Tim Sweeney: Fortnite, Unreal Engine, and the Future of Gaming | Lex Fridman Podcast #467
477qF6QNSvc • 2025-04-30
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Kind: captions Language: en Humans are by far the hardest part of computer graphics because millions of years of evolution have given us dedicated brain systems to detect patterns and faces and infer emotions and intent because cavemen had to uh when they see a stranger determine whether they were likely friendly or they were might be trying to kill them. Um, and so people in the world have extraordinarily detailed expectations of a face and we can notice imperfections, especially perfections arising from computer graphics limitations. Okay, one part is capturing humans. And so they built really advanced dedicated hardware that puts a human in a capture sphere with dozens of cameras in them taking high resolution, high frame rate video of them as they go through a range of motions. And then capturing the human face is complicated because the nuance detail of our faces and how all the muscles and senas and fat work together to give us different expressions. So it's not only about the shape of a person's face, but it's also about the entire range of motion that they might go through. So that's the data problem. There's a lot of other problems of computer graphics. You know, there's technology for rendering hair, which is really hard because you can't render every like, again, we know the laws of physics. It would be easy to just render every hair. It would just be a billion times too slow. Um, so you need approximations that capture the net effect of hair on rendering and on pixels uh without calculating every single interaction of every light with every strand of hair. Um, that's one part of it. There's detailed features for different parts of faces. There's subsurface scattering because we think of humans as opaque, but really our our skin is light travels through it. It's not completely opaque. And the way in which light travels through skin has a huge impact on our appearance. You know, this is why you there's no way you can paint a mannequin to look realistic for a human. You know, it's just a solid surface. Um, and we'll never have the sort of detail. You see, that kind of blew my mind like thinking through that. I think I heard that sort of the oiliness of the skin creates very specific nuanced complex reflections and then some light is absorbed and travels through the skin and that creates textures that are human eyes able to perceive and it creates the thing that we consider human whatever that is. All of that while considering all the muscles involved in making the nuance expression just the subtle squinting of the eyes or the subtle formation of a smile. It's a subtlety of human faces that you have to capture like the difference between a real smile and a fake smile. But the way to show like beginning of a formation of a smile that actually reveals a deep sadness all of that like when I watch a human face I can like read that. I could see that you have to have the tools that in real time can render something like that and that's incredibly difficult. That's right. Getting faces right requires the interplay of literally dozens of different systems and aspects of computer graphics. And if any one of them is wrong, your eye is completely drawn to that and you find it on the wrong side of Uncounty Valley. The following is a conversation with Tim Sweeney, a legendary video game programmer, founder, and CEO of Epic Games that created many incredible games and technologies, including the Unreal Engine and Fortnite, which both revolutionized the video game industry and the experience of playing and creating video games. This is the Lex Freedman podcast. To support it, please check out our sponsors in the description. And now, dear friends, here's Tim Sweeney. When did you first fall in love with computers and maybe with programming? I had a brother, Steve Sweeney, who uh 16 years older than me. And um at some point when I was a little kid, he went off to work in California for a tech company. And he'd gotten one of the first IBM PCs. And so for one summer, I think I was about 11, I went to visit him in California. It's my first like trip away from my family just to hang out with him. and he had this brand new IBM computer and I I learned to program over the course of a few days and basic I was just blown away with the capabilities of computers at the time. It was unbelievable what they could accomplish and uh I was just hooked from that point onward and very much wanted to be a programmer. Do you remember what you wrote in basic? Is it a video game type things? Is it like for loop some numerical thing? What do you remember? Yeah, it's funny. I I have a perfectly vivid memory of all the first things I learned to program. Okay. I have a hard time remembering people's names, but like code really sticks with me. Every step and every challenge, there were lessons learned. And you know, some of which I' I've come to realize were just like me uh getting over some learning hurdles, but other things were actually shortcomings of programming languages. Uh and the realization that there are actually better ways. And when a programmer is learning to program for the first time, uh, you know, a lot of what they're facing isn't the challenge of learning a new art. It's the friction introduced by failures of programming language design. And so I've I've constantly come back to those early lessons there as I've as I've progressed and done more and more things including building programming languages. Yeah, the friction and the pain is is the guide to learning in programming. Like if I were to describe programming journey that would be marked by pain and that pain you you shouldn't escape the pain. The pain is instructive for you to understand programming languages. But do you do you remember what kind of stuff you were writing um at that time just the early programs? Yeah, in the early days I wrote a little bit of everything. I wrote some games. Uh the first game I wrote on the Apple 2 was uh since I only knew how to program in text