UE4.SetPublic(true);

So my first game job was using a pretty hacked version of Unreal Engine 2 back in 2002. There were a number of things that were awesome with it and things that were pretty in efficient. It was the first game engine I worked with professionally and I was able to make things work in it.

I then spent 5 years using internal proprietary engines that all had places they excelled and their own deficiencies. After that I came back to using Unreal Engine 3. It’s great to come back to a full engine were you can easily accomplish things that proprietary engines fight you tooth and nail to do based on the (often) nearsighted nature of game development.

Unreal 4 All

Today is a great day for independent developers anywhere. In some parts this could be considered Epic playing catchup with Unity, and you would be correct. In general however this just empowers creators more and provides another option and incredible toolset for those starting out.

I’ve used UE4 at work for prototyping and instantly fell in love with the whole blueprint system. In a day I was able to get a playable prototype up and running while having all the vars exposed for the right people. All of you that have used Unreal over the years know the issues you had yet most of you have been able to ship with it. I’m excited to see the ripple effect this release will have on independent development.

I’ve been using Unity for some time on my side projects and love the component architecture they have. Every time new features come out and the deeper I get into it the more I love it and have to praise the Unity team. In the end these are just toolkits to get the job done. They have their own approaches that might map into your right or left brain better but having the choices only enables our muse to form like Voltron…