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  The Old Guard: An Interview with Tim Sweeney
by Brandon Sheffield [Business/Marketing, Design, Interview]
16 comments Share on Twitter Share on Facebook RSS
 
 
March 22, 2013 Article Start Previous Page 3 of 3
 

So it was a conscious choice to be ahead of the game with Unreal Engine 3, but earlier, when you realized people needed your technology, was that a tipping point and a change in Epic's mindset? Were you initially envisioning it as this service, essentially, that was going to be sold to people, or was it like, "No, we need to build this game, and this is what we need to build it; so we're going to go that direction."

TS: We came into 3D game development really seat-of-the-pants. When id Software created Doom, I looked at that and said, "Oh my god; they've invented reality. I'm giving up as a programmer. I'll never be able to do that." But, over the next few years, as they started to build Quake, I started to think, "Hmm, maybe I can figure out this texture-mapping stuff."



With the first generation of Unreal Engine, we went in not really intending to build an engine so much as build a game, and the engine was a byproduct of that effort. Then we were a couple of years into development when a couple of developers called us up and said they wanted to license our engine, and we were like, "Engine? What engine? Well, I guess we have an engine."

The whole engine business at Epic was a completely customer-driven idea. As it's evolved, it's become a much more serious effort. More than 40 people are contributing code to Unreal Engine 4. That's a huge effort. It's a team worldwide who works for customers providing support and developing features in Japan and Korea and China and Europe.

We're creating a real significant global business, working closely with all of the hardware companies to determine the roadmap as much as we can. Roadmaps then line up with working with customers to work out various conflicting requirements between different markets and desires. It's a very serious, real business now, completely different than it was a few generations ago. I wrote a quarter-million lines of code on Unreal Engine 1 -- I wrote about 80 percent of the code myself. What could I do now being one person out of 40?

That makes me curious -- how much day-to-day coding do you actually get to do?

TS: I spend at least a few hours a day, but right now I'm not critical path on anything like I was on Unreal Engine 1. My schedule is too unpredictable to contribute to that, but I really try to stay on top of it and talk with all the key guys who are architecting the major systems.

It seems like in some companies -- this is especially a Japanese problem -- people get pushed up and out of doing stuff and into having meetings about doing stuff instead. It's good you've avoided that.

TS: Yeah, we've really put a lot of effort into making sure our key folks at Epic are able to do what they are best at. There are some world-class programmers at Epic who are never going to be leads because they are far more valuable at inventing new ideas than coordinating the efforts of the people who do that. There's a very different set of talents required for leadership versus more individual contribution. It's very important that you recognize the distinction between the two and realize what each person is really best at.

Of course, it's also important to compensate accordingly if you really need someone in that non-leadership position.

TS: Some of Epic's most valuable people aren't in leadership roles.


Borderlands 2

These days, it feels like there are not very many people trying to push graphic fidelity forward. There are a lot of people who are more concerned with business models and things than they are with graphical fidelity and stuff. Do you feel some kind of pressure to push graphics in the next phase of game evolution? There's you, there's Crytek, DICE, possibly id... Who else is going to fight for graphics over convenience?

TS: Well sure, if you look at EA's DICE studio with Battlefield and Activision with Call of Duty, they're certainly making major investments in graphical quality. I think that's a general goal of the major Western developers -- at least developers of major shooter franchises -- to really push the graphical line.

It's an interesting distinction; when you talk to Asian developers, the overall focus is more on maximizing the customer experience than on maximizing the graphics. A lot of the companies out here are decades ahead of us in that area; every day they look at the stats of what users are doing, whether they're getting stuck, what things they're buying, what things they're not enjoying. They gather massive amounts of data and use it to tweak the games constantly and make it better on a daily basis. I think both of those methods have merit, and the ideal would be to do both of them.

I think that's going to be the interesting thing that happens when you see Western companies trying to move their big game franchises into a free-to-play model worldwide and coming into contact with the Asian companies who are moving their free-to-play games to the West; you get this big clash of production values versus customer experience optimization. That's going to push everybody to improve significantly. That's going to be quite an arms race because it means we need to learn different ways of making our games.

We can't come up with this grand vision for Gears of War, spend three years building it, and then see if customers like it. I'm exaggerating; we actually put a lot of effort into playtesting and getting customer feedback up front, but it's nothing like the scale of what happens in a game maintained by Tencent, for example.

I feel like, over the last five years, many companies have dropped the graphical fidelity and stopped trying to push graphics and have left it to the realm of blockbuster guys. Riot can make League of Legends look good enough, then have [such] a fantastic user experience that it doesn't matter. So I wonder if you consider yourselves guardians of graphics technology for the future, keeping graphics moving forward because you're trying to push the console makers, to some extent, through the chipsets they may have?

TS: Well, Epic's engine programmers and our artists really take it as a matter of pride that we want to have the best-looking stuff available, bar none, on every platform. If we're building a high-end PC game or a next-generation console game, we want to have the best graphics quality possible with however many teraflops are available. If we're building an iOS game, we want that to be the prettiest iOS game.

With every generation, the number of things you need to do right to succeed with your game increases. It can't just be a beautiful game; it also has to be a super fun game. It has to have great multiplayer. It has to have great sound and great controls. Now we're adding all of the user experience maximization on top of that. It's just getting more and more challenging to build a game, and we need to respond to that by growing in team size and really staying on top of all that the industry is trying to do. In the future, we can't just give up pushing graphics. That's not and never has been an option.

If Epic were the last company -- if Unreal Engine 4 or 5 or whatever were the last high-graphic push in games -- would you continue pushing forward graphically if there were no competition?