mode. Um the computer would uh throw asterisks across the screen. They'd flow from left to right and you'd have a parenthesis on the right hand side of the screen and you know look like a baseball mitt and you're supposed to catch the asterisks. That was that was my very first game. It took about a couple hours to build and tune. Um and I went from there. But I built a lot of things. I built databases at different points. I built a programming language and a full compiler for a language like Pascal cuz like I couldn't I didn't know where you went to buy one of those. So I made my own. Um, and you one of the things of one of the fun things of that time was bulletin boards. Uh, before we had the internet in the hands of consumers, you used your modem um, and you dialed into a local phone number um, and connected to whoever was running the computer there. And every town or city had hundreds of these bulletin boards run by different people with their own personalities and themes. Um, and so I spent a lot of time building a bordenboard program and learning how to deal with database management and user interface and dealing with multiple users concurrently and things. And so, uh, I'd probably spend about 10 or 15,000 hours, uh, writing code just on my own as a kid between like age 10 and, uh, and, you know, age, uh, age 20 before I actually shipped a program to the outside world. 10 to 15,000 hours. What was the value of the hours as a kid you put in in programming that led to the success you've had in later life? Maybe this is by way of advice to younger people in terms of how they allocate the hours of their early life. Yeah. You know, it's not just hours. It's really striving to learn to understand what knowledge you have, what knowledge you lack, and to continually do experiments and work on projects that improve your knowledge base. And I didn't do this with a great amount of structure or planning. I was rather just going from project to project doing things that I thought would be fun and cool. And with each project, I learn new things. You know, learning about how to store and manage data, learning how to deal with advanced data structures, how to uh write complex programs that have deeply nested uh data and control flow. Um each one of those, you know, provide a lesson uh which were later essential. You know, when uh in 1991, I released my first game and over the the course of that decade, we went from, you know, zero commercial releases to the first generation Unreal Engine. But, you know, this was largely just using the knowledge that I built up over the previous decade. Um, just doing fun hobby projects. Um, and if I hadn't done all that work, there's no way I could have ever built the things that came later. All the experimentation and all the exploration somehow contributed, somehow made sense later on. Like all of that is integrated somehow in the stuff you build. It's funny how life works. Like it the pieces kind of come together eventually. Yeah. You know, there are definitely karate good moments. Uh cuz you know, all this time I was learning math in high school and in college. I studied mechanical engineering and so you know, you learn all kinds of math, vector calcul calculus and vector math um and matrices and you know all these related fields uh physics and stress and strain and uh how to you know deal with complex physical systems. Um, and yeah, I wasn't really sure how engineers would actually make use of that knowledge. Do you just like forget about it when you actually go off to do work or is it do you write down equations on paper? It was actually not clear as an early engineering student what you do. But when I started writing the first generation Unreal Engine and I was dealing with 3D math, I was like, wait, I know this stuff. I learned this and you know so you know suddenly like the karate kid you know you get to paint the fence and uh wax the car and suddenly put all the pieces together into you know a 3D engine based on whole lot of accumulated programming language and math knowledge often often knowledge gained without ever anticipating that I might use it in that way also I think what's useful is over and over learning a hard thing and then showing to yourself, you know, uh that you can do it, that you can learn a hard thing. So then when you come to having to write a 3D engine that uh in ways that haven't been done before, you're like, I've I've been here. I've been here in this experience. Like I don't know what to do, but we'll figure it out. We'll learn. I'll learn all the necessary components. So just not being afraid of something new. That's right. and constantly striving to make connections between these fields and look for their applications. Long after I chipped on Unreal Engine, it was like going back through an engineering textbook and looking at, oh yeah, I use that, I use that, I use that. And then I got to the section on EN values. I'm like, don't know what the hell this is. Um but you know it turns out IGEN vectors and IGEN values were the critical breakthrough that made the Google search engine technology work and stand apart from the rest because they found if you threw all the links that existed in the web and you know links from and two different sites and you put them in a giant matrix and you conclude it you found the dominant values then those vectors described the best search results for different things. And so constantly picking up knowledge and looking for ways to put it together is is the thing to do. And if you aspire to be a programmer, you've got to write a lot of code and you've got to continually learn new things and improve. And if you want to be an artist, you've got to continually draw artwork of all styles and all kinds and constantly push yourself to learn more and more. uh because you you never know exactly what you're going to end up doing in the long run, but the more knowledge you have and the more skills, the more chance you have putting it together and being successful. And whether you're a programmer or an artist, you should probably take linear algebra, even though it doesn't make sense at the time. I found getting