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Tim Sweeney is a legendary video game programmer, founder and CEO of Epic Games that created the Unreal Engine, Fortnite, Gears of War, Unreal Tournament, and many other groundbreaking and influential video games. Thank you for listening ❤ Check out our sponsors: https://lexfridman.com/sponsors/ep467-sb See below for timestamps, transcript, and to give feedback, submit questions, contact Lex, etc. *Transcript:* https://lexfridman.com/tim-sweeney-transcript *CONTACT LEX:* *Feedback* - give feedback to Lex: https://lexfridman.com/survey *AMA* - submit questions, videos or call-in: https://lexfridman.com/ama *Hiring* - join our team: https://lexfridman.com/hiring *Other* - other ways to get in touch: https://lexfridman.com/contact *EPISODE LINKS:* Tim's X: https://x.com/timsweeneyepic Epic Games: https://epicgames.com/ *SPONSORS:* To support this podcast, check out our sponsors & get discounts: *Notion:* Note-taking and team collaboration. Go to https://lexfridman.com/s/notion-ep467-sb *MasterClass:* Online classes from world-class experts. Go to https://lexfridman.com/s/masterclass-ep467-sb *Shopify:* Sell stuff online. Go to https://lexfridman.com/s/shopify-ep467-sb *AG1:* All-in-one daily nutrition drink. Go to https://lexfridman.com/s/ag1-ep467-sb *LMNT:* Zero-sugar electrolyte drink mix. Go to https://lexfridman.com/s/lmnt-ep467-sb *OUTLINE:* 0:00 - Episode highlight 3:06 - Introduction 3:39 - 10,000 hours programming 6:56 - Advice for young programmers 15:07 - Video games in the 80s and 90s 17:16 - Epic Games origin story 29:54 - Indie game development 35:47 - Unreal Engine 1:01:44 - Technical details of Unreal Engine 1:06:36 - Constructive solid geometry 1:12:35 - Dynamic lighting 1:17:05 - Volumetric fog 1:20:32 - John Carmack 1:22:19 - Evolution of Unreal Engine 1:28:34 - Unreal Engine 5 1:39:45 - Creating realistic humans 1:48:54 - Lumen global illumination 1:53:24 - Movies 2:08:06 - Simulating reality 2:20:21 - Metaverse 2:22:57 - Fortnite 2:26:53 - Scaling 2:42:17 - Game economies 2:43:46 - Standardizing the Metaverse 2:51:59 - Verse programming language 3:13:32 - Concurrency 3:21:09 - Unreal Engine 6 3:25:47 - Indie game developers 3:28:45 - Apple 3:43:25 - Epic Games Store 4:06:16 - Future of gaming 4:12:16 - Greatest games ever made 4:17:53 - GTA 6 and Rockstar Games 4:21:12 - Hope for the future *PODCAST LINKS:* - Podcast Website: https://lexfridman.com/podcast - Apple Podcasts: https://apple.co/2lwqZIr - Spotify: https://spoti.fi/2nEwCF8 - RSS: https://lexfridman.com/feed/podcast/ - Podcast Playlist: https://www.youtube.com/playlist?list=PLrAXtmErZgOdP_8GztsuKi9nrraNbKKp4 - Clips Channel: https://www.youtube.com/lexclips *SOCIAL LINKS:* - X: https://x.com/lexfridman - Instagram: https://instagram.com/lexfridman - TikTok: https://tiktok.com/@lexfridman - LinkedIn: https://linkedin.com/in/lexfridman - Facebook: https://facebook.com/lexfridman - Patreon: https://patreon.com/lexfridman - Telegram: https://t.me/lexfridman - Reddit: https://reddit.com/r/lexfridman
Tim Sweeney discusses the complexities of rendering human faces in computer graphics, emphasizing the evolutionary background that makes humans sensitive to imperfections. He explains the advanced technology used to capture facial expressions and the challenges of rendering realistic hair and skin, highlighting the importance of subtle details in creating lifelike characters.
"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 ..."
Tim shares his early experiences with programming, sparked by his brother's IBM PC. He recounts learning BASIC and the excitement of discovering the capabilities of computers, illustrating how these formative moments shaped his passion for programming and led to a lifelong career in technology.
"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..."
Sweeney reflects on the importance of overcoming challenges in programming as a means of learning. He emphasizes that the struggles faced while coding are essential for growth and understanding, and shares how his early projects laid the groundwork for his later successes in game development.
"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 ..."
Tim discusses the relevance of his mechanical engineering degree to his career in programming. He explains how the rigorous problem-solving skills and mathematical knowledge gained during his studies were instrumental in developing the Unreal Engine, showcasing the interconnectedness of different fields of knowledge.
"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 tex..."
Sweeney reflects on the freedom and time available during youth to explore and learn various skills. He contrasts this with the structured and often restrictive environment of modern education, advocating for the organic learning experiences that come from unstructured play and exploration.
"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 superf..."
Tim shares his initial fascination with video games, highlighting how his programming aspirations were fueled by playing iconic games like Adventure and Zork. He explains how these experiences inspired him to create his own games and develop programming skills, setting the stage for his future in the gaming industry.
"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 enjoym..."
Sweeney recounts the development of his first major video game, ZZT, which began as a text editor project. He describes the evolution of the project into a game editor and the process of testing it with users, illustrating the importance of user feedback in game design and development.
"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..."
Sweeney reflects on the excitement of seeing his game spread through bulletin boards before the internet era. He describes how he utilized a shareware model to distribute his games, allowing players to experience the first game for free and purchase sequels, leading to unexpected financial success.
"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 m..."
Tim discusses the significance of releasing both his game and its editor, which empowered players to create their own content. He highlights how this philosophy of sharing tools has been foundational to Epic Games' success and its mission to foster creativity among users.
"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..."
