The Cooperative Future of Game Development a Phenomenon of Collaboration Between Producers and Consumers in the Video Game Industry

Total Page:16

File Type:pdf, Size:1020Kb

The Cooperative Future of Game Development a Phenomenon of Collaboration Between Producers and Consumers in the Video Game Industry DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2016 The cooperative future of game development A phenomenon of collaboration between producers and consumers in the video game industry VIKTOR GUSTAFSSON GUSTAV HÖGLUND KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF COMPUTER SCIENCE AND COMMUNICATION Abstract Independent developers and large­scale development studios ­ commonly seen as the Davids and Goliaths of the video game industry ­ are moving closer together. Powerful software frameworks, traditionally reserved for professional developers and only available through expensive licenses, are becoming free to use for consumers. By sharing their tools instead of keeping them for themselves, companies can utilize the combined talent of whole communities and monetize on that talent through royalties and other indirect fees. This paper describes how the video game industry has developed in recent years to allow for this change in business strategy and examines how the industry can continue to evolve because of this. The result of a Delphi study based on interviews with game developers both inside and outside the industry point toward a future of increased intermingling and sharing of knowledge and resources, characterized by more producer­consumer collaborations and closer relationships between companies and their communities. By adopting free­to­use business models and sharing powerful, proprietary software with their consumers, companies are lowering the point of entry for aspiring developers and thereby dissolving the traditional narrative of “we and them” that has existed between independent developers and established studios in the past. Keywords: producer­consumer collaboration, indie, modding, business model, ​ game development, game engine, participatory culture, outsourcing innovation, community platforms. Acknowledgements: The authors wish to thank the respondents of our Delphi ​ study for providing the data and the developer of WERIDE for insightful comments and advice. The authors take responsibility for any errors in this paper. 1 Sammanfattning Oberoende utvecklare och storskaliga utvecklingsstudior ­ vanligtvis betraktade som tv­spelsindustrins David och Goliath ­ rör sig allt närmre varandra. Kraftfulla mjukvaruramverk som traditionellt sett varit reserverade för professionella utvecklare och som tidigare endast varit tillgängliga genom kostsamma licenser blir i allt större utsträckning gratis att använda för konsumenter. Genom att dela med sig av sina verktyg istället för att hålla dem för sig själva så kan företag nyttja den kombinerade talangen hos sociala nätverk knutna till sina produkter och generera intäkter genom royalties och andra indirekta avgifter. Denna uppsats beskriver hur tv­spelsindustrins utveckling på senare år har möjliggjort denna affärsstrategiska förändring och hur industrin kan fortsätta att utvecklas som en följd av detta. Resultatet av en Delfistudie baserad på intervjuer med spelutvecklare både inom och utanför industrin pekar mot en framtid av ökat samspel och delande av kunskap och resurser. Detta karaktäriseras av fler samarbeten mellan producenter och konsumenter samt närmre relationer mellan företag och deras konsumentnätverk. Genom att ta till sig affärsmodeller som bygger på gratis­att­använda­principer och att dela med sig av avancerad, äganderättsskyddad mjukvara med sina konsumenter, så sänker företag ingångströskeln för aspirerande spelutvecklare. Därigenom löser företagen upp den traditionella “vi och dem”­relationen som tidigare existerat mellan oberoende utvecklare och etablerade studior. Nyckelord: producent­konsumentsamarbeten, indie, modding, affärsmodell, ​ spelutveckling, spelmotor, deltagarkultur, outsourcing innovation, konsumentnätverk. Tillkännagivanden: Författarna vill tacka de medverkande i vår Delfistudie för att ​ ha bidragit med data och utvecklaren av WERIDE för insiktsfulla kommentarer och råd. Författarna tar ansvar för möjliga fel i uppsatsen. 