Tim Sweeney

Businessman

Nationality: American Born: 1970

Alan Alexander Milne, better known as A. A. Milne, was an author and poet from England, who was particularly famous for being the creator of the character Winnie the Pooh. Milne was educated at the University of Cambridge and initially worked as a playwright; however it was as the writer of Winnie the Pooh in 1926 that he became famous. It was followed up by The House at Pooh Corner two year later. Other than that, he was a prolific writer who wrote children’s short story and poetry collections, newspaper columns, plays and had also been a columnist for the popular magazine Punch.
Epic will manually curate the Epic Games storefront rather than relying on algorithms or paid ads.
Epic's Support-A-Creator program was launched as a one-time event, but it's now permanent and is available to all creators and all developers on the Epic Games store.
I can imagine an automotive designer or an industrial designer building a product in 3D, all in real-time. That's the way a lot of people are going to work in the future.
VR as a display technology, as it's miniaturized and made comfortable and mainstream, will be a replacement for all other forms of display technology, input and output. So for anybody who works with computers all day, this is going to be our future.
This Metaverse is going to be far more pervasive and powerful than anything else. If one central company gains control of this, they will become more powerful than any government and be a god on Earth.
Asian online games are far ahead of Western games in terms of business model, but the Western games do have a real advantage in terms of production values.
The great thing about VR is that the input is going to be so drastically better than mouse input or games with touch controls on smartphones. It'll make it much easier to build stuff and express yourself freely.
The mobile gaming experience is fundamentally limited by this very small screen in front of you that occupies maybe 15 degrees of your field of view. The PC and console experience, you have a 45-degree field of view. VR is 120 degrees: your entire view space. The expectations of users on the platform will rise to levels we've never seen before.
We're not just limited by technology but by our ideas and our experimentation and how quickly we can try things.
As more and more people are automated out of the economy through robotics and self-driving cars and other technologies, there will be a way to create value for other human beings online. There will be a virtual economy for exchanging value, goods and services, entertainment experiences, and all that.
Keep in mind, the web existed for almost a decade before social networks became pervasive. Even though the technology was available to make a social network in around 1995, it simply didn't happen until somebody had the idea to do it, do it big, and do it with a certain level of quality a decade later.
We need to avoid going down a path where we might find the doors slamming shut behind us.