Sweeney elaborates on the importance of providing tools for creators, explaining how Epic Games has continuously aimed to build products that benefit both developers and gamers. He emphasizes the role of community and collaboration in the growth of the gaming ecosystem.
"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 ..."
Tim recounts the early days of the internet and bulletin boards, describing how they facilitated community building among gamers. He contrasts the limitations of early online interactions with the explosive growth of the internet in the 1990s, which transformed how games were distributed and played.
"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 ..."
Sweeney offers advice to indie game developers, stressing the importance of creating unique games that cater to niche audiences rather than competing with established giants. He shares insights on the iterative process of game development and the significance of community engagement.
"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 kn..."
Tim reflects on the community aspect of game development, sharing how feedback from players motivated him to continue creating. He discusses the emotional connection he felt with players and how their support fueled his ambition to build a successful gaming company.
"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 publishe..."
Sweeney discusses the founding of Epic Games and its evolution in the gaming industry. He highlights the impact of early 3D games like Wolfenstein and Doom, which inspired the development of Unreal Engine and transformed the landscape of video gaming.
"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 eve..."
Sweeney recounts the pivotal moment when Wolfenstein and Doom changed the landscape of gaming. He explains how these games demonstrated the potential of 3D graphics, leading Epic Games to pivot from 2D to 3D game development, marking a significant shift in the industry.
"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 ..."
Tim shares his personal experience with the immersive nature of 3D games like Wolfenstein. He describes the thrill of navigating a 3D world and how it felt revolutionary compared to traditional media, emphasizing the emotional impact of being 'in the game.'
"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 be..."
Sweeney discusses the initial challenges he faced when transitioning to 3D game development after the success of Doom. He shares his feelings of inadequacy and the motivation that eventually led him and his team to embrace the 3D revolution.
"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..."
Tim explains how the realization of the importance of 3D graphics led to the development of Unreal Engine. He describes the collaborative efforts of the team at Epic Games, highlighting the unique blend of talent and creativity that drove the project forward.
"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 w..."
Sweeney shares insights into the dynamics of the team that developed Unreal Engine, emphasizing the interdisciplinary collaboration among artists, programmers, and designers. He reflects on how their collective passion and dedication contributed to the project's success.
"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 3..."
Tim discusses the financial challenges faced during the development of Unreal Engine. He shares how the team's talent and determination helped them navigate through tough times, ultimately leading to the successful launch of the game.
"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 alw..."
Sweeney highlights the importance of an iterative development process in gaming. He explains how constant feedback and rapid prototyping allowed the team to improve their work and adapt to challenges, which was crucial for the success of Unreal Engine.
"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 leve..."
Tim reflects on the unique culture within the gaming industry, contrasting it with traditional tech companies. He discusses how the creative collaboration among diverse talents at Epic Games fostered innovation and led to the successful development of Unreal Engine.
"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 ..."
Sweeney shares his personal programming journey during the development of Unreal Engine. He discusses his work schedule, the intense hours spent coding, and how his passion for programming fueled his productivity during the project's three and a half years.
"dedication to it that made it work. I heard you still program, but uh how much programming were you doing back then? You mentioned the hours, probably insane hours. So like uh it'd be almost fun to ta..."
Tim explains the decision-making process behind choosing programming languages for Unreal Engine. He discusses his transition from Pascal to C and C++, emphasizing the importance of performance and maintainability in game development.
"them and looking at what's going on in screen and figuring out what they needed 5 hours of business stuff. Um and you know there's a good division at labor of labor then. Um, Epic didn't have a big ex..."
Sweeney discusses the challenges of optimizing Unreal Engine for performance during its development. He shares insights into the techniques used to enhance rendering efficiency and the competitive spirit among graphics programmers at the time.
"of all those languages ended up being the the dominant sort of performanceoriented language that survives to this day. Yeah. Yeah. It's because it solves all the problems uh at scale. Um often through..."
Tim reflects on the evolution of graphics programming from the early days of Unreal Engine to the present. He discusses the shift from low-level optimization to higher-level abstractions and the impact of advancements in hardware on game development.
"the main consumer computers at the time. And I'd optimized the Unreal Engine software render on that which was you know the Pennium was the first super scale scaler architecture in consumer computing...."
Tim Sweeney discusses the early days of Unreal Engine development, focusing on the transition from software rendering to the introduction of GPUs. He highlights the challenges of optimizing graphics rendering and the competitive spirit among graphics programmers to reduce the cost of rendering pixels, emphasizing the importance of understanding hardware limitations.
"so we did most Unreal Engine development before the first real GPUs came out. Um and, uh, you know, the the 3D effects Voodoo one, the first GPU that actually delivered serious performance compared to..."
Sweeney explains the evolution of optimization techniques in graphics programming, contrasting the early days of micromanaging CPU instructions with today's reliance on heuristics. He introduces Nanite, a breakthrough in virtualized micropolygon geometry, and discusses the importance of understanding hardware nuances for achieving high performance in real-time graphics.
"when we talk about optimization in software now it's largely about heristics and statistically you're you know this memory access is likely to hit the cache um and you know this algorithm is faster th..."
In this segment, Sweeney delves into the complexities of rendering realistic 3D environments, discussing the Nyquist sampling theorem and its implications for geometry rendering. He emphasizes the need for efficient rendering techniques that maintain visual fidelity while managing the computational load, particularly for objects at varying distances.
"Nani is the system we'll jump around in time. That takes us to today with Unreal Engine 5. That's the system that does the geometry. Yeah. So rendering the world sort of geometrically. There's many la..."
Sweeney addresses the difficulties of rendering motion in video games, particularly the issue of visible transitions when changing the number of triangles rendered. He highlights the innovations in Nanite that minimize these artifacts, allowing for smoother visual experiences in dynamic environments.
"any more than necessary. And you know, with geometry the idea is that if you if you render two triangles per pixel, you should get an image that is indistinguishable from thousands of triangles per pi..."
