Unity, now valued at $6B, raising up to $525M
techcrunch.com
techcrunch.com
It blows my mind how much they've grown - but not just that - the tool itself is capable of AAA these days. The only real competition at that level is probably Unreal - and that's so very different to get into if you're an old-school unity developer. When you compare the Asset store (where you can practically buy any solution to your common problem) and compare it with Unreal's store - it doesn't really compete.
These two points make me think Unity has such a moat built around developers mindspaces that it's probably super-hard to dethrone at this point.
I'm interested if anyone else has an alternative point of view on unities sustainable competitive advantage.
OTOH, it is very difficult to build a full tool pipeline that supports that engine.
Most of the value of Unreal or Unity is that the tools are already there and they more or less Just Work and a lot of people know how to use them.
And the guys who dev it are cool as.
https://github.com/Unity-Technologies/UnityCsReference?files...
There's no sense in using the same format for your engine if you don't implement every single last checkbox and dropdown.
This is a very good point I missed above - people - the fact that lots of developers and artists are already experts with the tools lets you hit the ground running and focus on the game. With a custom engine you've got all the training involved to use your custom toolset.
Also from a tools perspective, big generic engines like Unreal and Unity have their established ways of working internally that may make writing good tools either hard or suboptimal (meaning that you can do something but since it isn't how the engine likes things it would not be fast). It is usually good enough for most uses, but if you want to make something very specialized you'll have a better time doing it with an engine you have control over, otherwise it'll be an uphill battle (there are cases with Unity for example of people having tools outside the engine and just import the final data, using Unity as little more than a scriptable renderer with asset manager and physics).
On the other hand, custom engines mean custom tools and more often than not tools get the short end of the stick in custom engines. It is a double edged sword, on one side you can make some simple and great tools that focus exactly on what your game is all about (something like Unreal is similar to C++: there is a lot of stuff that you can ignore but they still provide mental overhead even when you ignore them), but on the other side you have to make tools (and just in case, using Blender or 3ds max or whatever as your level editor is the perfect road to inflict pain on everyone involved, often leads to low performance with little visibility on why - and unless you have a vendetta against level designers do not even consider using dummy objects for level scripting, the only thing worse than that is asking people to paint triggers on a grayscale terrain texture using Photoshop).
(note that i'm assuming you have access to source code here which rules out Unity for the majority of developers using it - and of course i also assume that you have the know-how for working on custom engines)
As mentioned below in the comments - tools are also extremely important. If you're going to support standard tools (e.g. Maya etc.) for asset generation there's more work involved. The entire art pipeline has to be considered. It's a huge job. Making your own editors etc. again lots of work. If you have your own engine - you've probably got your own GUI and asset management system at this point for artists.
So this is a long way of coming around to "should you develop your own game engine?" If your use-case means that it's cheaper to do that than extend Unity or Unreal - and you've got the capital and talent - I guess it makes sense. But if you look at the majority of really successful games these days - they're using 3rd party engines. Even rockstar started with using Renderware - and now they have their internal engine with probably really good reason (super deep pockets and use case). But I guess if you're not Rockstar - and you're trying to make something AAA - it's expensive enough without trying for your own engine. Let's not even get started on making the engine cross-platform.
Of course, if you're making space invaders and know how to talk to the graphics API directly - none of this is required ;-) Just my IMHO.
FWIW personally when judging potential workplaces i bias towards those using custom engines since there is way more room for having an actual impact on the project and i am more likely to learn something new from a custom codebase than the 482th Unreal fork.
The fact that people often feel the need to justify working (almost always in a defensive stance) with a custom engine shows that they simply prefer to work with a custom engine despite other concerns.
Also there isn't really a clear cut distinction between AAA and smaller studios using custom and generic engines - while indies are more likely to use something like Unity, that is mainly because there are way more indies than big teams and many indies do not have the knowledge for a custom engine. But there have been many successful indie and small studio games with custom engines and AAA studios with licensed engines to say that if you're Rockstar go with custom, if you're small go with 3rd party engine.
Honestly i think the people involved are way more important (and likely to affect the choice of an engine) than any budget or size concerns (i'm not even considering the game type as most custom engines are used to make games that could also be made with 3rd party engines and the game type is rarely the driving factor for that choice).
The industry was mostly focused on buying libraries for specific tasks instead.
It was around this time that companies like FMod and Bink started.
Nowadays with budgets and teams that rival Hollywood ones, it is a much higher risk to do everything from scratch, before starting to do the actual game given how middleware has turned the table and is now widely accepted, hence the defensive stance.
And it makes perfect sense and you see it all the time in other fields too with people switching companies and/or start (side)projects so that they can work with specific frameworks, languages, etc.
Create Epic account, link to Github, receive access to UE4 repository. Probably can be revoked easily.