2 Table of contents Abstract 1 Sammanfattning 2 1. Introduction 5 1.2 Background 5 1.3 Purpose of this study 8 1.4 Structure of the paper 8 2. Theory 9 2.1 User­centered innovation & producer­consumer collaboration 9 2.2 Outsourcing innovation 10 2.3 Intellectual property rights 11 3. Methodology 12 3.1 The Delphi method 12 3.2 Choosing suitable experts 13 3.3 Questionnaire 14 3.4 Case study 15 3.5 Comparative analysis 15 4. Results 16 4.1 Delphi study 16 4.2 Case Study 23 4.3 Comparative analysis of Unreal Engine 4 and Amazon Lumberyard 25 5. Discussion 27 5.1 Method critique 29 6. Conclusions ­ The coming years 31 3 7. References 33 8. Attachments 36 8.1 Attachment #1 36 4 1. Introduction The video game industry is representative of the digital era with its way of growing, changing and converging into other businesses. The changes that has occurred in recent years have caused companies to rethink their organizational structures in order to fit in with their business goals (often designed to maximize profits). This has caused a decrease in innovation and originality in the industry, leading video game developers to produce fewer novel gaming experiences in favor of low­risk sequels to well known brands (Tschang 2007). A growing dissatisfaction among consumers, caused by the limited supply of innovative games, might explain the uprise of independent games (Arakji & Lang 2007). The profit seeking companies are now thoroughly investigating the independent game scene for clues about how to deal with this transformation (Tschang 2007). 1.2 Background In this section we present underlying concepts and events that have had impact on the video game industry. The indie genre Independent games have yet to find a clear definition but certain common factors are to be found. Our definition of independent games is as proposed by P.Ruffino (2013) in his paper Narratives of independent production video game culture. Independent ​ ​ games are developed without the aid of a publisher and the team usually consists of few members if not a single person. The developer(s) is responsible for the whole development process and thus expected to receive the complete eventual profit. Indie games would also be enriched in a non­business manner with unique features not to be found elsewhere. Independent game developers (from here on also referred to as indie developers) ​ ​ have traditionally been people with the time, funding and technical skills required to develop games from the ground up. In recent years however, crowdfunding systems 5 such as Kickstarter, Patreon and Indiegogo have made it possible for indie ​ ​ ​ ​ developers without sufficient economic resources to actualize their ideas. Despite this, the requirement of significant technical skills has persisted. For indie developers, choosing a suitable software framework in which to build the games ­ more commonly known as the game engine ­ has also traditionally meant building ​ your own tools or turning to freely distributed software, as professional game engine licenses can cost several thousand dollars to purchase (Kasurinen et al. 2013). The art of modding Historically, one of the ways that aspiring developers have been able to interact with professional, proprietary game engines has been through mods ­ direct modifications ​ which build upon or transform the original games. The act of modifying games, known in the video game industry as modding, became popular when professional ​ ​ developers started to release game toolkits together with their original games. However, the toolkits were often restricted to certain features within the game engine and were only usable on top of the original game, limiting the scope of what was possible to do by modding the original product. (Arakji & Lang 2007) The game development company Valve, well­known for their generous attitude towards mods, used the toolkits­strategy when they released the best selling shooter game Half­Life in 1998. Consumers were given access to about 80% of the code while ​ the other 20%, representing the underlying game engine, was left inaccessible. Half­Life went on to become very successful on its own but modders (the name given ​ to those who mod games) would increase product sales even further (Arakji & Lang 2007). One year after its original publication, two students wrote the mod Counter­Strike which turned out to be even more popular than the original game. This lead to Valve acquiring the mod and hiring the students, eventually leading Counter­Strike to become a separate product of Valve’s and becoming one of the highest selling video games of all time (Remo, 2008). This not only showed the potential effects individual consumers and indie developers can have on the professional game industry, but also that professional game studios can use modders 6 and other independent developers as a source of revenue as well as technical talent. (Arakji & Lang 2007) The new business model The American game developer Epic Games' own game engine Unreal Engine is one ​ ​ ​ of the gaming industry’s most popular engines of the last 15 years. It has been used in the production of several best selling video games with high development budgets, including Epic Games' own Gears of War and Unreal Tournament game series. The ​ ​ latest version of the game engine, Unreal Engine 4, was released to the public for free in March 2015, thereby becoming the first game engine of its kind to be available in its entirety for modders and indie developers. This has enabled small scale development of technically impressive
Recommended publications
  • Achieve Your Vision
    ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology.