Tim Sweeney reflects on the intricate engineering that powers Unreal Engine, discussing how it combines advanced technology with storytelling to create immersive experiences. He shares insights into the collaborative efforts of teams working on the engine and the importance of transparency in sharing technical details with the community.
"a lot easier to render one frame that looks perfect than it is to render a you know, a series of frames in motion that look perfect. A lot of the problems with the earlier algorithms uh that aspired t..."
Sweeney explains the foundational philosophy behind Unreal Engine, emphasizing its role as a comprehensive toolset for game developers. He recounts the early days of its development, the decision to focus on creating an engine rather than just a game, and the subsequent interest from other developers in licensing the technology.
"reality in real time like lights changing everything and then you know it just takes you back to that feeling I had with Wolfenstein but like more and you can completely lose yourself in that world an..."
In this segment, Sweeney discusses the importance of creating tools for game developers alongside the engine itself. He shares anecdotes about early collaborations with artists and designers, highlighting how the engine's development was driven by the needs of its users and the community.
"bundle of code and tools, a huge software package um that provides all the functions you need to build any sort of a 3D graphics application um game developers use it to make games and that's the pred..."
Sweeney elaborates on the technical challenges faced during the development of Unreal Engine, particularly in dynamic lighting and 3D environment creation. He shares insights into the innovative techniques that set Unreal Engine apart from its competitors, including the use of constructive solid geometry.
"huge variety of styles from Pixar stylized movies to cell shading um to photo realism. Um and it can be used for anything that needs a needs real-time 3D graphics including humans that populate those ..."
Tim Sweeney discusses the complexities of geometry in game development, emphasizing the importance of considering edge cases and the challenges of creating efficient algorithms. He highlights the balance between trial and error and deduction in solving these problems, illustrating the intricacies involved in programming for real-time graphics.
"geometry output and you know just plowing through it uh eventually uh through mostly deduction but some trial and error too like sometimes you just have to try the possibilities and see what works. Um..."
Sweeney explains the evolution of lighting algorithms in computer graphics, particularly the challenges of simulating real-world physics in a computationally efficient manner. He discusses the limitations of brute-force calculations and the need for approximations, showcasing the innovative solutions developed for real-time lighting in Unreal Engine.
"What about like lighting? Is there other interesting Well, the funny answer is like we know the laws of physics. So it's actually really easy to do everything in computer graphics, but uh the direct s..."
In this segment, Tim Sweeney elaborates on the innovative lighting techniques used in Unreal Engine, including light mapping and dynamic lighting effects. He shares insights into how these techniques allow for realistic lighting in games while maintaining performance, highlighting the creative solutions that emerged from technical constraints.
"Carmarmac had figured out uh how to do uh really cool lighting algorithms including real-time lighting with objects moving around. Um and uh I hadn't taken it very far. So with Unreal Engine, I' I'd r..."
Sweeney discusses the implementation of dynamic lighting in Unreal Engine, including shadowing algorithms and the challenges of achieving real-time performance. He reflects on the collaboration between programmers and artists, emphasizing how artists leverage the capabilities of the engine to create stunning visual effects.
"bunch of elaborate lighting effects, um like torch flickering, um, and you know the costic effects of water bouncing off of a surface, uh, and so on. Um, so and pulsing lights and blinking lights and ..."
Tim Sweeney highlights the beautiful synergy between engineering and artistry in game development. He shares anecdotes about how artists push the boundaries of what is possible with the tools provided, leading to unexpected and innovative outcomes in game design.
"thing. I was just like typing in these little features, uh, exposing them to artists. And every day they'd find like a drop down with some more lighting options available to them, and they'd start usi..."
In this segment, Sweeney explains the process of creating realistic volumetric fog in Unreal Engine. He shares the technical challenges and solutions involved in simulating fog effects, illustrating how advancements in graphics technology have enabled more immersive environments in games.
"seeing a revolution. This is blowing my mind. This is so fun. What about fog? You mentioned fog. That I don't even know. How do you even do fog? So, you mentioned Unreal. So, the first version had fog..."
Sweeney delves into the mathematical principles behind fog simulation in Unreal Engine. He discusses the use of integrals to calculate light accumulation through fog, showcasing the complexity and depth of the algorithms that contribute to realistic visual effects in gaming.
"time volumetric fog. I have to figure it out myself." And so that was another like 30-hour coding session. Um nice. But but like at the core I realized okay what's happening here is we have this light..."
Tim Sweeney recounts his journey in developing real-time volumetric fog, inspired by early graphics innovations. He shares the iterative process of refining the technique and the collaborative efforts with artists that led to the successful implementation of this feature in Unreal Engine.
"you this transformed 1 / r^ 2 is turns out to be solved by the arc tangent of r. Uh and so you know if you calculate the some parameters based on the position of the eye and the position of the surfac..."
Sweeney expresses his admiration for John Carmack, highlighting his relentless pursuit of perfection in coding. He discusses Carmack's iterative approach to problem-solving and the impact of his work on the evolution of real-time graphics in gaming.
"That is so awesome. That is so inspiring on so many levels. Yeah. That you saw that maybe it's possible even if it was kind of smoke and mirrors u and then you actually made it happen. It's so it's so..."
In this segment, Sweeney shares valuable lessons learned from Carmack's programming philosophy, emphasizing the importance of iteration and performance in software development. He encourages programmers to strive for excellence and not settle for initial solutions.
"problem. And you know I think that that stands as a lesson for every programmer to pick up on when something is really really important um its performance is absolutely critical to the product or its ..."
Tim Sweeney reflects on the remarkable evolution of Unreal Engine over three decades, discussing the exponential growth in hardware performance and its impact on game development. He highlights the continuous advancements in rendering technology and the challenges that remain in creating realistic virtual worlds.
"the hardware uh is improved incredibly but uh in order to create an ultra realistic uh highly dynamic realtime rendering of the world around us, it's still really really difficult. And there's all the..."
