I've been a little busy lately so... here I am, back again.
There are so many Game Engines. Don't believe me, check out this wikipedia page that literally just lists all of them.
You don't really realise that when you play video games. Or at least, I didn't. Since starting this course I've only had a small amount of experience Game Engines. Unreal was first. Since then I've had a little more experience with Cryengine but that's just the tip of the iceberg. There are hundreds of different engines that all have different advantages and disadvantages. Some are free, others are proprietary, owned by specific companies and only used "in house" but they all do the same job.
They let you put together your game.
There are so many Game Engines. Don't believe me, check out this wikipedia page that literally just lists all of them.
You don't really realise that when you play video games. Or at least, I didn't. Since starting this course I've only had a small amount of experience Game Engines. Unreal was first. Since then I've had a little more experience with Cryengine but that's just the tip of the iceberg. There are hundreds of different engines that all have different advantages and disadvantages. Some are free, others are proprietary, owned by specific companies and only used "in house" but they all do the same job.
They let you put together your game.
The first thing I said when I used UDK was "this is
just like playing the Sims" and it really is to some extent. You get to
place all these assets you've lovingly crafted into an exciting environment and
you feel very accomplished. Until you realise that the time you've spent making
those assets is literally a fraction of the time that you need to be spending
in the engine. Scripting, lighting, post-processing effects, triggers,
particles. ERGH. So many different areas to focus on, so much stuff to do.
The reason there are so many different engines is, I
suppose, because each engine has it's pros and cons. Some engines will be
better for lighting, other be better for rendering realistic materials, some
will pride themselves on the ease with which you can use them.; it all depends
on the engine. I've only had a little experience with two engines so much of
this will be my own personal experience with these engines, but I've done a bit
of research so, so far this is what I can tell.
Pros:
- UDK has a wealth of tutorials for aspiring Game Artists. Seriously, youtube videos, support forums. You name it. It's incredibly simple to get help with any issue that you're having.
- Kismet. It's not something I've had a lot of experience with but it is essentially a scripting tool that is set out in a flowgraph within UDK. It makes it easy for game artists which little scripting experience (like muggins here) to create triggers etc. within the level. It's incredibly useful and is set out much like the material editor so the interface is relatively simple to use.
- It gives a very professional look. In terms of rendering, it has a multi-threaded rendering system called Gemini that gives you a 64-bit HDR rendering pipeline. "The raw power behind Unreal Engine 3’s rendering system will push your creations to new levels. Your work has never seemed as alive as it is with Unreal Engine 3" says the Unreal site and I'd have to agree.
- It's incredibly flexible with a heavy reliance on the user inputing the exact settings they want.
- Many AAA games use UDK and look unbelievably fantastic. There is a long list but the notable ones are (at least for me) Mass Effect 1 and 2, Mirrors Edge and Enslaved: Odyssey to the West.
- It's also used for some great mobile games, meaning it's got a lot of functionality within the industry, Infinity Blade being the big one.
And of course
- IT'S FREE (for free games)
Cons:
- I really don't like the interface. I'm going to be entirely honest, I'm not a fan. I'm not a big fan of the Material Editor or the Content browser and they are a little confusing for beginners.
- Light Maps. Again, it's all personal preference, but I really dislike making light maps for everything and it means that my workflow takes longer.
- It's complicated. The big reason why there are so many tutorials is because it's incredibly complicated when you're a beginner. You open it up and there is a block in the centre of a floor. "What am I doing?" was my first reaction.
Now, on to Cryengine.
Pros:
- It is my favourite engine. (This is a matter of opinion, but seriously I love it)
- It's real time lighting system is beautiful. Seriously. It also means you don't have to waste your time with light maps and baking lighting (I'm looking at you here UDK...)
- It is ABSOLUTELY GORGEOUS. The Crysis series is the best way to show this. Cryengine is an absolutely beautiful engine. It boasts itself as the "fastest, high-end renderer in the world" according to their website.
- It's interface is lovely. It's sleek, easy to use and the flow graph system they have, at least in my opinion, is easier to understand than that of UDK.
- Cryengine has a much faster workflow. Many of the tools are ready made and created to cut down the time you spend messing about with settings in engine. This means quicker results.
- It is also, at the moment, $10 cheaper than Unreal. That helps.
Cons:
- It's not as flexible as UDK. Although it has a quicker workflow, UDK wins out over flexibility.
- There... isn't that much support for new users. There is a lot of documentation but it's so painfully out of date that it hurts. Scrolling through you can see that buttons are referenced that no longer exist.
- There aren't nearly as many tutorials out there either so looking through google page after google page is a little tedious.
The thing about Game Engines is, and in my research through
the internet this really holds true, you can argue for days on end about which
is better, but all these different engines serve different purposes.
If you're looking for flexibility and full control of your
project, Unreal is for you
Want hyper-realistic rendered environments and gorgeous lighting from the get go? Cryengine is where you're heading.
Unity is more useful for beginners and also indie developers too, so I've heard, but I haven't used it so I don't feel to comfortable talking about it because I've got no experience.
Want hyper-realistic rendered environments and gorgeous lighting from the get go? Cryengine is where you're heading.
Unity is more useful for beginners and also indie developers too, so I've heard, but I haven't used it so I don't feel to comfortable talking about it because I've got no experience.
Hell, there are a million different engines with a million different purposes. No one is really better than the other. It all comes down to what project you're working on (and what company you're working at, come to me Frostbite3, you beautiful thing)