    [Show full text]
  • Playvs Announces $30.5M Series B Led by Elysian Park
    PLAYVS ANNOUNCES $30.5M SERIES B LED BY ELYSIAN PARK VENTURES, INVESTMENT ARM OF THE LA DODGERS, ADDITIONAL GAME TITLES AND STATE EXPANSIONS FOR INAUGURAL SEASON FEBRUARY 2019 High school esports market leader introduces Rocket League and SMITE to game lineup adds associations within Alabama, Mississippi, and Texas to sanctioned states for Season One and closes a historic round of funding from Diddy, Adidas, Samsung and others EMBARGOED FOR NOVEMBER 20TH AT 10AM EST / 7AM PST LOS ANGELES, CA - November 20th - PlayVS – the startup building the infrastructure and official ​ ​ ​ platform for high school esports - today announced its Series B funding of $30.5 million led by Elysian ​ ​ Park Ventures, the private investment arm of the Los Angeles Dodgers ownership group, with five ​ existing investors doubling down, New Enterprise Associates, Science Inc., Crosscut Ventures, ​ Coatue Management and WndrCo, and new groups Adidas (marking the company’s first esports ​ ​ ​ ​ ​ investment), Samsung NEXT, Plexo Capital, along with angels Sean “Diddy” Combs, David ​ ​ ​ Drummond (early employee at Google and now SVP Corp Dev at Alphabet), Rahul Mehta (Partner at ​ ​ ​ DST Global), Rich Dennis (Founder of Shea Moisture), Michael Dubin (Founder and CEO of Dollar ​ ​ ​ ​ ​ ​ Shave Club), Nat Turner (Founder and CEO of Flatiron Health) and Johnny Hou (Founder and CEO of ​ ​ ​ ​ NZXT). This milestone round comes just five months after PlayVS’ historic $15M Series A funding. “We strive to be at the forefront of innovation in sports, and have been carefully
    [Show full text]
  • Game Engines in Game Education
    Game Engines in Game Education: Thinking Inside the Tool Box? sebastian deterding, university of york casey o’donnell, michigan state university [1] rise of the machines why care about game engines? unity at gdc 2009 unity at gdc 2015 what engines do your students use? Unity 3D 100% Unreal 73% GameMaker 38% Construct2 19% HaxeFlixel 15% Undergraduate Programs with Students Using a Particular Engine (n=30) what engines do programs provide instruction for? Unity 3D 92% Unreal 54% GameMaker 15% Construct2 19% HaxeFlixel, CryEngine 8% undergraduate Programs with Explicit Instruction for an Engine (n=30) make our stats better! http://bit.ly/ hevga_engine_survey [02] machines of loving grace just what is it that makes today’s game engines so different, so appealing? how sought-after is experience with game engines by game companies hiring your graduates? Always 33% Frequently 33% Regularly 26.67% Rarely 6.67% Not at all 0% universities offering an Undergraduate Program (n=30) how will industry demand evolve in the next 5 years? increase strongly 33% increase somewhat 43% stay as it is 20% decrease somewhat 3% decrease strongly 0% universities offering an Undergraduate Program (n=30) advantages of game engines • “Employability!” They fit industry needs, especially for indies • They free up time spent on low-level programming for learning and doing game and level design, polish • Students build a portfolio of more and more polished games • They let everyone prototype quickly • They allow buildup and transfer of a defined skill, learning how disciplines work together along pipelines • One tool for all classes is easier to teach, run, and service “Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth.” [03] the machine stops issues – and solutions 1.
    [Show full text]
  • Amazon Lumberyard Guide De Bienvenue Version 1.24 Amazon Lumberyard Guide De Bienvenue
    Amazon Lumberyard Guide de bienvenue Version 1.24 Amazon Lumberyard Guide de bienvenue Amazon Lumberyard: Guide de bienvenue Copyright © Amazon Web Services, Inc. and/or its affiliates. All rights reserved. Amazon's trademarks and trade dress may not be used in connection with any product or service that is not Amazon's, in any manner that is likely to cause confusion among customers, or in any manner that disparages or discredits Amazon. All other trademarks not owned by Amazon are the property of their respective owners, who may or may not be affiliated with, connected to, or sponsored by Amazon. Amazon Lumberyard Guide de bienvenue Table of Contents Bienvenue dans Amazon Lumberyard .................................................................................................... 1 Fonctionnalités créatives de Amazon Lumberyard, sans compromis .................................................... 1 Contenu du Guide de bienvenue .................................................................................................. 2 Fonctions de Lumberyard .................................................................................................................... 3 Voici quelques-unes des fonctions d'Lumberyard : ........................................................................... 3 Plateformes prises en charge ....................................................................................................... 4 Fonctionnement d'Amazon Lumberyard .................................................................................................
    [Show full text]
  • Ubisoft Studios
    CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies.