Sweeney discusses the significant changes in rendering technology with each generation of Unreal Engine. He details how the team has rethought and optimized rendering code to leverage advancements in hardware, leading to groundbreaking improvements in visual fidelity.
"Like you know if if we had that in aviation then we'd be like taking a trip to neighboring stars off of Centauri. Yeah. Exactly. Um and uh in in graphics it's been been even more so. It's something li..."
In this segment, Sweeney highlights the breakthroughs introduced in Unreal Engine 5, including Nanite and Lumen technologies. He explains how these innovations have transformed the capabilities of game developers, enabling unprecedented levels of detail and realism in virtual environments.
"You know, Unreal Engine 1 was built for software rendering and then the Voodoo one came along late in the cycle and we added support for it but wasn't fully fully capable and utilized. Um, Unreal Engi..."
Sweeney addresses the core limitations that have persisted in Unreal Engine over the years, particularly the challenges of single-threaded game simulation. He discusses the ongoing efforts to evolve the engine and the importance of adapting to modern computing paradigms.
"um you know which which I think really bridged the gap gap from you know game game gameish computer graphics to you know total observable photo realism um for artists who wanted to create that um and ..."
Tim Sweeney shares insights into the future of Unreal Engine and the direction of game development. He emphasizes the need for innovation and adaptation in response to evolving technology, highlighting the exciting possibilities that lie ahead for the gaming industry.
"want to burden either ourselves or our partners or the community with the complications of multi-threading. Um and you know over time that becomes increasing limitation you know so we're really thinki..."
Tim Sweeney discusses the collaborative efforts of artists and technical artists in creating advanced environments in Unreal Engine. He emphasizes the interplay of various technical features that contribute to the realism of computer graphics, particularly focusing on the Lumen lighting system and its ability to perform complex lighting calculations across different scales.
"artists and technical artists who worked together to build this environment because it and the reason we showed it at GDC was it went way way beyond what we uh realized the system was capable of doing..."
Sweeney explains the innovative approaches to lighting in Unreal Engine, particularly the concept of screen space lighting. He highlights how detailed shadow calculations enhance realism and discusses the challenges and techniques involved in achieving believable lighting effects in real-time graphics.
"interplaying between the you know the ice and the dirt there, uh that's screen space lighting. Uh there's actually shadow calculation going on uh not based on the world but on the pixels on the screen..."
In this segment, Tim Sweeney elaborates on the material layering system in Unreal Engine, which allows artists to create complex scenes with realistic interactions between different materials. He discusses the importance of artist input in achieving high-quality visuals and the challenges of automating this process.
"the shadowing influences other things. There's also, you know, some really interesting things happening with the color here. And I'm not even sure what's causing, you know, it looks like color is blee..."
Sweeney showcases the advancements in real-time smoke and fire effects within Unreal Engine. He describes the powerful particle systems that enable realistic smoke behavior and the interplay of light and shadow, emphasizing the artistry involved in creating immersive environments.
"make a number of technical art decisions to make this work. And if a novice who hadn't, you know, worked very hard built the kind of scene like this, it wouldn't look nearly as good. So, one of the ch..."
Tim Sweeney discusses the ability to dynamically control snow coverage in scenes, highlighting the technological advancements that allow artists to manipulate environmental elements in real-time. He emphasizes the creative freedom this provides to developers and artists.
"talk about in the presentation is about snow. So, you have to if you're talking about 1943 in Nazi Germany in the winter, you know, uh there's a you have to create a feeling, one of which is the seaso..."
In this segment, Sweeney addresses the challenges of creating ultra-realistic human characters in video games. He introduces the Metahuman Creator tool, which simplifies the process of generating lifelike digital humans, and discusses the complexities involved in capturing human expressions and emotions.
"that. And that's on top of the sort of the geometry that create that creates the the structure of the scene and all the occlusions that have to be computed. I mean okay I got to go to the other one th..."
Sweeney explains the intricacies of facial animation in Unreal Engine, detailing the process of capturing human expressions and translating them to digital characters. He highlights the importance of realism in facial movements and the technological advancements that facilitate this.
"artist sophistication. Um it's a very very very large part of it. So yeah again it's the interplay between the tooling and the and and the artists. But yeah, like that I could I could watch that for a..."
Tim Sweeney dives deeper into the Metahuman initiative, discussing the extensive efforts to capture a diverse range of human faces for realistic digital representation. He outlines the technological and artistic challenges involved in creating a comprehensive dataset for character creation.
"humans? So, you have an actor behind this to convey emotion, show the nuances and the details of the faces. And maybe this is a good opportunity to also mention metahuman creator that's part of Unreal..."
In this segment, Sweeney elaborates on the complexities of rendering human faces in video games. He discusses the need for precise lighting, texture, and motion capture to achieve realism, emphasizing the high standards required to avoid the uncanny valley effect.
"real-time replicatable version of that human in in the environment. And so one of the things that's done is just capturing an actor or actress in the real world and then using them in a video game. Bu..."
Sweeney reflects on the subtle nuances of human expressions and the challenges they present in digital graphics. He discusses the importance of capturing the emotional depth of characters and the interplay between technology and artistry in achieving this goal.
"representation of that. 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 e..."
Tim Sweeney concludes by discussing the advancements in digital human creation through tools like Metahuman. He emphasizes the ongoing challenges and the need for continuous improvement in achieving photorealism and emotional authenticity in digital characters.
"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. Again, this is the the engineering and the..."
Tim Sweeney explains Lumen, a groundbreaking system for global illumination in Unreal Engine. He discusses how Lumen mimics reality by calculating light interactions throughout a scene, allowing for dynamic lighting that reflects the physics of light bouncing off surfaces. This segment highlights the challenges and innovations in achieving realistic lighting in video games and films.
"that made the magic of it happen? Lumen is a system for global illumination meaning it's supposed to calculate the interaction of light uh with the entire scene in a in a way that mimics reality. Um t..."
