Who would win between a multibillion dollar engine and studio and a small team of passionate game devs that just want what's best for gamers?
Forgot linkhttps://www.youtube.com/watch?v=c3zZtVBspzU
>>107013315>a small team of passionate game devs that just want what's best for gamers?a Mexican in his mom's basement trying to scam people out of 200k*
>>107013315He might be right in some aspects, but I wouldn't trust "give me 6 million dollars to fix engine"
unreal engine just isnt good for interactive gamesall they make is the same generic shooter with no physics objects
>>107013315Even small studios use UE or unity. If we are talking about small one off 2d platformer that takes almosy 10 years to develop then yes using a custom engine written in cpp might be possible but for any bigger project or multiple project using an existing engine is a win.
>>107013672>trying to scam people out of 200kDo you find any of his statements objectively wrong?
>>107013315It's not a "team", it's a single guy posing as a "we" for credibility, he's not even a programmer but still read papers, if he's serious he should use his time for engine optimization or his peak shading model implementation rather than video editing (quite good shall I add).I like him tho.
>>107013832A decade ago it made sense to make your own engine, even for AAA and new studio (my former studio used too, backed by Sony at the time) but now it became suicide, sadly. They've switched to Unreal,m where the ecosystem and talents are.Custom engine nowadays are good for proven old timer which have their legacy tools and production (Larian, Quantic dream, Creative assembly, Remedy, Ubisoft, ..) or really specialized indie titles, especially 2D. It would be really hard to justify the cost for anyone else.
>>107013910Falsity, you need a custom or severely modified engine to implement anything thats off the beaten path without severe fps losses.Unreal engine 5 is just renderware for open world sloppa like unity is renderware for indie c# devs, Stalker 2 couldve ran at over 200 if not 400fps excluding gpu bottleneck if it was not made in unreal engine slowass blueprints and the alife 2.0 ai could have actually been a worthy successor rather than a downgrade from the og trilogy and mods.(well considering it technically wasnt even present at release it it was even worse than a downgrade)
>>107013954Guerilla (one of the proven old) has a good engine they licensed freely to Kojima Prod, because their kind of game are similar enough. But no, nowadays few studio reach for peak engineering for a project, we've arrive to an era where technology is good enough for most expériences given the attention span of players, and market share now available.Most studio tends to favor a known production pipeline rather than reinventibg the wheel everytime, they have custom engine for their particular license they made at a time the cost was naturally part of the product (Ryu na gotoku for Yakuza is a prime example, Naughty Dog another). But now even past big player are moving from their own engine to Unreal for the documentation, toolings, talents, and support (Square Enix, CD Project, ..etc).
>>107013315I don't think he'll get his points across using this mild language. This is mild and hinged but what we need is blatantly abrasive and UNHINGED! This mild delivery makes this feel like a Chihuahua taking nibbles at the dev's fat ankles but we need something more like a Rottweiler biting off their nuts and marking their territory by pissing into the open wound while they're balling their eyes out.In short, I think he has to call these lazy devs what they truly are. Go nuclear, fren. Also, go open source to show them how it's done for maximal humiliation.