Well, Tim was kind enough to answer all my emails tonight, so I should share his responses with everyone, to make Tim feel that the interview served a large scale purpose (instead of just me reading it), well here it is!
Intel17:
For the next Unreal Engine game, do you guys use a lot of BSP geometry, or is almost everything a high poly mesh, because lighting and shadowing effect them uniformly and quality cannot be discerned?
Tim Sweeney: By object count, the levels are about 25% BSP. By polygon count, they're around 1% BSP. Mainly, BSP is for high productivity in building the shells of levels, and for a small speedup indoors using cell/portal culling techniques.
Intel17: Since the new tools for Unreal Engine 3 really take away lots of programming tasks, does that give you guys more time to focus on the engine?
Tim Sweeney: Definitely there is a clearer separation between engine and game with UE3, and this has proven to be a very healthy thing. Previous generation engines have had way too much interdependency between engine and game code.
Intel17: How long does it take a mapper at Epic to complete a map? Is it significantly harder than the previous generation?
Tim Sweeney: Level building isn't significantly more time consuming than previous-gen. Art and modelling is, because the detail has gone up by 10-100X.
Intel17: Also, I've noticed you've really stepped back from direct involvement on the rendering side of things, could you tell me what your current involement in the engine is?
Tim Sweeney: Mainly I've been doing "technical director" type work here, working with the ever-growing engine team to assure that we're doing the right things and doing them optimally, plus various next-gen (and even next-next-gen) R&D projects we're not talking about, and travelling around the world to meet with folks using or considering UE3 as well as keeping up to date with the GPU and CPU folks. Definitely I'm doing a lot less coding these days than past years, but that changes cyclically (I did very little programming in 1993-1994 between Jill of the Jungle shipping and beginning on Unreal too.)
I’d like to say thanks to Tim Sweeney for taking time out of his day to let me interview him!
Intel17:
For the next Unreal Engine game, do you guys use a lot of BSP geometry, or is almost everything a high poly mesh, because lighting and shadowing effect them uniformly and quality cannot be discerned?
Tim Sweeney: By object count, the levels are about 25% BSP. By polygon count, they're around 1% BSP. Mainly, BSP is for high productivity in building the shells of levels, and for a small speedup indoors using cell/portal culling techniques.
Intel17: Since the new tools for Unreal Engine 3 really take away lots of programming tasks, does that give you guys more time to focus on the engine?
Tim Sweeney: Definitely there is a clearer separation between engine and game with UE3, and this has proven to be a very healthy thing. Previous generation engines have had way too much interdependency between engine and game code.
Intel17: How long does it take a mapper at Epic to complete a map? Is it significantly harder than the previous generation?
Tim Sweeney: Level building isn't significantly more time consuming than previous-gen. Art and modelling is, because the detail has gone up by 10-100X.
Intel17: Also, I've noticed you've really stepped back from direct involvement on the rendering side of things, could you tell me what your current involement in the engine is?
Tim Sweeney: Mainly I've been doing "technical director" type work here, working with the ever-growing engine team to assure that we're doing the right things and doing them optimally, plus various next-gen (and even next-next-gen) R&D projects we're not talking about, and travelling around the world to meet with folks using or considering UE3 as well as keeping up to date with the GPU and CPU folks. Definitely I'm doing a lot less coding these days than past years, but that changes cyclically (I did very little programming in 1993-1994 between Jill of the Jungle shipping and beginning on Unreal too.)
I’d like to say thanks to Tim Sweeney for taking time out of his day to let me interview him!