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I've used both Unreal and Unity for hobby projects, and as a developer I prefer Unreal Engine. Unfortunately, I've been unable to use Unreal for game jams. The
by honkycat 5y ago
I've used both Unreal and Unity for hobby projects, and as a developer I prefer Unreal Engine.
Unfortunately, I've been unable to use Unreal for game jams. The reason? Collaboration! I tried to get my team set up with Unreal Engine and git, but it ended up being a disaster where the team didn't have the time to figure it out. I also don't want to host my own subversion or perforce, and I also don't want to pay an arm and a leg for a hosted version.
On Unity, I pay $30/mo. You scroll to the "collaboration" tab, hit "sync" and your changes are in the cloud. It works great, my artist were immediately able to start syncing their changes.
I think in general Unreal is a more "professional, big teams" tool, and does not target the smaller market.
- zemo 5y agomost game studios don't use git to manage their games. It's becoming more common but it is by no means a standard in games. The git integration in UE4 is very, very bad. It uses perforce terminology to describe git concepts, often to very confusing ends.
- honkycat 5y agoYep, and perforce is expensive!
- Negitivefrags 5y agoFor good reason. Git is not well suited for games. Yes there are solutions to work around it’s issues but it’s not a natural fit at all.
- binthere 5y agoGit LFS is not bad if that's the only thing you're referring. I've used Git for plenty of games, never had a single issue.
- jayd16 5y agoWith git LFS it works fine for game dev. The main thing it still fails at is the artist workflow. Git's solution to check out single files or ignore folders is still experimental and no GUI supports it yet. I love git but P4 is still better if your workflow is on large single files.
- joshspankit 5y agoWhat do most game studios use?
- zemo 5y agoPerforce is pretty standard. Plastic SCM has a handful of enthusiastic users but Perforce is more common. Some studios use SVN because they can self-host it and managing art assets in git is really painful.
- kelsolaar 5y agoUnreal is built with Perforce, Epic Games workflows and tooling are built around Perforce. It is rock solid to manage binary assets of large size. I would highly recommend the publications of Dan Bloch from Google about it: https://static.googleusercontent.com/media/research.google.com/en//pubs/archive/34459.pdf https://static.googleusercontent.com/media/research.google.c... and https://research.google/pubs/pub39983/ https://research.google/pubs/pub39983/ Yes, I know that they now use Piper.