I've tried to get into using CryEngine myself but after using UDK, nah the only thing going for it is its purdyness.
Unreal is the better choice IMO.
We are getting a moderate trickle of mid- and low-tier games. In a world where everybody and their dog have experimented and trained with UDK that would indicate some movement on the market.Outside of Arkane Studios, who is using it that has had huge success?[SNIP]
We got a 1.0 release of Mech Warrior Online this year, for example - from devs that took two years to implement a sniper zoom view and are still working on a transition to DX11. Or the announced Monster Hunter Online. Or Lichdom, that absolutely ... "amazing" game in the AMD Mantle reveal stream. Or how about State of Decay. That Dyack game would have been a CryEngine game as well. Civ Online uses it too. And so on and so forth. None of those are big studios, but they ignored the ubiquitous UE modding/teaching community and instead went for a fringe engine, so to speak.
Crytek currently seem to offer terms and conditions that are more appealing to medium-sized teams (or package every license with a free hooker?). Over time that should lead to bigger games from bigger teams, methinks. Given the long life expectancy for this gen I think they just might claw their way to the top.
Ubisoft - Anvil Next (Ubi-art for 2D)
EA - Frostebite 3
Activision - (uhh their CoD engine mashup... id tech and some other stuff i think... i think they have a new one in the works too?)
Epic - UE4
Remedy - Northlight Engine
Naughty Dog - Updated Uncharted/Last of Us Engine
Square-Enix - Luminous Studio
Capcom - Updated MT Framework
343 - (assuming updated halo 4 engine?)
Kojima - Fox Engine (think Konami is gonna jump on this for other games?)
Please add to this... i generally see Indie and lowbudget games using UE4 as a quick-go-to engine to pump stuff out (kinda like it was used for this gen) more than any AAA game.
Thats not saying that it wont be used by AAA devs obviously... but im thinking the AA devs are going to be the ones using UE4.
There are a couple smaller new studios that have decided to pick CryEngine. XL Games is on their second game using CryEngine with CivOnline. I wouldn't use the Dyack game since he or any company he works for probably can't touch the Unreal Engine after the litigation from Silicon Knights.We are getting a moderate trickle of mid- and low-tier games. In a world where everybody and their dog have experimented and trained with UDK that would indicate some movement on the market.
We got a 1.0 release of Mech Warrior Online this year, for example - from devs that took two years to implement a sniper zoom view and are still working on a transition to DX11. Or the announced Monster Hunter Online. Or Lichdom, that absolutely ... "amazing" game in the AMD Mantle reveal stream. Or how about State of Decay. That Dyack game would have been a CryEngine game as well. Civ Online uses it too. And so on and so forth. None of those are big studios, but they ignored the ubiquitous UE modding/teaching community and instead went for a fringe engine, so to speak.
I wouldn't put too much into the experimenting and training argument. You use what your job has licensed or built. The core concepts are really similar across all toolsets and code is code. So if you were a level designer in Unreal, it might take you a couple weeks to ramp up on CryEngine or Unity or even an internal toolset. I've used Unreal, CryEngine, Unity, and some proprietary tools and the core concepts are very similar.
Artists have it even easier these days as exporters from MAX or Maya are super simple to get exactly what the look you want in-engine.
Terms are always negotiable. You just have to know who to contact.Crytek currently seem to offer terms and conditions that are more appealing to medium-sized teams (or package every license with a free hooker?). Over time that should lead to bigger games from bigger teams, methinks. Given the long life expectancy for this gen I think they just might claw their way to the top.
Like I said in others. You can add any feature you want into any engine, but are you willing to put the resources in to do it. Here is a guy that implemented Screen Space Sub-Surface Scattering in Unity3D. You can even try it in browser here, http://dl.dropboxusercontent.com/u/1...ad%20Demo.htmlOriginally Posted by 9thwonder
Really I haven't seen or heard of any AAA devs using it. It doesn't seem like it's on par with UE and CE when it comes graphical features but it's supposed to be modular right? Maybe they can make whatever it doesn't have.
Press Play is using Unity for Max: The Curse of Brotherhood, and it looks amazing. As is 17bit for Galak-Z. Usage of Unity is far greater than any of the other engines because of its price point, so I expect some breakout game to be using it fairly soon.