engineering an engineering degree and then never working in an engineering field, uh you know, just being a computer programmer was immensely valuable. Um, yeah, I went to University of Maryland, which for some disciplines, it's kind of known as a party school, but they work the engineers to death. Worked really hard. And if you learn any engineering discipline, you learn massive amounts of math and you learn the rigor of problem solving, you know, not just what you find from the Wikipedia article, but going through all the exercises of solving complex problems and building up series of solutions to to derive an answer, it's it's valuable and it is it embodies the knowledge that you need as a programmer. And you know, people often go to university and think, okay, my goal here is to get good grades, so I get a diploma and I prove to an employer that I'm valuable. like no that's just kind of the superficial bookkeeping of the university. The real purpose of all of this is to learn and whether you learn formally or you learn on your own. It's the learnings that are really valuable in a career. Um and especially if you're going to be entrepreneurial, it's really knowing the stuff that matters and not having the the diplomas. And uh yeah, there's ever more pressure to make a build rebuild society more and more around credentials. Do you have this certificate? Do you have that proof? But like you know companies that are focused on just building great products and doing great things uh gravitate towards people who do the great work. Yeah. One of the great things about youth is uh there's more freedom. There's just more time to learn. And people when they go to high school they sometimes thinks why I can't wait to get out of this and be an adult and be free. But it's not quite freedom. When you get a job, you start a family. all wonderful things. We get less more and more busy and less and less time to learn in the general sense. Learn whatever the hell you want. And that that is a wonderful time in life, the the teenage years, the early 20s, the 20s, when you could just learn random Yeah. You know, I think this is something that's kind of changing in America. Um there's so much focus on grades and homework and um structure around kids' lives. You know, when I was growing up, you know, my mom would feed me and my neighbors, you know, my my neighbors and moms would feed them breakfast and they'd, you know, be like, "Well, be back by dark." Um, yeah. And, you know, we'd go out and we'd play and we'd do all sorts of things. We'd, you know, explore the woods. We'd build go-karts. We'd uh, you know, salvage old pieces of electronics and build you what we thought were our space uh, spacecraft control panels um, for the, you know, fake spaceships we were building as play. And uh we'd have anor enormous amount of freedom and uh you know from basically being a little kid through um through the time I went off to college um it had an enormous amount of free time and some people just used that and wasted and watched TV. Some people socialized um and some people really got into serious projects. Uh so many people at all times were doing cool things. You know I was programming. I was learning to build things. I was uh you know before I was releasing games to the world, I'd be like yeah having neighborhood folks over to play the things I was working on and check them out and sometimes they're impressed and sometimes they weren't. Um and they'd have their own projects and often we'd have spare time jobs and everybody was entrepreneurial like everybody, you know, had a side gig. Sometimes you go around and mow people's lawns or you'd, you know, you know, rake the leaves up and, you know, earn money. And uh the freedom there and the the organic learning that occurred there I think is something that is really critical to the American experience I I worry is increasingly going away as society is ever more protective and sheltering um and makes it harder to get these experiences. So on the video game side when did you first fall in love with video games? I've had a funny relationship with games because my real aspiration has always been to program cool stuff. I get more enjoyment out of programming than anything else in the world. Um, and so you know the my first really too formative experience with games were playing this game called Adventure for the Atari 2600 was like you moved this dot around the screen and picked up objects like swords and fought dragons and invaded castles and solved puzzles. Very very simple iconic stuff, you know, rather than realistic graphics. And then the other game that I really got immersed in was Zork, uh, which was a text adventure game. It would tell you where you are and what you see and you type in commands like go north or pick up sword or open door and explore a world that way. So the game didn't have any graphics but in your mind you had this elaborate picture of what you were seeing there. And uh it really brought in inspired imagination more than other things. And playing those games led me to go off and want to learn to program everything that I saw there. Um and that drove a lot of my programming. I learned how to move a player around the screen. And I learned how to, you know, build a design tool. So I could build castles and save them off and then play them in a game. And I realized there was a separation between the tools that you use to build a game and the game itself. And that if the more powerful tools you had, the more creativity you could unleash in yourself or others. Um, and you know, I learned all the programming techniques that supported games. How to parse text, you know, pick up sword and go north. How do you make that sentence into an actual series of commands on the computer? Um, and that was really, really exciting. Um, I have to say until the time that Fortnite came out, I played video games primarily to learn what they were doing so that I could go off and do that myself. You know, I'd sit down, you know, when Wolfenstein came out and then Doom came out. Um, I'd go through and look at it pixel by pixel. I'd move the mouse very slightly and look exactly