2 ms·
If you're using an engine you should be negotiating source access. I've never worked on any title where we didn't have complete source for both the editor and r
by vvanders 10y ago
If you're using an engine you should be negotiating source access. I've never worked on any title where we didn't have complete source for both the editor and runtime.
Also when you evaluate engines what is there today is what you'll ship with, don't plan on features down the road. A lot of studios learned that one the hard way with UE3 and PS3.
Lastly two devs seems like a really small number for even more than the most simple of indie games. For a lot of the reasons that seem implied in the article. Every game I've worked on needed to retrofit a different engine in significant ways unless it was a direct clone of the platform/genre it came from.