How Are The 2 Team Going To Work Together When Needed If The Games Dont Use The Same Engine?
#1
Posted 09 September 2014 - 03:46 PM
#2
Posted 09 September 2014 - 03:48 PM
#3
Posted 09 September 2014 - 03:55 PM
Which is a LOT, when you start to think about it.
#4
Posted 09 September 2014 - 04:07 PM
Scratx, on 09 September 2014 - 03:55 PM, said:
Which is a LOT, when you start to think about it.
Uh, Russ made it clear personnel would ONLY be shared if one game had accomplished it's current goal and would help the other team achieve theirs instead of moving on on their own side. So now everyone has to work on 2 different engine, sounds counter productive.
#5
Posted 09 September 2014 - 04:20 PM
DAYLEET, on 09 September 2014 - 04:07 PM, said:
You misunderstood me. Any personnel whose tasks don't have to be game-specific (like support personnel, accountants, human resources, etc) are shared by both games. Likewise, rent, utilities, etc, are also shared by the two games, not just one. Scaling up to running two projects means you can have a dedicated team on each project and share the fixed costs of running the business among both projects.
#6
Posted 09 September 2014 - 06:49 PM
Seems wasteful.
#7
Posted 09 September 2014 - 09:22 PM
For PGI starting a game using CryEngine was a first. And they had never worked or used that engine before.
- Not so with unreal.
Directly from the site itself.
- The open-ended architecture of Unreal Engine 4 gives us the freedom to make our game exactly how we want.
UE4 is built for multiplayer – this combined with our in-house backend starts us out of the gates running.
Fast prototyping is critical to solid delivery.
- UE4’s blueprints system allows us to get to work quick. Designers can experiment with gameplay features and get fast feedback, ensuring movement, combat, and all aspects of play feel balanced.
UE4’s advanced, node-based material system gives us the power to create intricate, high resolution materials with dynamic effects. With cutting edge particle technology right out of the box, visual effects are taken to the next level of realism; players will really get the sense that they are in a huge, zero gravity environment.
To top it all off, customizable post-processing effects dynamically set the mood wherever players explore.
The gold standard in game engines, UE4 allows us to make a big, multiplayer universe with incredibly rich and highly detailed environments.
Even from the start of MWO, the CryEngine turned out to not be the Engine they though it was, and didn't have the functionality they needed. Wasn't server authoritive based, and needed large amounts of modification just to get the game in a playable state.
- This is not the case with the Unreal 4 engine platform.
9erRed
#8
Posted 09 September 2014 - 09:36 PM
Additionally when asked if they could go back and switch to another engine for MWO, Russ said no, CryEngine had been great.
Edited by Darth Futuza, 09 September 2014 - 09:37 PM.
#9
Posted 10 September 2014 - 01:25 PM
Darth Futuza, on 09 September 2014 - 06:49 PM, said:
Seems wasteful.
UE4 is much more easier to manage than cryengine is
#11
Posted 10 September 2014 - 11:24 PM
#12
Posted 10 September 2014 - 11:29 PM
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