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Welcome to Unreal Engine 4

unrealengine.com

111–120 of 168 posts

Re: Welcome to Unreal Engine 4

#111
post #36

Everyone seems pretty focused on the pricing - I thought the inclusion of an asset-marketplace directly into the editing environment was brilliant. You could imagine Adobe following suit very shortly here withs something similar and invalidate all those graphic/template/icon/texture/animation sites. You just open the "marketplace" inside of Photoshop and browse around for the assets you might want. Same would go for…

I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a l…

While this may be convenient for developers, I doubt gamers are going to want to see the same rehashed textures, objects and effects with each game they purchase. Reusing art assets - to me - just sounds lazy. Like something you'd find in one of those poor 'Game Creator' apps.

Re: Welcome to Unreal Engine 4

#112
post #41

Earlier quoted context omitted.

people aren't talking about that as much because Unity already has that, so it's not quite as new. It's just keeping up with the competition at this point.

Agreed, and it's been an amazing success for Unity. I imagine it's why they now give standard Unity away for free, they make more from the asset store than from the editor licenses.

uhm no. Unity is not free, only the limited indie version is, Pro is $1500 which anyone who is serious about making games needs. Making a bigger game with a Team of 10 for iOS ? Get ready to shell out $3000 per seat, another $1500 for Android and basically youd also need Teamserver which is another couple of thousands.

I think revenue from the Asset Store is relatively minor compared to that. Ive heard of success stories that sell plugins worth a couple of thousands per month, but thats about it and those are not many.

Re: Welcome to Unreal Engine 4

#113

Earlier quoted context omitted.

I've been saying there will be a huge middle man market for assets for years. A whole studio specializing in different models for boxes - every era, every state of decay, every material. A studio dedicated to the most realistic rain effects possible - at the lowest price and graphics overhead. You don't have to worry about the "Wilhelm Scream" of boxes or rain effects though because there will be a lot of choice, a l…

While this may be convenient for developers, I doubt gamers are going to want to see the same rehashed textures, objects and effects with each game they purchase. Reusing art assets - to me - just sounds lazy. Like something you'd find in one of those poor 'Game Creator' apps.

I've heard this kind of comment about reusable content throughout my career in many different contexts and it's always equally true and false.

Here's the reasons I think you need to be a little bit more nuanced on this topic:

a) Sometimes it doesn't matter - The plate and chair in the background don't need to be invented from scratch everytime

b) Sometimes it's just a starting point. You won't know it's library content because it's been edited, enhanced or used in new ways.

c) Sometimes it's just part of a bigger whole. You're not going to notice the brushed aluminum bump map when it's combined with the libraries 'scratched specular map' and a few other ingredients - a cook isn't cheating when he uses bouquet garni or a garam masala from the catering supplier.

Re: Welcome to Unreal Engine 4

#115
post #83

Looks cool, but I don't understand the 20$ a month fee, I don't think it will make them any money and it will hurt adoption.

5% of Minecraft, LoL, Candy Crush is pretty good moneymaker. If you catch early the next indie breakout hit ... you could look at millions down the road. You also make sure that any indie is well acquainted in the engine - so if the studios get aquihired ... you have your own free sale force on the inside. Although I would really like Unity or Carmack to make an engine that is potent enough to threaten UE. The unreal…

I think some of the replies here are missing the point. 5% could be huge, sure. You would think it would absolutely dwarf the $20.

So why risk missing the next Minecraft for a measly $20?

Re: Welcome to Unreal Engine 4

#118
post #114

And a prime example that Perforce is still better for game asset management than git :)

Of course it is. Binary support has always been an afterthought in git. I do hope someone eventually fixes that, but I don't know of any informed person that claims git is an ideal management utility for binaries. It merely kinda works if your binaries are small enough.

Re: Welcome to Unreal Engine 4

#119
post #59

I'll say it, THANK YOU! I've used UE at previous jobs, and while I'm not gonna say it is the best ever engine, allowing this piece of software in the hands of indies for 19 bucks a month is a bargain. I will probably not use it as I left the games industry, but compared to other commercial offerings out there, the 19 bucks a month plus the 5% is a bargain if any team is doing high end graphics games. You can bitch ab…

How does one even get into game design? I have an idea in my head that I want to get out but it gets more & more complex as I think about it.

Re: Welcome to Unreal Engine 4

#120
post #59

I'll say it, THANK YOU! I've used UE at previous jobs, and while I'm not gonna say it is the best ever engine, allowing this piece of software in the hands of indies for 19 bucks a month is a bargain. I will probably not use it as I left the games industry, but compared to other commercial offerings out there, the 19 bucks a month plus the 5% is a bargain if any team is doing high end graphics games. You can bitch ab…

How does one even get into game design? I have an idea in my head that I want to get out but it gets more & more complex as I think about it.

I recommend a thorough read through the resources on http://www.reddit.com/r/gamedev as a starting point.
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