Tim Sweeney
👤 PersonAppearances Over Time
Podcast Appearances
It was really a constant interplay of talent as people were learning how to work together as a team. Nobody had management experience. Most people hadn't shipped a game before they worked with Epic. And we were figuring out as we went. But it was a constant iterative cycle. We'd make several new versions of the game every day.
It was really a constant interplay of talent as people were learning how to work together as a team. Nobody had management experience. Most people hadn't shipped a game before they worked with Epic. And we were figuring out as we went. But it was a constant iterative cycle. We'd make several new versions of the game every day.
Read a new compile, introduce a new feature, or fix some bugs, get it to the artist, the artist... improve their levels, continue building stuff, and then we see what they're doing in their levels, like, ah, I see what you need now. We'd constantly be improving the tools. And just the iterative process and the speed at which that improves products is the critical element to success in games.
Read a new compile, introduce a new feature, or fix some bugs, get it to the artist, the artist... improve their levels, continue building stuff, and then we see what they're doing in their levels, like, ah, I see what you need now. We'd constantly be improving the tools. And just the iterative process and the speed at which that improves products is the critical element to success in games.
Read a new compile, introduce a new feature, or fix some bugs, get it to the artist, the artist... improve their levels, continue building stuff, and then we see what they're doing in their levels, like, ah, I see what you need now. We'd constantly be improving the tools. And just the iterative process and the speed at which that improves products is the critical element to success in games.
The slower the iteration cycle, if you make a build every week and you go through one iteration every week, you're going to be way, way, way worse by the end of your project than a game company that makes new stuff every day. And that was the magic that happened together. And it wasn't, there was really nothing but passion and everybody's individual dedication to it that made it work.
The slower the iteration cycle, if you make a build every week and you go through one iteration every week, you're going to be way, way, way worse by the end of your project than a game company that makes new stuff every day. And that was the magic that happened together. And it wasn't, there was really nothing but passion and everybody's individual dedication to it that made it work.
The slower the iteration cycle, if you make a build every week and you go through one iteration every week, you're going to be way, way, way worse by the end of your project than a game company that makes new stuff every day. And that was the magic that happened together. And it wasn't, there was really nothing but passion and everybody's individual dedication to it that made it work.
Well, we'd all gravitated towards a schedule, a work schedule that maximized productivity. And that usually meant waking up late. I'd get to like, usually get to work around noon. Um, and we're usually work till like 2 AM or, or so, um, 3 AM sometimes. And, you know, I didn't have anything else going on in my life. So it was really just work and sleep and occasional eating. Um, and, uh,
Well, we'd all gravitated towards a schedule, a work schedule that maximized productivity. And that usually meant waking up late. I'd get to like, usually get to work around noon. Um, and we're usually work till like 2 AM or, or so, um, 3 AM sometimes. And, you know, I didn't have anything else going on in my life. So it was really just work and sleep and occasional eating. Um, and, uh,
Well, we'd all gravitated towards a schedule, a work schedule that maximized productivity. And that usually meant waking up late. I'd get to like, usually get to work around noon. Um, and we're usually work till like 2 AM or, or so, um, 3 AM sometimes. And, you know, I didn't have anything else going on in my life. So it was really just work and sleep and occasional eating. Um, and, uh,
I found I always needed eight or nine hours of sleep a night. Without good sleep, I would just become a zombie and wouldn't be nearly at my best. So I always needed to get sleep. But I didn't need anything else going on. So the programming itself was so energizing and drawing. So it was three and a half years of that during the project. mostly spent programming.
I found I always needed eight or nine hours of sleep a night. Without good sleep, I would just become a zombie and wouldn't be nearly at my best. So I always needed to get sleep. But I didn't need anything else going on. So the programming itself was so energizing and drawing. So it was three and a half years of that during the project. mostly spent programming.
I found I always needed eight or nine hours of sleep a night. Without good sleep, I would just become a zombie and wouldn't be nearly at my best. So I always needed to get sleep. But I didn't need anything else going on. So the programming itself was so energizing and drawing. So it was three and a half years of that during the project. mostly spent programming.
Um, I'd say probably 60 hours a week of programming, five hours a week of coordinating with other people and iterating and, you know, sitting down with them and looking at what's going on in screen and figuring out what they needed. Maybe five hours of business stuff. Um, you know, there's a good division at labor, uh, labor then.
Um, I'd say probably 60 hours a week of programming, five hours a week of coordinating with other people and iterating and, you know, sitting down with them and looking at what's going on in screen and figuring out what they needed. Maybe five hours of business stuff. Um, you know, there's a good division at labor, uh, labor then.
Um, I'd say probably 60 hours a week of programming, five hours a week of coordinating with other people and iterating and, you know, sitting down with them and looking at what's going on in screen and figuring out what they needed. Maybe five hours of business stuff. Um, you know, there's a good division at labor, uh, labor then.
Um, I didn't have a big executive team, but it was like basically myself running the technical and development part of the company and Mark rain, uh, running the business part of it, doing deals and, uh, You know, maxing out his credit card and going around the world, bringing in sources of revenue to keep the company funded.
Um, I didn't have a big executive team, but it was like basically myself running the technical and development part of the company and Mark rain, uh, running the business part of it, doing deals and, uh, You know, maxing out his credit card and going around the world, bringing in sources of revenue to keep the company funded.
Um, I didn't have a big executive team, but it was like basically myself running the technical and development part of the company and Mark rain, uh, running the business part of it, doing deals and, uh, You know, maxing out his credit card and going around the world, bringing in sources of revenue to keep the company funded.