Pablo Selener is the managing director of W4 Games and a former employee at Epic Games and Tesla.
Weβre all gamers, one way or another. All the applications of game engines in different contexts. - 0:25
Real-time engines are the OS of interactive experiences. - 1:07
Going back in time in game development - 1:38
Requirements for making your own games, as it relates to personal proprietary engine use. - 2:58
Wouldnβt make your own real-time engine. - 3:50
Pablo talks about backstory going back to automotive company. - 4:20
Creating a tool to create graphics. - 6:50
Automotive industry acquiring game engines. - 7:00
Source code means flexibility and independence. - 7:56
Sharing the open core story behind W4 Games and Godot - 8:15
Support is important. Company and face of a product to reassure users that someone is there to catch them, importance of reliability. - 11:00
The Unity pricing debacle and wake-up call - 11:45
Creating a game engine costs $1B/year. The market cannot pay for it. How do you solve for this? - 13:45
Productization of Godot and revenue - 14:30
Adoption of Godot since the Unity debacle and the erosion of trust - 15:40
Avoid vendor lock-in - 16:25
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