Jason outlines our reasons for choosing Unreal Engine 4
The excitement around the return of Descent is great!
The community's enthusiasm for Descent: Underground is awesome, and drives us to work with you to make the game even better.
One of the most common technical questions we've been asked is - Why did we choose Unreal Engine 4?
Some of the factors that put Unreal Engine 4 in the lead of our evaluation:
- Advanced rendering features - PBR (Physically Based Rendering), GPU particle simulation, materials, post-processing effects, and more to make D:U look great!
- Wide platform support - including all the major PC platforms (Windows, Linux, Mac).
- Low latency and high framerate rendering plus continued VR development - because VR is made for 6 degrees of freedom gameplay!
- Impressive tools - for example, technical designers and gameplay programmers can implement gameplay logic in Unreal Editor via the Blueprint visual scripting system, allowing quick iteration when creating features and polishing the game.
- Continual support and development - with Epic Games frequently releasing updates via Git and/or Perforce for easier merging into the Descent: Underground codebase.
- Flexible licensing model with low cost full source code access with updates - the new engine licensing models, with low to no upfront costs, are great for bootstrapped startups like us.
- Stability - we expect Unreal Engine and Epic Games to be around and in the engine business for a long time.
In summary, Unreal Engine 4 was the best fit for the features and gameplay of Descent: Underground.
Additionally, we now have a Steam Greenlight page! Go there and help vote us up!
And coming up tomorrow - Look for Rob Irving's Design Underground to be released at 4pm CDT tomorrow on our YouTube channel, subscribe to keep up to date.
Also, look for Eric "Wingman" Peterson's AMA on Wednesday at 11am CDT on Reddit.
Preparing for descent - and thank you all very much!
Jason "Stormwind" Spangler