UT99/Gldsrc/MaxPayne1/more). UnrealED was the very best toolset out there, and it only cemented that fact with UT2k3. Just my perspective, good tools go a long way.

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        1. R‏ @demoninchrome 4 May 2019
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          Replying to @TimSweeneyEpic @Donzanoid @kenpex

          Trade of you mean the price hike by Ubisoft games exclusive to epic store ?

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        2. SomeGuyWith2MuchTime‏ @randowuzhere 4 May 2019
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          Replying to @JonasShir @TimSweeneyEpic and

          That's why he's a CEO and not a PR rep. Lucky for him, too... he'd definitely be out of a job.

          1 reply 0 retweets 1 like
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