With multiple Unreal-powered projects in development, we're entering the next chapter of the franchise and changing the recipe for how we make Halo games. J...
Yeaaah, but then again not really, there has been an Unreal scene in indies. I’d say it was a 60-30-10 split between Unity, Unreal and Godot (of people using these engines, not counting custom ones). My point is there is a “character” or “personality” of these engines. It stems from both the factors you mentioned, and the tutorials / sample projects that are in Unreal or Unity. Unreal games quite often have specific lighting that immediately makes you go “Unreal” from looking at a game. I can’t really explain it, it’s like seeing AI photos - sometimes all the fingers, eyes are there but the “uncanny valley” feeling remains. For Unity it always was the “jank” to me, even without seeing any logo and googling afterwards. Probably just confirmation bias on my part, but oh well
Edit: for Unreal another tell is the default “skeleton” animations for a third person character. Some of the cheap asset flips even leave the unreal robot / doll model. It mostly stems from the UE marketplace and people rigging their models with the default skeleton so more anims / custom ones work for it
Before the Unity suicide, I doubt it had 10% either. And you know, making games takes time, so in terms of released games, we might still not see an uptick.
This is from a gamejam held by a particular YouTube channel. That YouTube channel has an ongoing series about making a Unity game, nothing about Godot yet.
But it is a gamejam, where people sit down for just a weekend to make a game, so people will be much more willing to try a new engine out. Although they’ll typically have some prior experience, since you don’t want to spend the whole gamejam learning an engine.
But yeah, those caveats notwithstanding, that still is a significant growth for Godot.
Yeaaah, but then again not really, there has been an Unreal scene in indies. I’d say it was a 60-30-10 split between Unity, Unreal and Godot (of people using these engines, not counting custom ones). My point is there is a “character” or “personality” of these engines. It stems from both the factors you mentioned, and the tutorials / sample projects that are in Unreal or Unity. Unreal games quite often have specific lighting that immediately makes you go “Unreal” from looking at a game. I can’t really explain it, it’s like seeing AI photos - sometimes all the fingers, eyes are there but the “uncanny valley” feeling remains. For Unity it always was the “jank” to me, even without seeing any logo and googling afterwards. Probably just confirmation bias on my part, but oh well
Edit: for Unreal another tell is the default “skeleton” animations for a third person character. Some of the cheap asset flips even leave the unreal robot / doll model. It mostly stems from the UE marketplace and people rigging their models with the default skeleton so more anims / custom ones work for it
10% seems rather high for Godot, is it really that popular ?
Before the Unity suicide, I doubt it had 10% either. And you know, making games takes time, so in terms of released games, we might still not see an uptick.
But I do think newly developed, particularly indie titles will go beyond those 10%, and maybe even quite easily so.
There’s not many statistics out there, so here’s some horribly biased ones: https://gamefromscratch.com/godot-popularity-at-gmtk-jam-2024-explodes/
This is from a gamejam held by a particular YouTube channel. That YouTube channel has an ongoing series about making a Unity game, nothing about Godot yet.
But it is a gamejam, where people sit down for just a weekend to make a game, so people will be much more willing to try a new engine out. Although they’ll typically have some prior experience, since you don’t want to spend the whole gamejam learning an engine.
But yeah, those caveats notwithstanding, that still is a significant growth for Godot.