what was happening to figure out that's great. What technique was being used there and that that was a puzzle solving at a grand scale and it was so fun. Uh so so take me there in the the early 90s. So you launched Epic Games in 1991. So your the writing of your first big video game uh ZZT. What was it like? What was the technical challenges? What was the psychological challenges of building that? It was a funny project because I didn't start out to build a video game. Um, I just moved from an Apple 2 that so my my brother bought my family an Apple 2 right after I'd visited him in California. So I've done programming on that for a few years, learned a lot of techniques, but weren't many Apple 2 users around still uh by the time that cycle came to an end. Um, and so I just got an IBM PC uh of my own. Um, I was learning to program and I realized I needed a text editor. So I started writing a text editor. You know, a text editor is a program to edit text files. you have logic to move the cursor around and let people type things and backspace and delete and do all those you know mundane actions and you know one night I was like finished it up and I was like well okay I have a text editor but this is pretty boring and so I made the cursor uh into a smiley face character and I had the like different characters you could place in this document perform different gameplay actions. Some would be walls and some would kill you and some would uh be moving objects that could uh fly around the screen. And so this text editor I made evolved into a little game editor. So, I was building these levels for a game. I put a lot of time into like building an editor and a primitive set of objects, about 20 or 30 different objects, enough to build a really cool and compelling game, but not so many that players would lose track of what they're seeing. I started off just building different uh game levels. You know, the idea is you'd be on a series of board. They'd be connected by, you know, going north the end of the current board would take you to a new one if it was open or maybe it was blocked and you couldn't go there. I built this whole game world around that. And you know, this was the game that became ZCT. And uh I was having fun with it, uh building it and playing it, but I didn't know if it would really work. So, uh I did this experiment. I started inviting neighbors over, like some adults, some kids of all different ages, and I sat them down from it and say like, "Here's a game I made. Uh figure it out." Yeah. And you know, I had to force myself not to tell them what they need to do, right? Because I really wanted to learn if if they were able to uh you know, discover it all for themselves. You know, today we call this a, you know, user experience test. Um, and there's a whole field of research around user experience research. But back then it was just inviting some kids over to play the game. I took notes about what they got stuck on and what they enjoyed and where they felt bored. Um, and just iteratively polished the game until I felt was good. And I put it out um, and released it on, well, this was before the internet, so there were bulletin boards. I uploaded it to a bunch of local bulletin boards. And uh from there it started spreading because you know the way to build up cred for bulletin board users was to upload new files and to claim that hey I was the first that brought this to you. And uh you know so there was a natural tendency of the software to spread. I decided to use the shareer model you know so I didn't just build this one game. I built a a trilogy of three games. Um, Mhm. I released the first one for free. And I said, hey, if you like this, buy the two sequels. Um, and I included my parents mailing address and uh said, you know, send us $30 and uh you can get the sequels to this game. And the check started coming in within a few days. And I was making like getting three or four orders a day. I was making like a $100 a day. I'm like, woo, I'm rich. Cuz, you know, being a 20-year-old, that was like a pretty big deal. What did that feel like just getting money and probably feeling this immense success from something you've created? Well, you know, I've looked at money always just as a tool to help you fund accomplishing cool things. Um, and you know, having enough to do the things you want to do is the critical thing. Um, it's always been just very utilitarian. But the knowledge that other people all around the country and all then, you know, in a month later all around the world were playing the game, that was that was mind-boggling. You know, that me like this this little kid who'd put out a game on a local bulletin board uh could be doing international business and shipping discs all over the world um to players, you know, because the software was spreading on its own was just magical. Like, and that was a new thing for software. Like that did not happen with mechanical devices. like you manufactured one, you sold it to somebody and they had it and that was it. But software could spread. Um that was just really cool to see and it made me realize there's really no upward limit on the potential for a business like that. You know, we saw Microsoft as a big juggernaut company at at the time. But I was like, hey, you know, if Epic does games good enough, you know, we could accomplish what they've got accomplished with operating systems. And the sky was the limit. And I I think this is the the age we live in now. It's you don't have to be an industrialist manufacturing physical products. Anybody who builds anything um digitally if it's good enough you can reach the entire world and build the you know next Microsoft or Meta or Apple or Google or or Epic Games. It's such a cool origin story though. You start out building a text editor. So you're looking at this project, you're playing around with it, you're building up the tools. It's it's such an inspiring moment cuz uh a lot of us start out building a project and to allow yourself to see the potential pivots, the potential trajectories that can go is really nice to sit back, allow yourself to be bored and like ah I'm going to go this way. I