    [Show full text]
  • Epic Games and EA Announce 'Bulletstorm Epic Edition' With
    Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor.
    [Show full text]
  • Game Engine Architecture
    Game Engine Architecture Chapter 1 Introduction prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 1 Structure of a game team • Lots of members, many jobs o Engineers o Artists o Game Designers o Producers o Publisher o Other Staff prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 2 Engineers • Build software that makes the game and tools works • Lead by a senior engineer • Runtime programmers • Tools programmers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 3 Artists • Content is king • Lead by the art director • Come in many Flavors o Concept Artists o 3D modelers o Texture artists o Lighting artists o Animators o Motion Capture o Sound Design o Voice Actors prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 4 Game designers • Responsible for game play o Story line o Puzzles o Levels o Weapons • Employ writers and sometimes ex-engineers prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 5 Producers • Manage the schedule • Sometimes act as the senior game designer • Do HR related tasks prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of Tulsa 6 Publisher • Often not part of the same company • Handles manufacturing, distribution and marketing • You could be the publisher in an Indie company prepared by Roger Mailler, Ph.D., Associate Professor of Computer Science, University of
    [Show full text]
  • KALEB NEKUMANESH Redmond WA, 98052
    7435 159th Pl NE, Apt C319 KALEB NEKUMANESH Redmond WA, 98052 LEVEL ARTIST / GAME DESIGNER (425) 761-9421 kalebnek.artstation.com linkedin.com/in/kalebnek [email protected] EXPERIENCE SKILLS 343 Industries (Microsoft), Campaign Level / Game Designer Level Art JUN 2019 - PRESENT Level Design - Designed spaces intended to feature gameplay, narrative moments, and Gameplay Design exploration for the campaign of Halo Infinite Organic World Building - Design and sculpt terrain and gameplay assets to fit the gameplay, story, and artistic needs of the space Video Editing - Worked on various levels from concept to polish Graphic Design - Wrote design documentation for the purpose of pitching to leads and Quality Assurance directors Leadership - Worked with art, narrative, and design leads to ensure the levels are hitting the goals of all the teams involved Public Speaking - Playtested and iterated on levels and combat encounters Customer Service - Built combat encounters around several POIs in the Halo Infinite Technical Writing Campaign Project Management Independent Game Development, L evel Art / Game Design AUG 2017 - PRESENT SOFTWARE EXPERIENCE - Directed a team of up to 15 people at a time to develop a vision for an independent game developed in Unreal Unreal Engine - Designed and scripted gameplay systems in Unreal Blueprints CryEngine - Performed level design using BSP brush methods and iterated based on Unity playtest data Houdini - Sculpted and designed terrain to support gameplay and environments SpeedTree - Led a testing team to test
    [Show full text]
  • Introduction
    Introduction ○ Make games. ○ Develop strong mutual relationships. ○ Go to conferences with reasons. ○ Why build 1.0, when building 1.x is easier? Why we use Unreal Engine? ○ Easier to stay focused. ○ Avoid the trap of development hell. ○ Building years of experience. ○ A lot of other developers use it and need our help! Build mutual relationships ○ Epic offered early access to Unreal Engine 2. ○ Epic gave me money. ○ Epic sent me all around the world. ○ Meeting Jay Wilbur. Go to conferences ○ What are your extrinsic reasons? ○ What are your intrinsic reasons? ○ PAX Prime 2013. Building 1.x ○ Get experience by working on your own. ○ Know your limitations. ○ What are your end goals? Conclusion ○ Know what you want and do it fast. ○ Build and maintain key relationships. ○ Attend conferences. ○ Build 1.x. Introduction Hello, my name is James Tan. I am the co-founder of a game development studio that is called Digital Confectioners. Before I became a game developer, I was a registered pharmacist with a passion for game development. Roughly five years ago, I embarked on a journey to follow that passion and to reach the dream of becoming a professional game developer. I made four key decisions early on that I still follow to this day. One, I wanted to make games. Two, I need to develop strong mutual relationships. Three, I need to have strong reasons to be at conferences and never for the sake of it. Four, I should always remember that building 1 point x is going to be faster and more cost effective than trying to build 1 point 0.
