
CEO @SignumGrowth + AD8 Pop (Roblox Fortnite Games pub) | Game Souk 9am ET Thurs LIVE on X | @ARKInvest | exGuggenheim EVR UBS
Metaverse
Joined May 2009
- Tweets3.7K
- Following3.1K
- Followers5.6K
- Likes8.7K
Pinned Tweet
Replying to @daltonan
New Substack out! Roblox's New Carrot and Stick signumgc.substack.com/p/robl…
Angie Dalton retweeted
The next 12 months of gaming and game development will be insanely cool and empowering!
Welcome to our live show! nitter.cf/i/broadcasts/1RJjpbgaW…
We are so excited to see @BloomGames re-release Zombie Escape Tag 2 over the weekend and now be featured in Epic's Hero Spot. The team has built an incredible game, and we are thrilled to be partnered with @jaythofficial and @ethanguest
Check it out: 2684-6279-4998
Hello, everyone, We will not host our regular show today because the team is at @nextpredictio, a Prediction Markets Conference in NYC. After seeing @TimSweeneyEpic return to X on the topic of AI in game development over the weekend, we wanted to provide some context on the wide coverage of Epic Games’ AI adoption and on the general explosion of AI in games that we have witnessed first-hand over the last few weeks, driven by Claude Opus 5.5, released exactly one month ago today, and OpenAI’s Astra.
signumgc.substack.com/p/epic…
Angie Dalton retweeted
Replying to @KenneyNL
This is bullshit, Kenney. I’m the same tech tree following optimist who moved from C to C++, from 2D to 3D, and from closed source to open source. I run a company. I write code. I contribute to published papers. I’ve upped my expectations of AI. Up yours!
This articulate description is THE WAY. So many important tidbits that I don't want to isolate only one in a retweet. It's a full read + comments ✅
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
As Elon said, "Unreal f/t/w @EpicGames" 😄😄😄
The point isn't that Epic cut their launch time to 5.47 seconds and then Steam cut theirs to 5.23 seconds, it is that @TimSweeneyEpic once again took a leadership position publicly, challenging the industry to be better for ALL players...and Wins 💥💥
The “Valve answered in 24 hours” story everyone is sharing has the timeline backwards. And the same thing happened in 2018.
Here's how this week actually went. Epic spent almost a year rebuilding its game launcher, then paid an outside testing firm called Keywords Studios to run it against Steam on 13 Windows PCs. Epic's app got from a cold start to the store page in 5.47 seconds on average. Steam took 10.07. Those numbers were legit when Epic ran them.
But on October 13, Valve put out a Steam update with one line in the notes about faster startup. Epic posted its chart the next morning. Within hours, one Steam user clocked theirs at 5.23 seconds, and the clip took off.
That 5.23 is one person's computer up against Epic's average across 13 machines, though. Other people are seeing anywhere from 5 to 7 seconds depending on their setup, so right now it's basically a tie.
How did Valve know to work on startup speed? Epic told everybody. Back in June at Unreal Fest, Epic showed a roadmap for a rebuilt launcher that would start five times faster than its old one. If you're Valve, you had four months to make sure Steam wasn't the slow one when it shipped.
Now rewind to 2018. For years Valve took 30% of every game sold on Steam. On November 30, 2018, it cut that to 25% once a game passed $10 million in sales, and 20% past $50 million. Four days later, Epic launched its own store taking 12% from everybody.
So twice in eight years, Steam got better a few days before Epic could stand up and explain why it needed to.
Most PC gamers are never going to install Epic's launcher. They still just got a Steam that opens way faster, and a lot of the credit goes to the company they love to dunk on.
Welcome to our live show! nitter.cf/i/broadcasts/1vJpPNmgM…
Angie Dalton retweeted
Fortnite Battle Royale was built in two months. I was a producer at Epic, and that's the speed Tim Sweeney moves at when he decides the whole company is turning. He just decided again.
Inside Epic, a pivot means the whole company turns that week. People get new teams, new bosses, new roadmaps, and nobody blinks because that's how the place has always run. By the time Tim posts a memo about it, the moves usually already happened.
Here's where it gets bigger than Epic though.
Epic makes Unreal Engine, the software a massive share of big-budget games are built on. Studio heads can ban AI art. Voice actors can strike over AI voices. Steam can put warning labels on AI games. None of that touches the layer Epic controls, because Epic makes the tool everyone builds with.
In June, Epic wired Claude and Gemini straight into Unreal Engine 5.8, with more coming in Unreal Engine 6. So for millions of game developers, AI shows up as a built-in feature of software they already pay for.
And honestly, the industry's AI fight is mostly for show. Google Cloud found 9 in 10 game developers already use AI agents at work. The debate happens on stage while the usage happens at the desk.
So while everyone argues about whether games should use AI, Epic quietly turned it into a checkbox inside the editor. Most developers will click it without ever having the debate.
As unconfortable as it feels, we are seeing AI empower creators, esp in a backdrop of industry layoffs that were already happening, thanks to the shorter dev cycle of UGC/rise of indie, in the face of more expensive AAA, budget cuts etc etc. The frontier model companies and their teams are now accelerating change, and we are wondering if Unreal is a missing piece that will integrate into all of them?
Replying to @a_apanasik
Much of the room wants it to be 2016 again, but it's not. Our job, as the provider of tools and technology to much of the industry, is to design for the present that is and the future that will soon be. Personally I'm optimisic about it and see it as empowering for creators.
Disclaimer: This material is prepared by SIGNUM GROWTH (“SIGNUM”) and is not intended to be relied upon as a forecast, research or investment advice, and is not a recommendation, offer or solicitation to buy or sell any securities or to adopt any investment strategy. The opinions expressed are as of the date on the front page, and may change as subsequent conditions vary. The information and opinions contained in this material are derived from proprietary and non-proprietary sources deemed by SIGNUM to be reliable, are not necessarily all inclusive and are not guaranteed as to accuracy. As such, no warranty of accuracy or reliability is given and no responsibility arising in any other way for errors and omissions (including responsibility to any person by reason of negligence) is accepted by SIGNUM, its officers, employees or agents.
Welcome to our live show! nitter.cf/i/broadcasts/1RKZzBZXb…
10/ Join us LIVE every Thursday 9am ET on X @daltonan. Team/Extended Team
@SignumKeshav @XanCapus @Signum_Eliza @jaaay64 @milesaboveny Mike Edwards Signum Growth | AD8 Pop #GameSouk
11/ Disclaimer: This material is prepared by SIGNUM GROWTH (“SIGNUM”) and is not intended to be relied upon as a forecast, research or investment advice, and is not a recommendation, offer or solicitation to buy or sell any securities or to adopt any investment strategy. The opinions expressed are as of the date on the front page, and may change as subsequent conditions vary. The information and opinions contained in this material are derived from proprietary and non-proprietary sources deemed by SIGNUM to be reliable, are not necessarily all inclusive and are not guaranteed as to accuracy. As such, no warranty of accuracy or reliability is given and no responsibility arising in any other way for errors and omissions (including responsibility to any person by reason of negligence) is accepted by SIGNUM, its officers, employees or agents.