mean that's like a crossroads. You came to a crossroads. I mean you built uh you know compilers, you you designed your own programming language, you built compilers, databases, all these things you mentioned and you started building a text editor and then here it came to this crossroad. I'm going to make this fun and then from there you know one of the most legendary gaming companies was created. It's kind of cool like that that that's an inspiring thing for sort of developers like be open to the possibility of creating something you didn't plan to create and just go with it. Right. That's cool. Yeah. And it was a bunch of learnings emerged really quickly there. The the neat thing I did with CCT was I didn't just release the game. I also released the editor with it. I built this tool so I could make these ZCT boards that people could play, but I also gave it to all the players themselves. And um you know like 30 years later I still run into people you when I go to a game industry event it was like you know I grew up playing ZZT and you know here's an adult who grew up playing my game and it was because it enabled anybody to become a creator too. had, you know, this little board editor and it also had a little scripting language so you could learn a little bit of programming in it too. And um it it kind of impressed and it really set a formative principle of Epic which was that you know the company's mission is to make awesome entertainment but also awesome tools and to share those tools with everybody so they can build their own amazing things too. And um you know when we got into Unreal Engine a few years later uh the interplay between us building a game and us building a tools uh tools that were widely used by others was a critical part of that and I think that's the sole reason that Epic has been massively successful and actually the reason that we've survived all of this time is that by serving both creators and gamers um we've been able to weather the ups and downs of the game industry. It's a a brutal place uh for companies. um we've been able to survive every financial downturn and sometimes the engine's been funding the business because we didn't have a game and sometimes the games have been funding the business and uh it really set a principle in our culture that uh that's p persevered and is continually brought to their forefront. But on the editor front that's such a fascinating philosophy that you always allow people to create their own worlds. You have an engine from which you simulate the world that the game is in. You have the actual game and you also have the freedom for creators to create various you know in Fortnite islands uh of their own. So it's like with with everything you ship that that freedom to create is always there. That's really interesting. Yeah. And something we we aim to do more and more fully over time. You know, in the course of building Fortnite, we've built a lot of other tools that are useful for us, too. It's not just a game powered by Unreal Engine, but it's also, you know, a social ecosystem where people can make friends and voice chat and get together and parties. We've opened up all of those social features into epic online services, and we give them away to all developers for free because we all benefit from growth in that user base. Um, and you know, our our goal is ultimately to build the company's products on the same technology that we share with everybody else and to help that foster a bigger and bigger ecosystem over time where everybody benefits. If we could just linger on the '9s. Uh, so you said bulletin boards. Maybe you can explain what that's like and also explain the birth of the internet, what that was like. What was the what was the internet like in the '90s? So, the internet is a funny thing. It started out as this defense department um research project called the arponet, the advanced research project agency network and um it was kind of like this revered secret thing. Uh they became more and more open as they connected universities. Uh universities connected to the internet and the you know mid1 1980s and so if you were at a prestigious institution with access to computers you could get on there. But a consumer back then, we just had these modems. You know, this thing you plug into your phone line. Um, and it dials up a phone number and then, you know, it sends you wild sound effects over the over the telephone line to send digital signals back and forth. And these were really slow. Three, you know, the first modem I had was 300 W. That means 30 characters per second of data. So, you're like sitting there watching a sentence like slowly emerge character by character as you're going online. But, yeah, that's how we got online and we talked with each other. So you dial up uh to a local bulletin board. It'll be run by a person. Usually they have a computer or two sitting in their kitchen or something that's running the bulletin board and um they have a small community of a few hundred users um all competing to connect to that one phone line. Um it was often busy and you couldn't get in and uh the more popular bulletin boards were hardest to get to. Um nice. We had all kinds of communities develop you know and you could see like there was the programming communities where people talked about programming. There was the news and events you know uh community. I was lived in the outskirts of Washington DC. So that was like a big thing. But then there was like the pirate community where they're sharing pirated Apple 2 games and you know very different uh community ethos and mantras out there but all all you know all really nice and also very small. Um these things these boards couldn't grow to the size of Facebook cuz your phone line couldn't take that many calls. Um and you know then uh then later in the 1990s the the internet which had been fostered in these colleges started opening up to the public and anybody could connect to it and suddenly the world took on a life of its own. It became much much easier to reach a global audience faster and you would start shipping games to the internet which is a bit of a crazy thing to do