In this segment, Sweeney emphasizes the importance of lighting in both video games and films. He illustrates how subtle lighting cues can dramatically affect the viewer's experience, making scenes feel more immersive and realistic. The interplay of light and darkness is discussed as a critical element in creating engaging narratives.
"much easier. Yeah. I mean, we're watching so I recommend people go through this blog post like look at that. So dynamically, I mean, we should say that. So there's the indoors and the outdoors. And to..."
Tim Sweeney reflects on the evolution of visual effects in the film industry, particularly the shift from green screens to LED wall panels powered by Unreal Engine. He explains how this technology enhances the quality of lighting and realism in film production, allowing actors to interact more naturally with their environments.
"And then to put the power of the tooling in the hands of an artist, that is really special. Yeah. The industry's gone through a massive evolution and just so many supporting systems to make this aweso..."
Sweeney discusses the future of AI in filmmaking, suggesting that AI will enhance rather than replace human creativity. He addresses concerns about job displacement in the industry and argues that AI can serve as a powerful tool for artists, enabling them to produce higher quality content more efficiently.
"to me as a fan of well let's say beauty in the world. It's it's exciting that we can create that synthetically artificially um via graphics. And that just it blows wide open the possibilities of story..."
In this segment, Sweeney explores the potential of AI to revolutionize content creation in gaming and film. He discusses the challenges of achieving consistency in AI-generated content and envisions a future where AI enhances human creativity, allowing for more dynamic and engaging storytelling.
"It's as much because the actors are able to do their jobs better seeing the scene they're in because the technology is enabling a better lighting calculation um and a better interplay of virtual light..."
Tim Sweeney shares his vision for the future of realistic simulations in gaming and film. He discusses the advancements needed to achieve ultra-realistic human interactions and the challenges that remain. Sweeney expresses optimism about the progress in graphics development and the potential for immersive experiences in the metaverse.
"learn new ways of doing things. Um, and it's always been this way. And I think that there's also a lot of overhype in AI. AI is really great at spewing out code that does something that a million GitH..."
In this segment, Sweeney explores the philosophical question of whether we live in a simulation. He reflects on the nature of reality, the laws of physics, and the potential for advanced technology to create simulated experiences. Sweeney suggests that understanding consciousness and the fundamental mechanisms of the universe is crucial to this discussion.
"or real. Um, and yeah, I think that's going to be the the primary challenge of graphics development and simulation development over the coming decade. So the realistic humans, that's going to be the b..."
Sweeney raises ethical concerns regarding the creation of ultra-realistic simulations, particularly those that could simulate human suffering. He discusses the implications of creating sentient beings within games and the legal and moral boundaries that should be established to prevent harm. This segment delves into the responsibilities of game developers in shaping immersive experiences.
"we're in it? Well, I don't think that these questions are necessarily unanswerable. I think I'd like to see more actual effort to to ascertain like what is the underlying mechanism of the universe and..."
Tim Sweeney defines the metaverse as a multiplayer social gaming experience where players can interact in a 3D world. He highlights Fortnite as a prime example of this concept, emphasizing its role in fostering social connections among players. Sweeney discusses the evolution of the metaverse and its potential to transform gaming and social interaction.
"entertainment like the many other things that people do uh do for fun. So, uh you've spoken like I mentioned about the metaverse for many years. Let's step back. What is the metaverse? And speaking of..."
In this segment, Sweeney shares the humble beginnings of Fortnite, detailing its initial concept as a cooperative survival game. He explains the evolution of the game’s art style and mechanics, leading to the development of Fortnite Battle Royale. Sweeney reflects on the rapid growth of Epic Games following the game's success and its impact on the gaming industry.
"gaming industry was Fortnite. Fortnite Battle Royale especially. Can you explain the origin story of Fortnite? Well, Fortnite has humble beginnings. Um, in 2011, we just uh uh been in the final days o..."
Sweeney discusses the technical challenges Epic Games faced in scaling Fortnite to support millions of concurrent players. He explains the importance of building a robust online backend and the transition to microservices architecture. This segment highlights the complexities of creating a seamless gaming experience for a massive player base.
"same exact time? Like what's the technical four weeks? What's the technical challenges there that had to be overcome? Since 2012, we'd been building online backend systems to support player accounts a..."
Tim Sweeney reveals the financial dynamics behind Fortnite's success, noting that it generates billions in revenue, which is crucial for Epic Games. He discusses the company's strategy of reinvesting profits into future technologies and the challenges faced during periods of heavy spending. Sweeney reflects on the balance between innovation and sustainability in the gaming industry.
"without buying any server hardware. We were able to just call up Amazon and say we need more. Um, and there was a period of time there where Fortnite was undergoing this exponential growth and we'd fi..."
Sweeney articulates his vision for a metaverse where players can seamlessly transition between games while maintaining their identities and assets. He critiques the current fragmented gaming landscape and proposes a federated system that connects different gaming platforms and economies. This segment explores the potential for interoperability and social cohesion in the gaming community.
"investing in that. Yeah, it's exciting to see that you investing in a long-term future. Sort of taking the risk of doing the research and defining the next chapter of Epic. So using the successes of t..."
In this segment, Sweeney discusses the challenges of creating a unified identity and economy across different games. He highlights the need for standardized systems that allow players to carry their assets and friendships across platforms. Sweeney emphasizes the importance of addressing these issues to enhance player experience and foster a more connected gaming ecosystem.
"kind of thing. Let me start with the present of gaming and why it sucks. Like that's a good start. Sure, Fortnite is an awesome thing. You go into Fortnite there's, you know, 100 million monthly activ..."
Sweeney explains how Fortnite's creator economy operates, focusing on revenue sharing based on player engagement. He discusses the balance between free gameplay and monetization through cosmetic items, emphasizing that the success of the item shop is tied to player engagement in various game modes. This segment highlights the innovative economic model that supports creators within the Fortnite ecosystem.
