Back to Unity

Ok, so it’s been about a month and I ‘ve given Unreal a decent go of it. During the time spent on Unreal such as, learning some basics, getting familiar with the UI, and Blueprints. I actually enjoyed working with the engine. It’s not hard to see what all the fuss is about as it is truly a robust piece of software and has some amazing rendering qualities.

However, as full-time Software Engineer by day and an Indie Game developer by night.  It did not take long for me to realize that as a one-man army Unreal was just not going to be for me. Mainly because I have so much exposure to Unity that I found myself comparing how long it takes to do things in both. From concept to prototype, to almost finished product, it would appear one could achieve results much faster in Unity.  Now I recognize that this is my opinion and a lot of others will differ but it’s my experience.

Even so, the realization that Unreal wasn’t for me doesn’t mean I won’t ever go back to the engine. My time with it just confirmed in my mind why it seems that a lot of AAA dev houses are seemingly attracted to the engine; a testament to its many capabilities.  All of which seemed to be deep rabbit holes 🙂

For what it is worth, the Unity workflow just feels like it was geared more towards the Indie and smaller teams. Albeit,  AAA games have and can be made with the Unity engine as well.

So in the end, at least for now, Unity fits the bill. Especially if you are a hybrid, e.g., Programmer and Artist like myself. And who knows, maybe one day I’ll pick Unreal back up and mess with it again. I haven’t uninstalled it so that’s saying something…

Test driving the Unreal Engine

I’ll be using this blog as a method to record my attempts at learning the Unreal Engine in addition to other efforts related to game development.

Currently, I’ve been using Unity3D for a few years now and enjoy using it a lot. However, I have given in to the hype surrounding Unreal simply because engineers are naturally curious creatures.

Time to give Unreal a serious peek.

My main focus, but not limited to is simply a desire to determine what Unreal has to offer.  As a satisfactory outcome at the end of this journey would be that of adding the engine to my toolkit as an option. Along the way, I would hope that I could give back to the community by providing any tips I’ve discovered and or challenges I have or will overcome.


Lastly, as a professional software developer that has coded in numerous languages over the years. I was hesitant in a negative way to give Blueprints a chance (ready to jump into C++ right away). But, I saw the error of my ways during day one. I realized very quickly how much would be required to successfully make a run at this engine.

Therefore, due to the vastness of Unreal,  i.e., workflows, API, etc. I checked my ego at the door.

More importantly, the time for coding in the traditional sense will come. As it seemed to make more sense to embrace Blueprints early on than fight against it from the start. This attitude adjustment would seem to allow one to learn the UE way more efficiently, and then determine how to achieve harmony and balance with C++ and Blueprints. Time will tell.

Looking forward to the next several months and beyond…