Or get it via launcher, after log in into your account.
Also, you cannot post online more than 30 lines of engine code (forums, stackoverflow,etc).
I'm not a lawyer.
Edit: launcher part.
Open source means you can use it and redistribute it freely.
While Unity is great, I think you are a little bit skewed in perspective by your love for Unity. The legacy Unreal has (just look at the insane list[0] of past and present notable games built on it) with developers makes it the king to dethrone for anything AA or AAA.
[0] https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
Don’t get me wrong - I don’t have a huge love for Unity. It’s just I’ve been using it for such a long time. For some retro game projects I’ve used C++ and XNA - which is great fun - but if you ask me to consult on a 3D title that needs all the bells and whistles, Unity is my skill set.
I’ve tried a few times to learn unreal, it’s rendering engine is fantastic - but maybe I’m getting older - but it didn’t grab me.
Again, I’ll reiterate I’m not a unity fanboy - many times I’ve found myself at the fringes of what’s possible - doing things in Unity that break it in ways the support team has never seen. It’s a pain in the proverbial. It’s bloated, it has a render pipeline that has become so amazingly complicated, and when something really doesn’t work because it’s a problem deep in the engine - it’s an absolute nightmare. For example, recently I had to port a project from another language - a 2d retro game that needed to run a 60fps solidly. You’d be amazed that Unity can’t do this without doing timed Co-routines outside of it’s traditional Update() function. That blew my mind. Unity has become so amazingly complicated that it’s at times extremely painful. I was, however, an XNA fanboy before Microsoft discontinued it. However that’s another story altogether...
Jeez.. you called me a fanboy and I went on a rant... soft spots ;-)
The last time I checked, I couldn't build a project OOTB and in 5 minutes have a multiplayer game to mod and hack on. That's been a feature I've provided for years.
I think the appeal of PBR workflows for 3D games is what Unity and Unreal capitalize on, but for 2D hobbyists, there are much better solutions with far less overhead, and fewer expenses.
Even when game engines don't fail themselves, they can become obsolete. As a general rule: love no language, engine or platform. They all come and go over the span of a career and that's especially true in an industry like gaming which constantly sits at the bleeding edge.
Some of Unity's innovations like the asset store will endure no matter what engine is on top. But the next iteration will probably just look more like a package manager.
The problem is threefold:
1. Almost no game will use all of its features. For any one project a competitor with slightly more niche positioning can find a way to pull ahead - a death of 1000 papercuts.
2. The underlying tech only becomes more of a commodity. Some of the biggest things that Unity solves are things that are still important, but not very differentiating now: having an asset store; having cross-platform deployment options; having modern rendering capabilities.
3. Unity isn't designed for sustainability. Interest in long-term maintanence has become increasingly important for developers who are able to continue marketing the same game, with the same tech, more-or-less indefinitely in today's digital marketplaces. Unity's approach is of the "move fast and break things" sort, which has served it well to grow, but makes it a business risk for developers: updating Unity versions is a perilous exercise.
If they're holding on and the full $525M isn't raised, then almost paradoxically, I'd wager that Unity is doing really really well. If they're selling, I don't think it necessarily can be construed as good or bad without proper context.
Services represent an opportunity to scale based on the success of products built on Unity, not just on the size of the developer community.
Because out of the engines that any game studio can use for a new project, there's really only Unity and Unreal.*
* = If they do not have their own internal engine or it is not applicable to their new game.
Is CRYENGINE no longer an option?
Also the idTech engine is limited to games that are published by Bethesda. So you can count it as an in-house engine now, just like Frostbite is for EA.
This is assuming the employees and stock holders are rational and can maintain long-term risky assets. Plenty of people will be looking to cash out as they've held stock for a long period and want to buy a nice house or car or something.
I'm sure the wealthier percentage will take a longer term look at it. But I wouldn't generalize the average equity owning employee as you would a typical public market.
A lot of people discussed what they should do openly, and recognized the potential for the stock to go up later on- many defaulted to selling half of their holdings as soon as they could to put some cash in their pocket, and holding on to half for potential gains. Not super sophisticated, but it seemed like it made good sense to me.
So, my point is, these kinds of deals are very often win-win, and can't signify that there's something wrong with the company.
Maybe they just want to be rich, now? Of course depending on how much I would get, but my decision to sell would have very little to do with how well I thought the company was going.
Quoting from https://www.fool.com/slideshow/7-things-you-can-learn-mark-c...
5. Diversification is extremely important
It’s important to maintain a diverse investment portfolio, whether you’ve just come into billions of dollars as Mark Cuban did in 1999 or you’re starting with a few hundred dollars.