TS: Sure. We always want to outdo ourselves regardless of where the competition is. The main goal is not to increase graphical quality by just throwing more money at the problem, but to do it intelligently by building better tools and technology that make it possible to do that efficiently. We've been very much focused on not competing by brute force all along.

 
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Comments

Benj Edwards
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Great interview, Brandon. It's always interesting to see what Tim Sweeney has to say.

Bob Johnson
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Yeah interesting to see what happens as graphics get good enough.

I just tend to think that in terms of pure visual fidelity the brake should be applied a bit so it gets into balance with the rest of game design.

Johnathon Swift
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Carmack's sentiment aside, if you think about it, were a loooong way from "good enough" on the high end. Can you tell the difference between a game and reality? If so we're not at "good enough" for the very highest games.

We're there for other things though. Farmville doesn't need to look any better, nor Angry Birds nor a DOTA clone nor... etc.

Bob Johnson
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Well good enough doesn't mean they can't get more photo-realistic looking. It just means the tradeoff is making less and less sense.

There are more interesting things to do in games than to reach for the best looking visuals possible.

I guess I think of BF3 and destructible terrain and imagine they could have done even better visuals if they didn't have buildings blow up when you hit them. But that wouldn't have been as interesting.

Or I think of Minecraft and how interesting they made it and how much fun it is to play it despite the really low visuals. I mean imagine if they made that game but started with 1080p photo-realistic visuals? They would have never gotten anywhere on the same budget never mind they would have a smaller install base to deliver the game to.

Or I think of games that were fun to play 20+ years ago with crap visuals. And all because the decisions you made were interesting.

I like graphics, but ...it seems they tend to get in the way of interesting games. Maybe the same as Hollywood blockbusters and special effects.

Jakub Majewski
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I would have to disagree on that "we're far from good enough" bit. I think we've been at "good enough" for at least a decade now. Let's consider what "good enough" means - it doesn't mean that this is as good as it gets. Nor does it mean that further improvements are so costly that this is as good as is worth doing. No, "good enough" just means - this is acceptable to our customers.

A good benchmark would be World of Warcraft. The game has improved in graphics a bit since initial release, but not that much - because around that point, the graphics were already "good enough". This is precisely the lesson that Asian developers took to their hearts - that really, if you're making a 3D game, all you need is 2003 graphics. The better you can do, the, uh, better - but not necessary.

Of course, there are very notable exceptions. Nobody buys Call of Duty for the engaging storyline or revolutionary gameplay. People buy these games, knowing exactly what they will find inside - an extraordinary tour-de-force of what game developers can do with the latest graphics. The gameplay? Well, that was already stale ten years ago when the very first Call of Duty came out. But the visuals and cinematic aspects of the game keep improving, and this is precisely what people come back for. So, for Call of Duty, there is a gameplay "good enough", but there will never be a graphical "good enough".

Amir Ebrahimi
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Loved this part:

We came into 3D game development really seat-of-the-pants. When id Software created Doom, I looked at that and said, "Oh my god; they've invented reality. I'm giving up as a programmer. I'll never be able to do that." But, over the next few years, as they started to build Quake, I started to think, "Hmm, maybe I can figure out this texture-mapping stuff."

I never would think to hear these words from Sweeney; I appreciate his humility even at this late stage in the game.

Christian Philippe Guay
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Quote of the year:
''TS: Some of Epic's most valuable people aren't in leadership roles.''

Wylie Garvin
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On the last page, did he really say "building better schools and technology" or is that a typo ("tools" and technology) ?

brandon sheffield
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whoa, yeah, definitely a transcription error. how that made it all the way through multiple revisions (including by sweeney), into the magazine, and then onto gamasutra is the stuff of MYSTERY.

thanks for the catch.

Benjamin Quintero
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I wondered that myself when first reading the magazine... But I guess better schools are important to.

Caulder Bradford
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As a graphics programmer and also a gamer I am not chiefly interested in photo-realism, but in more general quality, fidelity, and richness in visuals. I think we're at the point now where the rendering itself has gotten very very good, but the challenge now is just to really push the complexity of scenes. We have the quality, let's bring on the quantity. Not just clever batching techniques so we can see thousands of the same shrub populating a scene (albeit translated, rotated and scaled individually). I'm only laterally interested in photo-realism, I think of games and graphics as a way to show people things they've never seen or experienced before.

dario silva
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Heres a demo of an employee demoing the GUI of Unreal Engine 4 - http://www.youtube.com/watch?v=IZrK_AFlrx8 - If the link is ever broken you guys can send me a facebook message here and i'll organize you a copy - http://www.facebook.com/?q=#/GAMEHERO.ZA

Joshua Oreskovich
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I'm intrigued with this technology, the lighting structures are outstanding in particular my eyes are drawn to the reflections. Also after seeing what 2k has done with the art is impressive to say the least.

Bruno Xavier
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They try to incorporate some Unity concepts in Unreal 4, nice.
But, they aim these smart tools on giant companies that doesn't really need them... Kinda weird.
By the time a UDK based on UE4 is out there, indies are still all happy with Unity 5,6... 7.
Maybe Epic don't really care about Unity... If there were me in charge I would at the same time push all those 1.5m lone wolves to under my belt with a newer UdK and try to stop Unity from porting to every single platform out there.

Babak Kaveh
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... sooo... when will we get to play with Unreal 4 features in the free UDK?

Kevin Reese
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The Unreal Engine is such an all-around success story. Performance on it has always been so tops. Haven't used the SDK but assume by its popularity that its pretty damn good too.

In a perfect world anyone from that programming team should always have beers bought for them any time they walk into a bar.


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