cuz you're supposed to have like a you know a physical copy but to to post on the internet is pretty innovative. Even share war is pretty innovative. Yeah, you know, it's been a funny transition for the game business. You know, Epic started out making share games distributed digitally. Um, but you know, as the first 3D games took off, like Wolfenstein, then Doom from ID Software and then Unreal from us. Um, took off, you know, to reach a huge audience of millions of users, we had to go into retail stores. So we worked with a retail publisher and they made a box and he put CDROMs in the box and um and you know then the world started transitioning back to digitally like and that transition didn't start well right but the initial transition of gaming to digital was all bit torrent all piracy um and you know there horror stories about games that would uh you know sell like 100,000 copies but have 2 million users um cuz most people pirated it um and then you know Steam came along and uh introduced digital distribution ation and uh made digital distribution of legit games so convenient um that most players moved away from piracy towards that and uh and you know their practices were then followed by others and the early digital industry uh took form. Yeah, it's fascinating. I mean pirates do lead the way for innovation the same as the story of Spotify. You basically I think most people when they derive value from things like video games want to pay for those video games. They just want it to be easy. And so that the same thing with music with Spotify. Uh but maybe just staying on the '9s uh there are going to be a lot of indie game developers who listen to us talking today. Can you uh go back to that mindset and try to derive some wisdom and advice to those folks when you were just a solo developer, maybe just a small group of people uh creating your early games that eventually became this uh huge gaming company. But in the early days, what what uh what were you going through? What were the ups and downs? Uh what did it take to sort of stay strong and persevere? Well, you know, one of the critical things that Epic always worked hard to do was to make something different um that nobody else was doing. Um and to you tried to satisfy a small audience rather than competing globally with the game juggernauts. You know, back in the 1990s, Epic was new, but Electronic Arts and Activision and the other big publishers had been around for a decade, and they were huge companies. Um they had giant retail distribution networks. you know, if I tried to make a game and then convince them to publish it, I I doubt I could have had a chance and I doubt uh that if even if I made a successful game that I would have made much money from it, though they might have. Um, and you know, so the really unique angle to Epic then was sharewware. And that was just the idea that if we distribute our game differently, then we can reach a much larger audience than these bigger competitors by virtue of this first episode of the game being free. You know, it was kind of the advent of what later became free to play. Um, and the logic of that is just as true now as it was then. It's if the thing is free and anybody can get into it, then it's going to spread from friend to friend is people bring, you know, their real world friends into into the games they're playing and uh, you know, have the opportunity to build up a community around that, you know. So, the other lesson there was just minimize the friction of people getting into your game, make it easy to get into and make it fun. And I think the other, well, I was very fortunate. ZZT was a funny game. It was not like much like any other game. It was had much worse graphics because it was all just text characters uh smiley faces and you know other Greek letters and things participating in this game simulation. They were kind of iconic representations of characters rather than real ones. And you know this was decades into the age of real graphical games with interesting graphics. Um, and so it wasn't even trying to compete in that area, but it was able to compete in a different area, which is that, you know, it wasn't just my the three games I'd made and shipped as a trilogy that were successful and drove the success of the product. It was the fact I released an editor and there's a whole community around it. And you see that that that trend has repeated itself. Like there was, you know, ZZT was one of before that there was Bill Budg's pinball construction set. That was a 1980s Apple game that let users build their own pinball tables. And since then, you've had some of the world's most successful games follow that path like Minecraft. You can build your own stuff. Roblox, you know, Fortnite creative and underreal editor for Fortnite. You know, games that become platforms for other people to build stuff was a real opportunity. You know, I think the big thing to realize is for indie developers right now is like there's massive massive competition in every major genre. And um it's very unlikely that unless you just happen to be the world's best at a particular thing that you're going to release a game in an existing highly competitive genre and win. Um a much better chance of success uh is in releasing something that hasn't been done before being really unique and reaching an audience even if big or medium size or small reaching an audience and becoming really popular with that making some money from it and being able to reinvest and then expand towards your ultimate dream. You know, I think the oneshot uh go from idea to commercial success at massive scale is a lot less likely uh than the multi-step process of continually build better and better stuff over time until you get into a position of excellence. And constantly try to do something that others aren't doing. Yeah, that's right. Because if you look at every market, um there's a few markets where the current leader came late to the space. um usually because the the prior leader failed so horribly. Um but most of the time the you know the company that's succeeding and winning in a market is the first or second entrant there. Um