The speed of light sucks.

I like to think I'm pretty good at what I do.

Focused, hard work is the real key to success.

It's a good thing Doom 3 is selling very well.

It's nice to have a game that sells a million copies.

Low-level programming is good for the programmer's soul.

I've said before that I'm a remarkably unsentimental person.

A strong team can take any crazy vision and turn it into reality.

Focus is a matter of deciding what things you're not going to do.

It really feels like VR has the possibility to be something really huge.

I'd rather have a search engine or a compiler on a deserted island than a game.

A lot of the work at Oculus has gone into working out better position tracking.

Rocket science has been mythologized all out of proportion to its true difficulty.

If you aren't sure which way to do something, do it both ways and see which works better.

I consider myself a remarkably unsentimental person. I don't look back on the good old days.

I don't think anyone is going to say great things about being a native developer on Android.

Note to self: Pasty-skinned programmers ought not stand in the Mojave desert for multiple hours.

If you're willing to restrict the flexibility of your approach, you can almost always do something better

It is not that uncommon for the cost of an abstraction to outweigh the benefit it delivers. Kill one today!

You can prematurely optimize maintainability, flexibility, security, and robustness just like you can performance.

Sometimes, the elegant implementation is just a function. Not a method. Not a class. Not a framework. Just a function.

I've never been one of those programmers that works effectively on short amounts of sleep. I've always needed eight hours.

One of the big lessons of a big project is you don't want people that aren't really programmers programming, you'll suffer for it!

I wanted to remain a technical adviser for Id, but it just didn't work out. Probably for the best, as the divided focus was challenging.

There are some things that are exciting for distributors. I love Apple's AppStore and the things people can do with digital distribution.

I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.

It was great for me to go through all of my crazy Ferraris in my twenties. I think it was an inoculation against any kind of a midlife crisis.

When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.

The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.

It is difficult to make good scalable use of a CPU like you can of a graphics card. You certainly don't want 'better or worse' physics or AI in your game

An interesting question: is it easier to motivate a learned individual that never does anything, or educate an ignorant individual that actually produces things?

Making one brilliant decision and a whole bunch of mediocre ones isn't as good as making a whole bunch of generally smart decisions throughout the whole process.

I recognize that I possess a very special intellect, but at the same time, I recognize that I'm lacking in a lot of areas. But being well-rounded is greatly overrated.

Everybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.

If it weren't for Moore's law changing the playing field continuously, I would have been long gone. The rapid pace of hardware evolution still keeps things fresh for me.

The core of what I do is solve problems, whether that's in graphic engine flow or rockets. I like working on things that are going to have an impact one way or the other.

It's nice to be able to, you know, for me to be able to personally do whatever the heck I feel like, whether I think that I can justify it exactly in business concerns or not.

There is absolutely zero doubt that you can technically do an excellent full-featured FPS game, because these devices are more powerful now than, like, a previous generation Xbox.

At its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.

Being able to work on a more constrained project now and then is rewarding in a lot of ways, and of the available small platforms, I think that the iOS platform is clearly the best.

When people heard id Software's being acquired, everybody just assumed it would be Activision or EA. Why would we even consider going with a publisher that wasn't of that same size?

Programming is not a zero-sum game. Teaching something to a fellow programmer doesn't take it away from you. I'm happy to share what I can, because I'm in it for the love of programming.

I have fond memories of the development work that led to a lot of great things in modern gaming - the intensity of the first person experience, LAN and Internet play, game mods, and so on.

Because of the nature of Moore's law, anything that an extremely clever graphics programmer can do at one point can be replicated by a merely competent programmer some number of years later.

We were doing mobile games before the iPhone. We were doing free-to-play with 'Quake Live.' We wanted to do massively multiplayer stuff in the early days but didn't have the resources to do it.

Oculus version three or five or whatever it ends up being is something that can be used unplugged - we'd have our own Android stuff and all that - but you could plug it into the PC and use that.

The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. The trick is to pick the features that don't fight each other.

The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. ... The trick is to pick the features that don't fight each other.

I think 'World of Warcraft' shows that people today still like a good fantasy hack and slash game. I always thought that a lot of computer fantasy games leapt into complex party-based play somewhat prematurely.

We do not see the PC as the leading platform for games. That statement will enrage some people, but it is hard to characterize it otherwise; both console versions will have larger audiences than the PC version.

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