A Quote by Tim Sweeney

Unreal has to be an engine for everyone who wants to build a major game. — © Tim Sweeney
Unreal has to be an engine for everyone who wants to build a major game.
Everyone wants to play in the fourth quarter, everyone wants to close the game. It's the most important time of the game, so being out there is great.
In 1999, I was running my first tech start-up and learning the Unreal Engine, the tool that would define my career as a game developer, when news of Columbine ground all work to a standstill.
Seeing a full display of humanity involved in space is a game-changer for everyone. We've all looked at the stars; we've all imagined what was going on. Not everyone wants to go, but everyone wants to know what it's like.
You can't build an engine that's just good for one type of game anymore. The economics don't work.
For the third generation Unreal Engine, we are building two versions of every model in our game. We are building a source model with several million polygons, between 2 and 6 million polygons. We use that model for all the lighting detail on the mesh. Then we go to the in-game version, which is usually about 10,000 polygons.
A man who wants to die feels angry and full of life and desperate and bored and exhausted, all at the same time; he wants to fight everyone, and he wants to curl up in a ball and hide in a cupboard somewhere. He wants to say sorry to everyone, and he wants everyone to know just how badly they've all let him down.
Blogs are quite a new development - now, everyone wants to know you, everyone wants to know everything about you. And you can build a following that way. In a way, it's a good thing if you want to create a buzz around yourself.
Everyone and his Big Brother wants to log your browsing habits, the better to build a profile of who you are and how you live your life - online and off. Search engine companies offer a benefit in return: more relevant search results. The more they know about you, the better they can tailor information to your needs.
I am a software engineer, a popular public speaker, and an expert in the Unreal engine.
I'm so glad you brought that up Jay Lethal as a performer has grown into, I'll say this even though I'm wrestling him this Friday, he's one of my favorite wrestlers in the game right now. He's unreal. He's amazing in the ring. It doesn't matter who he's wresting. He's unreal on the microphone.
There are major benefits to building a game once and improving it over a long period of time based on user feedback and behavior. It's kind of depressing to have to build a game once, take all the user feedback, and then spend the next 3 years building another game.
Everyone wants to be seen. Everyone wants to be heard. Everyone wants to be recognized as the person that they are and not a stereotype or an image.
When you are signed to a major label, everyone wants to have a say in who you are and what you are doing.
Everyone wants to be loved; everyone wants to know where they're going in life; everyone wants to have a sense of direction and feel the next day is going to be better than today. We just all deal with it in a different way.
Nobody wants to play bad football in a game; everybody wants to win, and every player wants to show how good he is. But, you know, sometimes you simply have a game where nothing is happening.
When you're younger, everyone wants to be a point guard. Everyone wants to shoot fadeaway jump shots all day. Nobody wants to be a big man. Nobody wants to go stand on the block and just set picks.
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