they've just continually bullied their success. Great advice, fascinating. But on a human level, was it lonely? Was it scary? You sitting there as a developer? I'd say it was uh it was the opposite of lonely because uh you know 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. Um and seeing them enjoying it and laughing and pointing at the screen and you know getting together and just wanting to play more. That's awesome. Um yeah, so and and the human element was always pervasive, you know, because I I not only receive orders, but people would actually write letters, you know, we wrote letters back then in the 1990s. Um people would say how much they were enjoying the game and how their kids were playing the game and so on and so on. Um so you know felt very connected. Um and you know I think a lot of businesses have to make scary decisions uh because you're spending you know potentially all the money you have to take a shot at something that you're not sure will succeed. Uh 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. Um, 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, um, once it took off and once the 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 like going to be, you know, my big goal. So, I'm sure people know, but uh Epic Games was created in 1991 and went on to uh transform the gaming industry several times. Uh one of which is Unreal Engine. So, let's talk through the origin story of that. You said that uh when Wolfenstein and uh Doom came out, that changed everything. So, take me to that moment. Yeah, that that was a very interesting time. Epic had uh after my first couple of games that had recruited developers, you know, usually college students, high school students who are just working on their own, had real skills uh but didn't have an outlet for their work. Um Epic had been matchmaking the best artists and programmers together from all over the world. Like Chaz Jackrabbit was Cliff Buzzinski, a high school kid in California, had made a really cool adventure game together with Arian Brucey, a demo coder from Holland who' make amazing graphical stuff and had built a 2D game engine. Um I connected them together and a musician Robert Allen in California and they you know by telephone and modem and so on. We were we were building these little 2D games and uh having quite a lot of success. You know there are a bunch of people making thousands of dollars a month um while they were still students um and royalties from the games that Epic was kind of producing and by coordinating people with people and publishing um through sharewware. Um and that was all going great. Uh the company had a little office and we were you know copying floppy floppy discs and mailing them out. But um when Wolfenstein came out, we realized like the future of gaming is going to be 3D. Um it there had been a lot of experiments in 3D before that hadn't been great. You know, there were 2D ma there 3D renderings of mazes that were not in real time and you were always looking north, southeast or west. Um and then there were vector graphics with little wireframes moving around and things. But uh yeah, Wolfenstein was the first game that was fast enough, you know, running at 30 frames per second that it really felt immersive. It felt like you were there, like you were, you know, in this castle Wolfenstein fighting Nazis. And that was a really amazing and immersive experience. 3D graphics were pretty primitive then it software followed shockingly fast with Doom which was a much much more capable 3D engine which had you know stairs and though it was still what we call 2 and 1/ halfD was environments that were very realistic textures that were very realistic uh you know a form of lighting uh that was approximate but incredibly realistic and it just such great artistry and sound effects it it feel completely visceral um and and real um yeah You might you might look at it today from a you know point of view of a a modern uh you know game player with uh you know 20 teraflops of computing power in your device and say oh that's not very impressive but it was amazing at the time. I mean for me just side to to pause on that I think Wolfenstein was one of the most uh amazing moments of my own life just being able to like you said in real time move about a threedimensional world. I just remember just like just moving around just in like what is that feeling like? I mean, you feel transported into another world. You feel that you're there. Yeah. And especially you turn the lights down in your room and you turn the sound up on your speakers and it will scare you. Uh and you'll you'll feel like you know that fireball that's coming at you is going to kill you. Uh that was an amazing time cuz we hadn't experienced that before. There was nothing like that. Uh you know, you'd watch a movie, a scary movie or whatever, but you know, it was just this thing that was happening. This was you. This was you in a 3D world. So, uh how did that how did that change Epic this realization that the future of gaming is going to be 3D? Well, at first I was really depressed. I I fig cuz the wizardry of Doom especially was so incredible that I gave up on programming for like 6 months. I was like I never be able to compete with this. I have no idea what we're going to do. Um we just keep making 3D 2D games and hope that the business goes on. But um uh like that was the nature of Carmax Wizardry. He had done things that were like not just one innovation leap ahead but like a dozen simultaneously interplaying in a way that you couldn't pick them apart into their component pieces. But um funny thing happened. Uh Michael Abbrash uh longtimer in computer graphics wrote a book on the techniques for 3D uh graphics and texture mapping and he wrote some articles in a in one of the programming magazines of the day and um explained it and showed assembly code to do texture mapping, you know, drawing these 3D graphics on the screen and it was actually really simple stuff. I was like, "Oh, I can do that." And uh and you know so a bunch of us at Epic independently went off and uh wrote our started writing our own 3D graphics code to figure