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Welcome to Unreal Engine 4

unrealengine.com

71–80 of 168 posts

Re: Welcome to Unreal Engine 4

#71
post #16

Earlier quoted context omitted.

well thats the whole point of opening it to the community. that 'failed project' developer will himself gain a lot of experience that he can freely share. I dont think they care about hunting down extremely tiny devs and even $19 doesnt cover that cost.

The key thing to understand about game development is that everyone wants to be a game developer, in the same way everyone wants to be a rock star, or a famous actor. It's a prestige profession, which means most self-professed practitioners of it don't actually practice at all. Put plainly, that "failed project" developer is in all likelihood not a developer at all. That "failed project" developer likely has never wr…

Make UnrealDev.StackExchange or something similar... push $20/month people there. Have a separate tier for "paying" customers.

Problem solved all around.

Re: Welcome to Unreal Engine 4

#72
post #39
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…

Adobe already tried that. It was discontinued. http://helpx.adobe.com/legacy/kb/stock-photo-service-being-d...

Was it integrated directly into the applications, or was it a standalone?

Re: Welcome to Unreal Engine 4

#73
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…

SketchUp has a built in asset-retrieval. Also MS Office.

Re: Welcome to Unreal Engine 4

#74
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…

This sounds nice from the point-of-view of somebody looking to put something together in a hurry, but this sounds awful from the point-of-view of the guy getting hired to model boxes all day.

Maybe that's not a huge difference from what a lot of people are doing at AAA studios anyway, but my god.

Re: Welcome to Unreal Engine 4

#75
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…

Unity3d has this already ( https://www.assetstore.unity3d.com/ ). I'm pretty sure the reason why they made their engine/IDE free is because they're making so much money from their asset store.

Re: Welcome to Unreal Engine 4

#76
post #38

Earlier quoted context omitted.

From the FAQ ( https://www.unrealengine.com/faq ): What platforms can I access under the subscription plan? If you access the source code, you'll see that there is early work on other platforms, including Oculus VR, HTML5 and Linux. You are welcome to extend and modify this code, and also build and ship games for these platforms.

Kinda funny to have to pay someone to contribute to their code.

You're not really paying to contribute to their code. You're paying to get access to the source in case you need any custom engine modifications.

Re: Welcome to Unreal Engine 4

#77
post #75

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…

Unity3d has this already ( https://www.assetstore.unity3d.com/ ). I'm pretty sure the reason why they made their engine/IDE free is because they're making so much money from their asset store.

Yep indeed. Unity3d has this for a long while.

Re: Welcome to Unreal Engine 4

#78

"5% of gross revenue resulting from sales to users." As others have pointed out, that is a huge amount, that is probably 25 - 30% of your "profit". The accounting is pretty easy though. Units * SRP * 0.05 == royalty. That said, it is a lot simpler than investing $25 - $30K up front while building the game, only to have it go poof because the market or your designer flaked out. Figure 3 year development at $20/month t…

Gross revenue is way easier to calculate than profit. I like these terms much better.

Re: Welcome to Unreal Engine 4

#79
post #39
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…

Adobe already tried that. It was discontinued. http://helpx.adobe.com/legacy/kb/stock-photo-service-being-d...

Avid tried two versions back also for video: https://www.avid.com/US/avid-tv/MC6-Marketplace

I don't know anyone who uses it.

Re: Welcome to Unreal Engine 4

#80

Yes! Another step forward in the field of graphics.. Soon we may see graphics approaching eye level quality

I read a blog post recently that outlined why we may never actually see photo-realistic games even as the technology improves. Basically, it's a MASSIVE amount of work/cost to create individual blades of grass that independently react to a person walking on them, vs just pasting an static grass texture on the ground. And unless the movement of the grass is really important to the story, it will never be cost-effectiv…

Remember when 640kb was ought to be enough for anybody? Never say never in tech world. Someone might and probably will come up with tech to realistically render individual grass blades, just like they did with TreesFX, hair strand simulation technology used in most recent Tomb Raider game.
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