A Quote by Tim Sweeney

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.
Facebook is not a company of grass-roots tech enthusiasts. Facebook is not a game tech company. Facebook has a history of caring about building user numbers, and nothing but building user numbers.
I think then, when we started receiving the first of the user feedback, feedback from people that I had not specifically told about it, but had spread from friend to friend and then they were giving us feedback.
Once you have a good bowling attack that can take 20 wickets anywhere, then no game is an away game. Every game is a home game. It doesn't matter what the pitch is, you have the ammunition.
Unlike a lot of other game companies that, once they launch a game, downsize their teams radically, our plan is to keep the team together and continue to focus on building content.
I can evaluate a player in a very short period of time because I'm very close to that game, very educated in that game and played the game for a long, long time. I wasn't just a guy with talent. I learned a lot about the game.
With resilience you are learning to be flexible and take feedback on how people are experiencing what you are building, you're listening to what your customers are saying, you're building these relationships, and making better decisions over time. That all really starts with that resilience and that willingness not to be perfect.
That's actually one of the most disappointing things about doing user interviews and user feedback, which is why I think... people don't do it. You're going to get negative news about your favorite pet feature most of the time.
Like a bicycle, like a wheel that, once rolling, is stable only so long as it keeps moving but falls when its momentum stops, so the game between a man and woman, once begun, can exist only so long as it progresses. If the forward movement today is no more than it was yesterday, the game is over.
I think that building any product that has a lot of user loyalty is a bit like making a sequel to a great movie or video game - people generally want 'more of the same thing, except better and different.'
I think that building any product that has a lot of user loyalty is a bit like making a sequel to a great movie or video game - people generally want 'more of the same thing, except better and different.
We're not going to do anything different for this game since we're not treating this game any different than another game. Every game is a championship game for us, so we'll treat this one, the last one and the next one exactly the same. And that goes for our practices leading up to it as well.
There's a game out there, and the stakes are high. And the guy who runs it figures the averages all day long and all night long. Once in a while he lets you steal a pot. But if you stay in the game long enough, you've got to lose. And once you've lost there's no way back, no way at all.
Making the AI better in a video game is not like making the AI better in, say, a chess game. Making it better in terms of acting ability - we're basically improving its acting so that the user can have more fun.
People are going to think and take things how they're going to take it, and I have no control over that, so it's kind of like biding time until you get your feedback. So, it's like, once the public can consume what you're putting out there, then you know. Then you know hit, miss, in between.
When it's game situation, when it's game day, game time, when it's World Cup, when it's these tournaments that happen once every so often, I live for that, I live for that challenge.
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.
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