When Cuban and his partners sold Broadcast.com in 1999, they didn’t get billions in cash -- it was all in the form of Yahoo stock. Instead of holding virtually all of his wealth in one company’s stock, he did a great job of diversifying his investments. Cuban spent $20 million hedging his Yahoo stock with synthetic indexes, and shortly thereafter acquired assets such as the Dallas Mavericks and Landmark Theatres.
It’s a good thing Cuban did all of that. Yahoo’s stock price dropped by more than 96% from January 2000 through September 2011. To put this in perspective, $1 billion in Yahoo stock would have fallen in value to just over $34 million.
My understanding is that he used puts.
Either way, any derivative strategies he employed back then almost certainly violates any corporate stock agreement today.
I know it's popular to hate on Unity for some of the bad games produced using the engine, but I don't really think that's fair -- to me, that's a failure of the storefronts that host subpar games. Creating a tool that makes it easier for people to make games is awesome.
Unity has given me a lot, and I root for the company's success.
Unity is easy to pick up but difficult to master, and looks terrible out of the box.
Unreal is difficult to pick up and difficult to master, but looks great out of the box.
Its from a teaching style done in Christian sects within the United States (and maybe just protestants in general?) where prosperity is linked to behavioral compliance. So you see this unquantifiable anomaly throughout society as the meme brushes off on more people.
Someone doesn't “deserve” x,y,z because of a,b,c. When the reality is that their network has other considerations, and one key aspect of global issuances is that local reputation is less of a factor.
Not sure why you think its some kind of deep rooted christian morality thing.
investors feel like they can price-in potential financial claims against key personnel or the entity, based on existing controversy or predictable pile-on controversy of the same genre, and don't feel like this has anything to do with dumping higher priced Unity shares on people's 401ks in a few years.
Does artwork become more or less valuable when the artist accused of sexual assault?
Social values may surprise you, because they are inconsistent. And that is before dealing with cross cultural issues, western vs. asian or capitalist vs. socialist.
Edit: never mind, TC had another article about that.
Techcrunch updated their article to include a short paragraph about it sometime after publishing.
I heard a lot of good things about Godot Engine: https://godotengine.org/
Someone also mentioned here Grid Engine (which I never heard of): https://www.planimeter.org/grid-sdk/
I want to use a game engine in my video editing pipeline. I want real time video acquisition, real time shading, real time camera manipulation, depth / fov tools, object and scene management, etc. I want to extend it to do all sorts of things, but basically the gist is to mix video editing and game engine, and put actors into complex virtual scenes in real time.
Which engine should I use? Which one supports more video things out of the box?
Ideally it works on Linux, but that isn't a hard requirement.
Also, if you can answer my questions on Skype/Hangouts (or in person in Atlanta), I'd be happy to pay $$$/hr. I want to get a broad overview of the space.
If you're fully on a professional pipeline (all professional tooling for 3d work), Cryengine can deliver breathtaking stuff. If you're a little more open source geared, Epic is a little better than Unity. Unity behaves like a framework where you buy the rest of the features from the Unity Store.
Nah, that's still the same “more notable things from the past are more memorable bias”; Corncob 3D wasn't considered a shitty game at the time. There were lots of shitty games, CC3D, relatively speaking, wasn't one of them though it might seen like one by modern standards.
For the most part, the shitty games of the past are forgotten (except a few notorious ones that were shitty despite big manufacturer backing and marketing efforts, like E.T.: The Extra-Terrestrial.)
Goat Simulator 1st Alpha Gameplay
https://www.youtube.com/watch?v=WgTQglGvNUs
https://en.wikipedia.org/wiki/Goat_Simulator
>Eurogamer's Dan Whitehead complimented Coffee Stain Studios on building in enough content Goat Simulator and potential expansion through Steam to prove it more than a simple joke title, and instead a brief diversion "in which the player is a willing participant". Dan Stapleton of IGN considered the title a "clever interactive spoof of all the broken game physics we’ve seen in open worlds" and despite being short, was a "hell of a good time". Tim Turi of Game Informer stated that the first hour with the game would be amusing, but due to the lack of more expansive features, he "[does not] recommend it to anyone looking for more than disposable entertainment". Steve Tilley of the Toronto Sun described the game as one where "most players will have a few hours of fun and then file [it] away as an occasional novelty to pull out when they’re especially bored".
>Rich Stanton of The Guardian was very critical of Goat Simulator, noting how the title is self-aware of its poor quality, and stated that the game's creation and promotion "demonstrates how social media and the internet amplify our supine tendencies". Andy Kelly of PC Gamer was also critical of the title, calling it a "bad, amateurish and boring game", and considered its popularity was only due to word-of-mouth and YouTube videos that enticed players to buy the game themselves.
https://www.quora.com/What-are-some-examples-of-sell-shovels...