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The interview to Jim Brown of Epic Games

The Lead Level Designer at Epic Games Jim Brown responded to some of the many questions proposed by users of MondoXbox through a special initiative held in early January. Below you will find the interview translated into Italian, focused on the birth of the name of the software house, the typical workday of Epic Games, the sensations you feel in working for a company like that, the future of digital delivery and other little tidbits.

andreAnarchia : What is the story behind the name of your company? How is born?

Jim: Going back in time to the days of childhood, Tim Sweeney of Epic Epic Games ran from her parents ' home. Wanted his fledgling company broke new ground on all other continents and as something "great" and "exciting", why doesn't he just call it "Epic", but "Epic Megagames". With the maturing of the company and its own mass, the name was shortened.

RifiutoUrbano : How is a workday at Epic Games?

Jim: One of the most beautiful things in the work at Epic is that every day is something completely new. We have our fair share of meetings and programming of activities like any other company or business, but everything is punctuated with sessions where you share your ideas, playtest and all kinds of exciting activities you can expect when several tens of people inspired and creative put their heads together to pursue a common goal.

TheSkull : How it feels to work in a popular and have millions of players who demand the best from you? The riskier choices can divide the fan: How can you discuss these things within the team?

Jim: It is always a double edged sword, not let me even begin to talk about the countless times that we have held lengthy debates on this subject. It is an impossible task to meet everyone's expectations and is even more difficult to overcome them and suscitarle in new ways, so we focus more on exploiting the excitement as a factor of inspiration rather than use it as a guideline for our projects. There is a famous quote by Henry Ford stating that if he should give people what they wanted, went on to invent the fastest horses, but instead gave them things that they didn't know they wanted or that it would be necessary. Is a goal pulled, but here at Epic let's keep in mind that the same concept. The main question to which we constantly answer is "players are enjoying it?". As long as the answer to that question is "Yes", then we know we are on the right track.

AndreaSalvo91 : What is your opinion on digital delivery? Do you think that in the future will replace the physical copies sold in stores?

Jim: I think we have a really exciting turning point in industry: the AAA titles on store shelves are breaking any sales records, PC skills are really explosive, the console can be found at the crucial point of generational change, indie games have never been more popular, the titles of social and mobile are putting people in new and exciting ways and digital delivery is increasingly taking off Every day. While I certainly can't predict the future, I can however say that all of these options are new (and intriguing) challenges for game developers and how we are all anxious to see what will bring everything.

Dave Ranius : What other software house think they are enriching the world of videogames with masterpieces?

Jim: From the perspective of a company that develops a game engine, it is fantastic to see what they can do other people with our Unreal technology. Whenever I release a game that exploits, we ask ourselves "how they managed to do this particular thing?". It's like a terrible arms race in which other people reach new heights and making out the other one after the other. From the point of view of the individual developer, I hold the eye constantly on the indie titles because these small companies defy the true concept of what are video games and how they can be used as mediums.

Franz : What is a video game developed by another software house that you wanted to create first?

Jim: In all honesty, it was Unreal. At that time I was working not for Epic and, heck, as I wanted to be there with them to help define the future in which we are living today. Unreal was for me as a formative moment in the world of gaming and still look back on that team with a bit of fear and respect, especially now that I have a better perspective on what it took to put that game in my hands.