"and their stuff. So, the solution to this is to federate and connect all of the systems together. All the players on all the different platforms can be recognized by their name um and put the at sign ..."
Tim Sweeney outlines the need for standardization in gaming items to enable interoperability across different games. He discusses the potential for a unified system that allows players to use cosmetic items across multiple platforms. This segment delves into the implications of such standards for the gaming industry and the future of player experiences.
"are two big things happening um in Fortnite that make it work as a product and as a business. One is the game modes, Fortnite Battle Royale and all the user modes and everything else are sources of en..."
In this segment, Sweeney reflects on the economic value of digital experiences in gaming, emphasizing that player identity and aesthetics are crucial. He discusses the importance of creating a stable economy that values player experiences over speculative trends. Sweeney argues for a focus on meaningful interactions and the potential for a digital economy that transcends traditional monetary systems.
"as well. That would be incredible. That would be so amazing. Is there first of all just it seems silly maybe for people who don't play video games but an outfit is an important if if an outfit can be ..."
Sweeney concludes with a vision for the future of the metaverse, emphasizing the need for interoperability among gaming platforms. He discusses the role of standards in enabling a cohesive digital experience and the potential for a thriving metaverse that connects players across different games. This segment encapsulates the aspirations for a unified gaming future.
"games uh, have that characteristic. One one funny anomaly stood out. There's this game that was one of the big breakthroughs in Fortnite, Only Up. It's a game where you're just climbing up and up by f..."
Tim Sweeney discusses the necessity of establishing standards for the metaverse, akin to web standards for data interchange. He highlights the importance of file formats like Pixar's USD and glTF for 3D objects, which enable seamless integration across different engines like Unreal Engine and Unity. Sweeney emphasizes the need for a programming language that can standardize the metaverse, making it more powerful and scalable than current web technologies.
"way to do that and to to basically create standards the way the web has different standards for for displaying websites and all this kind of stuff or the the the communication that's required on the n..."
Sweeney elaborates on the evolution of gaming and the potential for new genres as technology advances. He reflects on how past limitations have shaped game design and expresses optimism about future possibilities, including massive multiplayer experiences that could redefine gameplay. He envisions a world where millions of creators contribute to a shared digital environment, enhancing the collaborative nature of game development.
"is a programming language that's uh at the center of standardizing the metaverse. Now um if you look at the web, the web is a combination of a bunch of different technologies. The two biggest ones are..."
In this segment, Sweeney imagines a future where games are expansive, allowing players to traverse vast environments created by numerous developers. He discusses the challenges of integrating diverse content into a cohesive experience and the need for advanced programming languages to facilitate this vision. The conversation highlights the potential for a decentralized metaverse where user-generated content thrives.
"collaborative uh first of all also the the amount of data I mean it doesn't have to be that way but websites are showing very little information uh the metaverse even when it looks like something like..."
Sweeney introduces Verse, a new programming language designed for large-scale simulations in the metaverse. He explains its functional logic features that allow for more intuitive programming and better scalability. Sweeney emphasizes how Verse can enable developers to create complex interactions and environments, paving the way for innovative gaming experiences that leverage the collective creativity of millions.
"performance. It was just not possible to run it. So, you got a certain level of technical capabilities and a genre came out that proved to be by far the best shooter genre ever invented. But I think t..."
Sweeney discusses the importance of code correctness in the evolving landscape of the metaverse. He highlights the challenges of maintaining backward compatibility as modules are updated continuously. The conversation delves into the significance of type systems in programming languages, particularly how they can help ensure that updates do not break existing functionality, thus supporting a stable and reliable digital environment.
"separate companies or their own you know entrepreneurs or uh indies or enthusiasts all working together simultaneously and we totally lack the programming foundations for that uh you know the the kind..."
In this segment, Sweeney explores the evolution of programming languages and the potential for Verse to incorporate advanced type systems that can express mathematical theorems. He discusses the historical context of programming language design and the need for a user-friendly approach to type checking. Sweeney envisions Verse as a groundbreaking language that not only simplifies programming but also enhances the reliability and correctness of code in the metaverse.
"maybe you could speak to this programming language called verse. It's a functional logic language. What is it? What are some cool features of verse? First is a programming language that we're building..."
Sweeney emphasizes the significance of catching errors at compile time rather than at runtime, especially in the context of the metaverse. He highlights the cost implications of fixing bugs after deployment and how Verse aims to minimize these issues by improving error detection during the coding process.
"adopts it in a way that's really userfriendly so you don't have to do that. Um and the idea of this is that you want gradually more information to be incorporated in the types of variables. The proper..."
In this segment, Sweeney explains the gradual adoption of proof techniques in programming, advocating for their use in critical areas like cryptography and memory management. He discusses how programming languages can evolve to incorporate more rigorous proof systems to enhance security and reliability.
"where like at compile time you could prove that the program is correct in some sense of correctness? Proving things becomes commentatorally harder as they get larger, right? And so the really importan..."
Sweeney dives into the Curry-Howard correspondence, a foundational concept in computer science that links programs and mathematical proofs. He explains how this relationship can be leveraged to create programming languages that inherently support proof systems, enhancing the reliability of software.
"function that sorts these this array and prove that it did that. Um, it could actually write the proof and uh you could if the compiler didn't beep with it, you could trust that it was actually sortin..."
Sweeney discusses the need to rethink programming language design to prioritize features that support mathematical proofs. He argues that many current programming languages lack the necessary structures to ensure reliability and security, and emphasizes the importance of addressing these issues to prevent vulnerabilities.
"type system. And you know, one of the important thing for programming languages that hasn't been given enough attention is some aspects of programming languages are just subjective. They're just machi..."
In this segment, Sweeney addresses the challenges of concurrency in programming, particularly in game development. He explains how traditional methods of managing concurrency are often too complex and error-prone, and introduces the concept of transactional memory as a solution to simplify concurrent programming.
