Tim Sweeney
👤 PersonAppearances Over Time
Podcast Appearances
I think the one shot go from idea to commercial success at massive scale is a lot less likely than the multi-step process of continually build better and better stuff over time until you get into a position of excellence.
I think the one shot go from idea to commercial success at massive scale is a lot less likely than the multi-step process of continually build better and better stuff over time until you get into a position of excellence.
I think the one shot go from idea to commercial success at massive scale is a lot less likely than the multi-step process of continually build better and better stuff over time until you get into a position of excellence.
Yeah, that's right. Because if you look at every market, there's a few markets where the current leader came late to the space, usually because the prior leader failed so horribly. But most of the time, the company that's succeeding and winning in a market is the first or second entrant there. They've just continually buoyed their success.
Yeah, that's right. Because if you look at every market, there's a few markets where the current leader came late to the space, usually because the prior leader failed so horribly. But most of the time, the company that's succeeding and winning in a market is the first or second entrant there. They've just continually buoyed their success.
Yeah, that's right. Because if you look at every market, there's a few markets where the current leader came late to the space, usually because the prior leader failed so horribly. But most of the time, the company that's succeeding and winning in a market is the first or second entrant there. They've just continually buoyed their success.
I'd say it was the opposite of lonely because the thing that spurred me to actually release this was seeing kids playing the game in my neighborhood and having fun and being like, this is really good. And seeing them enjoying it and laughing and pointing at the screen and getting together and just wanting to play more. That's awesome.
I'd say it was the opposite of lonely because the thing that spurred me to actually release this was seeing kids playing the game in my neighborhood and having fun and being like, this is really good. And seeing them enjoying it and laughing and pointing at the screen and getting together and just wanting to play more. That's awesome.
I'd say it was the opposite of lonely because the thing that spurred me to actually release this was seeing kids playing the game in my neighborhood and having fun and being like, this is really good. And seeing them enjoying it and laughing and pointing at the screen and getting together and just wanting to play more. That's awesome.
And the human element was always pervasive, because I did not only receive orders, but people would actually write letters. We wrote letters back then, in the 1990s. People would say how much they were enjoying the game and how their kids were playing the game and so on and so on. So we felt very connected.
And the human element was always pervasive, because I did not only receive orders, but people would actually write letters. We wrote letters back then, in the 1990s. People would say how much they were enjoying the game and how their kids were playing the game and so on and so on. So we felt very connected.
And the human element was always pervasive, because I did not only receive orders, but people would actually write letters. We wrote letters back then, in the 1990s. People would say how much they were enjoying the game and how their kids were playing the game and so on and so on. So we felt very connected.
And, you know, I think a lot of businesses have to make scary decisions because you're spending, you know, potentially all of the money you have to take a shot at something that you're not sure will succeed. I was very fortunate starting a business like this because it didn't really need any capital. The capital was, well, the several thousand dollars in computers I'd bought by mowing lawns.
And, you know, I think a lot of businesses have to make scary decisions because you're spending, you know, potentially all of the money you have to take a shot at something that you're not sure will succeed. I was very fortunate starting a business like this because it didn't really need any capital. The capital was, well, the several thousand dollars in computers I'd bought by mowing lawns.
And, you know, I think a lot of businesses have to make scary decisions because you're spending, you know, potentially all of the money you have to take a shot at something that you're not sure will succeed. I was very fortunate starting a business like this because it didn't really need any capital. The capital was, well, the several thousand dollars in computers I'd bought by mowing lawns.
And it wasn't much risk. If that hadn't succeeded, I guess I could have figured out how people get mechanical engineering jobs and pursued that. But once it took off and once the orders started coming in and people started writing letters saying they're enjoying the game, I knew I was going to go all out and try to build a company there and succeed. And that was going to be my big goal.
And it wasn't much risk. If that hadn't succeeded, I guess I could have figured out how people get mechanical engineering jobs and pursued that. But once it took off and once the orders started coming in and people started writing letters saying they're enjoying the game, I knew I was going to go all out and try to build a company there and succeed. And that was going to be my big goal.
And it wasn't much risk. If that hadn't succeeded, I guess I could have figured out how people get mechanical engineering jobs and pursued that. But once it took off and once the orders started coming in and people started writing letters saying they're enjoying the game, I knew I was going to go all out and try to build a company there and succeed. And that was going to be my big goal.
Yeah, that was a very interesting time. Epic had, after my first couple of games, had recruited developers, you know, usually college students, high school students who are just working on their own, had real skills, but didn't have an outlet for their work. Epic had been matchmaking the best artists and programmers together from all over the world.
Yeah, that was a very interesting time. Epic had, after my first couple of games, had recruited developers, you know, usually college students, high school students who are just working on their own, had real skills, but didn't have an outlet for their work. Epic had been matchmaking the best artists and programmers together from all over the world.