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News

  Pre-GDC: Epic China Adds Atlas MMO Solution To Unreal Engine 3
by Leigh Alexander
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March 16, 2009
 
Pre-GDC: Epic China Adds Atlas MMO Solution To Unreal Engine 3
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Based in China with over 400 staff, Virtuos is one of the largest providers of outsourced production services to the games industry, specializing in 3D Art, Animation, Co-development, Engineering and QA.

Its international management team is led by Gilles Langourieux former Founder and Managing Director of Ubisoft China Studios and backed by Legend, the number one IT group in China.

Since its creation in late 2004, Virtuos’ clients include leading developers as well as 14 of the top 20 games publishers worldwide.

Website: http://www.virtuosgames.com

Epic Games China has announced the Atlas Technology MMO suite, an extension of Unreal Engine 3's functionality focused on supporting persistent online games.

The Paul Meegan-headed Chinese division of Epic is currently using Atlas Technology for its unannounced projects, and has also been in private evaluation for a year, licensed by developers in North America, Europe and Asia, according to the firm.

Atlas Technology is intended to be a pre-integrated online game development solution for Unreal Engine 3 licensees, aimed at saving them the time and money involved in adapting third-party persistent server solutions or building proprietary server apps.

Epic Games China itself was most recently in the news for the establishment of Seattle-based Titan Studios, whose core team previously operated as Darkstar Industries and most recently unveiled Fat Princess, a PlayStation Network-exclusive game slated for 2009.

According to information released at the time, Titan Studios is currently helping on several unannounced Unreal Engine 3-based projects, including a massively multiplayer online game, presumably also using Atlas tech.

"UE3 is already a proven and powerful MMO engine,” says Epic Games China CEO Paul Meegan. "With Atlas Technology, we’re now providing a purpose built solution that takes care of a lot of the heavy lifting and Unreal client modification.
 
   
 
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