"feature of the language supports program are abstraction over that feature timeless built for the needs of today and for foreseeable future needs. Yeah. And and then there's some design goals that we ..."
Sweeney elaborates on the concept of transactional memory and its application in game development. He explains how this approach allows programmers to write code without worrying about concurrency issues, enabling more efficient and reliable updates to game states in real-time.
"hard. Uh it's so hard that we've in five generations of Unreal Engine, every single generation decided we're not going to try to scale up all of our gameplay code to multiple threads um manually. It's..."
Sweeney discusses the potential of Verse to handle massive scale updates in gaming environments, such as the metaverse. He explains how the language is designed to allow for concurrent updates to numerous game objects, ensuring a seamless experience for players while maintaining performance.
"then you might have somebody read a bank balance, subtract 100, and write it out. But in the meantime, somebody has written something else in the meantime. And so you might get inconsistent bank balan..."
In this concluding segment, Sweeney outlines the future of Verse and its integration into Unreal Engine 6. He shares insights on the ongoing development of the language, its features, and how it will enhance the capabilities of game developers, particularly in creating immersive experiences in the metaverse.
"people have to actually make this work. That's amazing. That's really incredible. Um, so what's the state of things with verse? And I guess what you're outlining is if and hopefully it is successful, ..."
In this segment, Sweeney emphasizes the importance of productivity tools for indie developers. He discusses how Epic Games can support these creators through content marketplaces and modular assets, allowing them to focus on unique gameplay without the burden of creating every asset from scratch.
"developer to build a a game of any sort. Um either or simultaneously both ship it into Fortnite as a Fortnite island that players can go into bring their Fortnite items and cosmetics and uh interopera..."
Sweeney highlights the significance of indie developers in the gaming industry, sharing examples of successful solo projects. He stresses the need for support and resources to help these creators thrive and continue their artistic endeavors.
"much genius and artistry out there that we want to support the crazy dreamers out there. Anyway, all that to say, what are the ways you think Epic can support indie developers like that? People like G..."
Tim Sweeney discusses the challenges posed by monopolistic practices in the gaming industry, particularly focusing on Apple's revenue cuts. He argues for a more open ecosystem that allows developers to thrive without excessive fees and restrictions.
"really valuable thing. In the early days, pretty much one person would build one game. Like that's how a lot of the games were built in the 1980s. Um over time, you had a separation where artists beca..."
Sweeney elaborates on how Apple's policies affect game developers and the overall gaming landscape. He critiques the 30% fee imposed on developers and its implications for pricing and competition in the mobile app market.
"sell it, they could build a business around it. and they were completely uh able to without seeking any big tech corporations permission uh do whatever they want even from IBM remember IBM was the dom..."
In this segment, Sweeney argues for the necessity of competition in the app ecosystem. He believes that opening up platforms like Apple's would lead to better products and services for consumers, ultimately benefiting everyone in the industry.
"popped up and they don't provide any useful value uh to the user. Yes they're a search function to find software, but there's no reason other companies couldn't build a better one. And I bet if you ha..."
Sweeney explains why Epic Games is uniquely positioned to challenge Apple, citing the success of Fortnite and the company's ability to survive without iOS access. He discusses the risks other developers face and the importance of standing up against monopolistic practices.
"when a user searches for like when a when before Apple blocked Fortnite on iOS, when a user searched for Fortnite the first result was always some competing game. Like that's utterly anti-user. Like y..."
Sweeney shares his vision for the metaverse as an open ecosystem where developers can collaborate and compete. He emphasizes the importance of removing gatekeeping practices to allow for a thriving digital economy that benefits both developers and consumers.
"step up? All companies are terrified of Apple um because Apple can destroy their business. Um Epic was in a unique position with Fortnite. First of all, having the, you know, the biggest game in the w..."
In this segment, Sweeney discusses the implications of Apple's control over the app ecosystem, including restrictions on web standards and competition. He argues that these practices hinder innovation and limit the potential of the metaverse.
"And Apple has a very long history of playing cat-and- mouse games with developers. It's like a developer uh isn't in Apple's good graces. They'll just slow down the updates. They'll they've been slowi..."
Sweeney concludes with a call for change within Apple and the industry at large. He advocates for a return to the open principles that once defined computing, believing that competition will lead to better products and a healthier ecosystem for developers and consumers alike.
"Apple can build certain kinds of apps or only Apple can integrate certain features. Um, in Europe, even where the DMA law requires Apple to allow competing stores, they say a store can only be a store..."
Sweeney reflects on the early days of Apple, highlighting the importance of open platforms like the Apple II. He argues that a return to these principles would make Apple a leader in innovation again, contrasting it with the current closed ecosystem that stifles competition.
"monopoly that's forced to compete suddenly the monopoly's products get much better. The offerings to consumers get much better. You see so many areas where Apple could be the best. uh but what they ha..."
Sweeney explains how the launch of the Epic Games Store, with its lower revenue cut, aims to create competitive pressure on platforms like Steam. He acknowledges the criticisms of the store's interface and exclusivity contracts while advocating for the benefits of competition in the gaming industry.
"one is just on the wrong side of history and needs to change. Well, I hope Epic and Apple find a path forward together and flourishing together and Apple embraces competition better. One of the things..."
In this segment, Sweeney addresses the criticisms regarding the Epic Games Store's clunky interface and exclusive contracts. He acknowledges the need for improvements while defending the store's approach to competition and the value it brings to developers.
"Like there's just not enough celebrating of awesome shit that let's If I can ask the internet as a blob one request, can we just celebrate awesome shit? and also criticized, but just like there's not ..."
Sweeney discusses the importance of cross-platform gaming and how Epic aims to facilitate social connections among gamers across different platforms. He highlights the challenges posed by existing silos in gaming and the need for a unified approach to enhance player experiences.