But then again that I guess that "UE3 look" is more of a dev's fault than the engines and I'm just a layman talking outta my ass.
Awesome, is Unity still bad for working in large groups?Like I said in others. You can add any feature you want into any engine, but are you willing to put the resources in to do it. Here is a guy that implemented Screen Space Sub-Surface Scattering in Unity3D. You can even try it in browser here, http://dl.dropboxusercontent.com/u/1...ad%20Demo.html
Press Play is using Unity for Max: The Curse of Brotherhood, and it looks amazing. As is 17bit for Galak-Z. Usage of Unity is far greater than any of the other engines because of its price point, so I expect some breakout game to be using it fairly soon.
Less medium budget games. A lot of AAA developers are using their own engines (I am happy for this), I haven't seen much talk about UE4 aside from Indies, which is not a problem if it means better indie games, but they have good competition with CE3.Do different engines differently affect input delay? Or can that be adjusted within each engine? Nothing takes me out of game faster than noticeable input delay.
EDIT: We used to hear a lot about devs licensing UE3. Haven't heard much about that lately. Maybe it still happens but isn't talked about. I personally don't like the UE3 look, but maybe that was more due to developer specific artistic decisions.
Tina from Epic here. I wanted to answer a few of the questions here. If you guys have any Epic Questions, I'll do what I can to answer, even if my answer has to be "I can't comment on that right now."
For Unreal Engine 4 there have been a few, but unless it's specifically requested by either a platform exclusive team or the platform itself, we do them on PC so they're pretty agnostic.Has there been any UE4 tech demos on next gen hardware yet?
Infiltrator was from GDC '13: http://www.youtube.com/watch?v=dO2rM-l-vdQ
Elemental was from around E3 '12: http://youtu.be/dD9CPqSKjTU
Samaratin was from GDC '11: http://youtu.be/XgS67BwPfFY
But now, that devs are actually starting work and shipping games on UE4, we're focused more on meaningful dev related video content then "sizzle pieces". We're calling these "Inside Unreal", and they're targeted at being deep enough to be useful for the disciplines using those features, but still high level enough to be approachable to the smart folks who have a more tertiary relationship with them (like Producers, for example).
So far we've done:
Layered Materials: http://youtu.be/PjSFbPv3SLc
VFX Part 1: http://youtu.be/-VANuJCM29E
VFX Part 2: http://youtu.be/RURQSR788Dg
Character Aesthetics: http://youtu.be/R7WNcUotwSQ
But we're looking for feedback on what folks would like to see next.
It was mentioned elsewhere, but Zombie's daylight will be the first to release.Originally Posted by GameAddict411
is there any AAA title using unreal engine 4? we still haven't seen how good it will look on next gen consoles.
The announced titles are:
Daylight by Zombie for PS4
Fable Legends by LionHead for Xbox: One
Fortnight (by us at Epic)
Obduction by Cyan which had an awesome kickstarter last month.
And the Yager team has confirmed the license, but not announced the game it goes with yet.
There have been a few stragglers that "spilled the beans" on either job postings for their studios or on a dev's personal twitter, but as those weren't intended to be confirmed by them just yet, we're trying to hold that back until they make official announcements.
This is an astute assessment, and something we're aware of. We're trying to help resolve these issues, not just by being more active (and open) in the forums and on Facebook, Twitter, Reddit, as well as here... but also by doing a lot more livestreams where you can just ask directly during the Q&A session. The thought being that if we can do livestreams, it's just like going to a devcon or GDC session, but from the comfort of your home or office. <Bonus: No showering or sharing of GDC handshaking germs required!>...I got the impression that in the last year, since the announcement of UE4 especially, the Unreal Developer forums became more of a frustrating place. Asking questions in the wrong way can get threads locked if it's remotely related to features that other engines have.
