<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Roblox on Karl Schmidt - Strategic Technology Advisor</title><link>https://www.karlschmidt.net/blog/Roblox/</link><description>Recent content in Roblox on Karl Schmidt - Strategic Technology Advisor</description><generator>Hugo</generator><language>en-US</language><copyright>Copyright © 2026, Karl Schmidt.</copyright><lastBuildDate>Thu, 07 Mar 2024 15:40:55 -0800</lastBuildDate><atom:link href="https://www.karlschmidt.net/blog/Roblox/index.xml" rel="self" type="application/rss+xml"/><item><title>Predicting the future of UGC by looking back</title><link>https://www.karlschmidt.net/Predicting-the-future-of-UGC-by-looking-back/</link><pubDate>Thu, 07 Mar 2024 15:40:55 -0800</pubDate><guid>https://www.karlschmidt.net/Predicting-the-future-of-UGC-by-looking-back/</guid><description>&lt;p&gt;25 years ago, I was making a James Bond video game for fun. A FPS game called Quake 2 was released a few years earlier, and it included code and tools so that if you bought the game, you could make your own content for it. This had started with previous titles from the developer, id Software. For Quake 2, they released part of the game code and a collection of tools. The community provided even more tools, from several level editors to 3D modellers (like MilkShape 3D). There were communities like PlanetQuake that assisted with the distribution and communication of content and how to get it. It was decentralized tooling and decentralized distribution.&lt;/p&gt;</description></item></channel></rss>