"times and we've gone through multiple refactorings, but you know that that's definitely been a disappointment to us and to a lot of users. Um, and I think one thing we had to it took us a while to rea..."
Sweeney elaborates on the rationale behind Epic's exclusive contracts with developers, explaining how they are designed to provide unique value and compete with larger platforms. He emphasizes that these decisions are ultimately up to the developers and their business strategies.
"Store uh, supports an immense amount of Epic Games commerce in Fortnite, on PC, um now on Android and iOS and the European Union, too. Um, so it's a forever facet of the industry, and we are never los..."
In this segment, Sweeney reflects on the broader implications of market competition in the gaming industry. He discusses the challenges faced by underdog companies like Epic in competing against established giants like Steam and the importance of offering unique value to developers and consumers.
"world of gaming today. And it says that you know, your game is quadratically more valuable the more percentage of a user's real world friends they can connect to. um your game vastly benefits by conne..."
Sweeney elaborates on the difficulties developers face when trying to offer better prices on the Epic Games Store compared to Steam. He highlights the anti-competitive practices of larger platforms and the need for a better user interface to attract gamers, while also acknowledging the challenges posed by established competitors.
"understandable that it's needed for the competition for the underdog to to to enter the scene, but it goes against the sort of the freedom, the the free spirit of choice that I think you represent a l..."
In this segment, Sweeney reflects on the future of game distribution, advocating for less exclusivity and more competition based on user experience and ethical practices. He discusses the importance of creating a gaming environment that prioritizes developer freedom and consumer choice.
"know, what can possibly be done to get a dominant store with you know something like 90% of revenue share from you know among you multi- publisher stores uh you know in line to so that a much much sma..."
Sweeney provides insights into the operational costs of major game stores like Google Play and Apple, arguing that their high revenue shares are indicative of anti-competitive practices. He emphasizes the need for transparency in pricing and the impact of these costs on developers and consumers.
"Thanks. One more bit on that exclusivity point is that when we we told Google that we were going to launch Fortnite outside of Google Play and go into competition with them, they viewed exclusivity as..."
Tim Sweeney discusses the evolving landscape of gaming companies, particularly the balance between AAA developers and indie studios. He emphasizes the importance of fun in gaming and how the industry must adapt to changing player preferences, particularly towards multiplayer experiences.
"can do that. Look at competitive businesses. They have a margin of a few percentage there. The numbers there are strikingly uh supportive of just outright anti-competitive market distortions. Okay. Wh..."
Sweeney highlights the trend of players gravitating towards multiplayer games that foster social interaction. He discusses how this shift is reshaping the gaming industry and the importance of creating engaging experiences that keep players connected with friends.
"most part. And there are exceptions to that. Um, but I think we're seeing much much more play time shifting towards games you're playing together with your friends and not just random internet strange..."
In this segment, Sweeney reflects on the role of single-player games in the current gaming landscape. He notes that while they can be lucrative, the focus is increasingly on multiplayer experiences that retain players over time, leading to a restructuring of game development priorities.
"Roblox is bigger than ever. And you know this trend is players consolidating into multiplayer experiences they play together. And we're seeing another trend overlaid with that which is like when an aw..."
Sweeney discusses the future of game development, emphasizing the need for innovation and the potential for new genres to emerge. He reflects on the technological advancements that could enable more immersive and engaging gaming experiences.
"rather bleak outlook for a lot of the category of like single player games that don't have a huge audience to reach. Um, and you know, but this is just one of the really trends of restructuring the bu..."
Tim Sweeney shares his thoughts on what makes a great game, focusing on the creation of immersive worlds that feel alive. He highlights the importance of detail and the emotional connection players have with games that resonate on a deeper level.
"Just the attention to detail and there's something there that's big and it's been funny journeying through the industry like I I last designed a game in 1992. I'm not a game designer. Um, yeah, I have..."
In this segment, Sweeney discusses the artistry involved in game design, particularly in creating engaging narratives and environments. He contrasts the different 'souls' of games like Fortnite and Call of Duty, emphasizing the unique experiences they offer to players.
"interact with each other online. That's a really fascinating thing. I wish would be studied more. I think we talked about the soul on several fronts, right? I wish it would be studied more. Yeah. Yeah..."
Sweeney addresses the pressure that game developers face to deliver high-quality products. He reflects on the challenges of maintaining quality standards while meeting deadlines, and the importance of continuous improvement in live gaming experiences.
"that's its own thing, right? That's uh that world, the characters, the style the edgginess, all of that. But the the interesting thing about Grand Theft Auto 6 to me that I want to ask you about is th..."
In this segment, Sweeney contrasts the negative dynamics of social media with the positive interactions found in gaming. He highlights how gaming fosters genuine human connections and empathy, while social media often promotes toxicity and negativity. Sweeney argues that immersive gaming experiences can lead to better social interactions compared to text-based communication.
"feel like Rockstar is a good example of that? The pressure of delivering quality. You you know Epic has not missed recently that I'm aware of in terms of delivering quality. You feel the pressure of t..."
Tim Sweeney shares his vision for the future of digital spaces, emphasizing the potential of the metaverse to create immersive environments that foster empathy and joy among users. He believes that humans inherently seek goodness in others and that creating online worlds that facilitate these connections can lead to positive social dynamics. Sweeney expresses hope for the future of humanity through these digital interactions.
"because of just the social dynamic that those platforms have have brought on. But then I compare that with the good spiritedness of uh of what's happening online when you're connected to real people l..."
As the conversation wraps up, Sweeney reflects on the importance of play in life, quoting Benjamin Franklin: 'We do not stop playing because we grow old. We grow old because we stop playing.' This segment encapsulates the essence of creativity and joy in gaming, highlighting the significance of maintaining a playful spirit throughout life.
"better and I am grateful that you are pushing the boundaries of what's possible in creating such worlds and I'm grateful that you would talk with me today Tim this is amazing and it's an honor uh to t..."