it out. And um uh we we found at one point we had a number of people dabbling in this doing different parts of it. And uh at that point we decide okay this is 3D graphics is and 3D gaming is going to completely change the world. We need to go all in on this. And so we took the best people from our best 2D game development teams and put them all together to make a 3D game. Um we didn't really know what we were doing at the time. None of us had ever shipped a 3D game and most of us were still learning, but um everybody was like trying different disciplines to see what they were best at and um it was a combination of a bunch of people uh who came together to make Unreal. I'd initially volunteered to make the 3D editor um for the thing and James Schmaltz who' made Epic Pinball. Epic Pinball. Now, that wasn't a crazy game. This was one of the 2D sharer games. He made it while he was in college and he was making like $30,000 a month from, you know, the royalties from this game because everybody had wanted an awesome pinball game, massively successful. But, uh, he was he was a multi-disiplinary person. He wrote the code for the game, the art for the game, and did basically everything. And and the code was 30,000 lines of assembly language, right? And so, uh, he was initially going to write the 3D engine. Um, and I was going to write the editor and he sent me the his code so I could integrate into the editor. It was like this giant pile of assembly code. I was like, hm, why don't I just write this myself? And so James instead started going off and building 3D models and 3D animations using the tools at the time. And so, uh, Cliff, who' done a lot of design work and built the levels on Jazz Jacket, went off and started learning basics of level design. And so I was writing this editor and Cliff Bazinski was customer number one for it. um starting to go off and build levels and James Schmaltz was building awesome creatures, sending them to me. I get them in implementing game and then we brought in an animator to bring them into life and we brought in more and more people until at the peak of Unreal one development. Um we had about 20 people um working on which was a huge team for the time and was uh really stretching Epic's finances nearly to the breaking point. Mhm. Um we barely survived and almost ran out of money a number of times, but uh somehow we always pulled through and um it was a crazy project because it was three and a half years of development in a game that we always thought was 6 months from shipping and uh you it was like a yeah three and a half years of 70 or 80 hour weeks for most everybody working on the project. Um not even knowing what problems we need to solve next because we were so immersed in the current ones. Um, were there moments when you were losing hope that this might take too long and the company will run out of money? We were uh I was we were always very financially stressed. Um, so I was continually worried about that. I had total confidence so that we'd work out all the technical and artistic problems cuz you know we knew the pieces and it was largely a matter of typing code in and solving some problems and kind of like we knew we could ship a version of it. And uh the thing that was continually really interesting was the ongoing discovery of new new techniques as we went, you know, cuz at the time Quake had shipped, it had a little bit of dynamic lighting. Unreal really pushed dynamic lighting much harder than anybody else had done before. Um then colored dynamic lights uh with some shadow casting capabilities statically or moving lights without shadows and um figured out how to do volumetric fog. So you could have foggy areas that were full of lights and you get the kind of glow of the lights standing out in the fog and affecting the appearance of the level. A whole lot of amazing techniques came together to build a game that you know made a number of leaps ahead of the state-of-the-art at the time. Um uh yeah, it was really crazy but like I think most companies uh wouldn't have survived that but the sheer talent of the people involved uh made it possible and that's Epic has often done things that most companies will have failed at and we succeed like not because of awesome management or awesome planning um or awesome financing but because of the sheer talent and willpower of the people involved to make it happen. Uh what about the uh interdisciplinary aspect of it like you said sort of artists, engineers or programmers, designers, all of them working together? What what what was that the 20 people? What was the dynamic there like working insane hours? Like what was it like to sort of make a team like that work together well as an orchestra to to actually deliver the game? Yeah, that that's one of the really unique things to exist in gaming. Not in normal big tech companies which are just engineering and businessdriven, but gaming really does require all the best people across all the creative disciplines working together. Um, and you know, Epic had grown organically by recruiting people with awesome talent. Um, we were we always had a limited budget. But we could never pay to hire, you know, bid up people's salaries and hire them away by paying them more. We just had to find awesome people who were at the beginning of their career and put them together. And um, you know, so everybody was very new to this um, and uh, didn't have any assumptions about how companies worked. And so, you know, you put all these people together and um, you know, that it was really a constant interplay of talent as people were learning how to work together as a team. Um, like nobody had management experience. Most people hadn't shipped a game before they worked with Epic. Um, and we were figuring out as we went. Uh, but it was a constant iterative cycle. You know, every we'd make several new versions of the game every day. Uh, read a new compile, introduce a new feature or fix some bugs, get it to artists, artist improve their levels, um, 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 the speed at which that improves prod
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