Our next one is tentatively going to be with the IB3 team, hopefully in the next few weeks, but you can see our past livestreams here:
UE3: Guerilla Filmmaking and the Modern Game with Epic Games Cinematic Director Greg Mitchell: http://youtu.be/jEz5vIQx15Y
UDK: Creating Mobile Games Part 1: http://youtu.be/_N3R8IZuXWY
UDK: Creating Mobile Games Part 2: http://youtu.be/9QsBtIB1yXo
UDK: An Intro to Level Streaming: http://youtu.be/XQR27-neToI
We really do want you to join us!
It's definitely a pretty common occurrence still, *especially* with games that started as UDK and wanted an upgrade path to consoles.EDIT: We used to hear a lot about devs licensing UE3. Haven't heard much about that lately. Maybe it still happens but isn't talked about.
Some quick examples recently have been
Blacklight: Retribution (PS4, PC)
Tiny Brains: (PC, PS3, PS4, XBLA)
Contrast (PC, PS3, PS4)
Outlast (PC, PS4)
Strike Vector (PC)
City of Titans (PC through Kickstarter)
Zombie Tycoon 2 (Nvidia Shield version)
Betrayer (PC)
Rekoil (PC)
Takedown (PC)
And quite a few mobile games, including our own Infinity Blade 3 from ChAIR.
As well as the more "traditional" publisher driven boxed products:
Batman: Arkham Origins (360, PS3, PC, Wii)
Thief (PS3, PS4, PC, 360, Xbox: One)
BloodMasque (iOS)
I think that answers all of it. Whenever I post on Gaf I try REALLY hard not to be salesy, so if any of it came off as such, I definitely apologize. I just try to answer what I can, if there are inaccuracies or questions out there.
As element can attest, the Seattle Game Community is pretty intermeshed, and I have always just tried to be factual.... for most of my time in the game industry, I've been a producer, so I know that when selecting any engine, it is with the goals of the best tech for your game, your team, and your budget. It will always be a customized solution based on you.
Let me know if I can elaborate anywhere, or if you have ideas for future content you'd like to see the Epic Web and PR team create. We want to help serve you with content that is helpful and meaningful, hopefully making your day a bit better. :)
-Tina
So my advice:
Stop adding features, then go back to the drawing board and redo the whole UI and workflow pipelines.
Capcom call their next gen engine Panta Rhei and will debut with Deep Down. Ubisoft actually have a bunch of engines in addition to the two you mentioned they also have Dunia Engine which is the engine that Far Cry series uses (based on Cryengine 1), Watch Dogs uses a new engine called Disrupt, and The Division uses Snowdrop, Splinter Cell still uses a highly modified UE2.5 based engine. So basically they have a different engine for each franchise, tho they do share tech between them such us the foliage system from FC2 is used in Anvil etc. EA also has that Sports game engine.I think the most of major AAA devs all have their own engine theyll likely be using this new generation.
Ubisoft - Anvil Next (Ubi-art for 2D)
EA - Frostebite 3
Activision - (uhh their CoD engine mashup... id tech and some other stuff i think... i think they have a new one in the works too?)
Epic - UE4
Remedy - Northlight Engine
Naughty Dog - Updated Uncharted/Last of Us Engine
Square-Enix - Luminous Studio
Capcom - Updated MT Framework
343 - (assuming updated halo 4 engine?)
Kojima - Fox Engine (think Konami is gonna jump on this for other games?)
Please add to this... i generally see Indie and lowbudget games using UE4 as a quick-go-to engine to pump stuff out (kinda like it was used for this gen) more than any AAA game.
Thats not saying that it wont be used by AAA devs obviously... but im thinking the AA devs are going to be the ones using UE4.
There is also
CDProjekt have RED Engine (which will also be available for licensing soon apparently)
Fatshark have Bitsquid (they also license it out)
4A have their own 4A Engine
Techland have Chrome Engine
Rockstar have Rockstar Advanced Game Engine (RAGE)
Avalanche Studios has Avalanche Engine
id (well Bethesda now I guess) has id Tech
Relic Entertainment has Essence Engine
Valve have Source
Bohemia Interactive has Real Virtuality
Platinum Games has Platinum Engine
Volition, Inc. has CTG Engine
It remains to be seen what will happen with SE's Eidos studios but
Crystal Dynamics has Crystal Engine and IO Interactive has Glacier tech from both is used in Luminous Engine.
Really there are a lot of engines out there
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