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As a wun­derkind pro­gram­mer, de­signer and am­bi­tious en­tre­pre­neur, Tim Sweeney is a rare hy­brid, even in an in­dus­try de­fined by a con­flu­ence of art, tech­nol­ogy and com­merce. Af­ter cre­at­ing more than 50 Ap­ple II games, Sweeney’s first ma­jor hit, ZZT, of­fered a pre­mo­ni­tion of the pop­u­lar game en­gine that would de­fine his ca­reer, al­low­ing play­ers to cre­ate their own lev­els. Af­ter a string of share­ware hits, in­clud­ing Jill Of The Jun­gle, So­lar Wind and Cliff Bleszin­ski’s Jazz Jackrab­bit, Sweeney and his Epic team be­gan work on Un­real, a com­pet­i­tive 3D shooter that would also launch the stu­dio’s en­gine li­cens­ing busi­ness. A string of hits such as Gears Of War and Chair’s In­fin­ity Blade have, over the years, shown off Un­real En­gine’s evolv­ing ca­pa­bil­i­ties. With free-to-play arena shooter Paragon, the stu­dio aims to con­tinue the tra­di­tion.

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