    [Show full text]
  • Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc
    Appears in Proceedings of the 2008 IEEE Aerospace Conference, Big Sky, Montana. Evaluating Game Technologies for Training Dan Fu, Randy Jensen Elizabeth Hinkelman Stottler Henke Associates, Inc. Galactic Village Games, Inc. 951 Mariners Island Blvd., Suite 360 119 Drum Hill Rd., Suite 323 San Mateo, CA 94404 Chelmsford, MA 01824 650-931-2700 978-692-4284 {fu,jensen}@stottlerhenke.com [email protected] Abstract —In recent years, videogame technologies have Given that pre-existing software can enable rapid, cost- become more popular for military and government training effective game development with potential reuse of content purposes. There now exists a multitude of technology for training applications, we discuss a first step towards choices for training developers. Unfortunately, there is no structuring the space of technology platforms with respect standard set of criteria by which a given technology can be to training goals. The point of this work isn’t so much to evaluated. In this paper we report on initial steps taken espouse a leading brand as it is to clarify issues when towards the evaluation of technology with respect to considering a given piece of technology. Towards this end, training needs. We describe the training process, we report the results of an investigation into leveraging characterize the space of technology solutions, review a game technologies for training. We describe the training representative sample of platforms, and introduce process, outline ways of creating simulation behavior, evaluation criteria. characterize the space of technology solutions, review a representative sample of platforms, and introduce TABLE OF CONTENTS evaluation criteria. 1. INTRODUCTION ......................................................1 2.
    [Show full text]
  • What Is Game Engine Architecture
    What Is Game Engine Architecture What Is Game Engine Architecture 1 / 2 In any case, game engines are the workhorses of modern videogame development As you'd expect, there are plenty of engines out there, from very well-known names like Quake and Unreal, that developers and publishers can license at considerable expense, through to in-house proprietary engines created by studios specifically for their own titles.. Quite a few of the in-house engines have no public personality and thus are not included on this list.. CryENGINEAs Seen In: Far Cry, Crysis, Crysis Warhead, Crysis 2, Aion: Tower of Eternity It didn't take long for the German developer Crytek to make a name for itself.. These are what turn good creative ideas into great gameplay Note: It is important to understand that not all developers are vocal about their game engines and instead play their cards close to their chests. T A L K E R to usher in a new generation of PC gaming, Crytek beat them all to the punch with a stunning, tropical set FPS game powered by its own brilliant CryENGINE.. 14320288/red-dead-redemption/videos/reddead_trl_wildwest_50509 html;jsessionid=1oyv5eo9s1id0' target='_blank'>Click here to see just how stunning Red Dead Redemption looks.. Click here to see the CryENGINE 3 GDC demo According to Crytek, 'CryENGINE 3 is the first Xbox 360, PlayStation 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies.. And it is still so young: accurate physics, ecosystem A I and improved draw distance are just some of the improvements we'll see in RAGE over the coming months.
    [Show full text]
  • Multicopter Design and Control Practice Experiments
    Multicopter Design and Control Practice Experiments RflySim Advanced Courses Lesson 05: UE4 3D Scene Development Dr. Xunhua Dai, Associate Professor, School of Computer Science and Engineering, Central South University, China; Email: [email protected] ; https://faculty.csu.edu.cn/daixunhua Content 1. Setup Instruction Path of source code in this Lesson: 2. UE4 3D scene build “RflySimAPIs\UE4MapSceneAPI” 3. RflySim3D 3D scene import 4. Vehicle 3D model build and import 5. Control demo of objects in scene 6. Summary 2 Note: If you failed to download 1. Setup Instruction the file, you can use the installer “RflySimAPIs\UE4MapSceneAPI\E picInstaller-******.msi” 1.1 Components to be installed • 3Ds Max 2020 (or other versions, please install by yourself) • Visual Studio 2017 (not required to develop UE4 scenes, but required for UE4 C++/plugin programming development) • Unreal Engine 4.22 (UE4.22 this version only) The following describes how to install UE4.22 engine (internet connection required): • Open the official website of the EPIC Unreal Engine: • https: //www.unrealengine.com/en-US/?lang=en-US • Register an EPIC account and log in • Then, click the “DOWNLOAD" button on the upper right 3 1. Setup Instruction 1.2 How to install Epic Games • After clicking the “DOWNLOAD" button, the following selection box will pop up • Select the “Creators License” on the right to download the latest installation package. • Click the installation package to install, you can get "Epic Games Launcher" shortcut • Click this shortcut and log in to your Epic account, you can enter the Epic Games management page 4 1.
    [Show full text]