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Epic Offers Free Unreal Engine 3 Dev Kit, New Licensing Deals
by Leigh Alexander
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November 5, 2009
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Epic Games has announced a free PC edition of the Unreal Development Kit, also allowing non-commercial Unreal Engine 3 games to be released for free and detailing new royalty-based engine licensing.
The free tools, which Epic call the Unreal Development Kit, is available to anyone with interest in exploring 3D game technology, from professionals to students and hobbyists. Those users will also have access to documentation and resources on an official website -- which also offers information on how to license UE3 commercially.
Developers can now release UE3-powered games for free, which will be particularly popular with non-commercial mod projects.
However, creators will still need to obtain an official licensing agreement to develop a commercial project using UE3; according to the new licensing terms, Epic receives twenty-five percent of revenue after the first $5,000 is made, with a per-seat yearly fee also potentially applying if the project is solely used internally.
Currently, the free kit is only offered to PC users, although Epic says console support is "under consideration." It's intended as a tool for experimentation and hands-on learning.
Epic says the UDK is up to date and in step with the commercial version of Unreal Engine 3, including all its latest upgrades and features. The company promises to continue to support UDK users by offering ongoing, updated builds for free.
According to the company, Unreal development technology is already in use at over 100 schools where game development-related courses are taught, and other universities, like the Art Institutes, DeVry University and the University of Pennsylvania, among others, plan to incorporate the tech into their curricula.
"I’m excited about the possibilities the Unreal Development Kit opens to those who are looking to get into the game business but don’t otherwise have the means to acquire world-class technology and tools like ours," says Epic VP Mark Rein.
"UDK is Unreal Engine 3, which has been used to create games in a wide range of genres, as well as military simulations, 3D architectural walkthroughs, animated movies and more. Users are only limited by their imaginations. Go ahead make something Unreal!"
[UPDATE: Information on new Unreal Engine licensing structure added.]
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"Man, one thing I hope you guys realize is that this is almost EXACTLY the engine build that we're using here at Epic!
You get every single feature that we've been using here that aren't even in any games yet! We only got some of these features last week!
Can't wait to see some of the cool shizzle that comes out of this :)"
On the plus side though this will do nothing but benefit a lot of developers who want to use Unreal for their projects (if they can afford a license when it comes time to release) or at the very least give anyone a chance to put "Familiar with Unreal Editors" on their resume.
Unity Free is good for limited commercial application. You can make commercial games with it but you do not have access to some of the cool features in the pay for versions.
Unreal free is for noncommercial purposes. Meaning you can only do the game equivalent of doodling with it. Sure you can make a full fledged game, but you can't sell it. If you want to make any sort of money off of it you have to actually license the engine.
The Unreal deal is only good for students and people wanted to expand their development portfolio using current middleware.
I guess in the end it all depends on what you plan to develop for. Unity has both PC and Web capabilities and Unreal has only PC. Unreal is more commonly used throughout the games industry so it looks more impressive on a company profile.
Beyond that you can also go out in iPhone and Wii with additional Unity licensing.
Both engines are great but one should choose carefully because they are quite different 'monsters'.
Unity and Unreal are two excelent tools, each with its own strenghts (and also some trade-offs), with different target audiences (for now).
I am happy...:)
This is amazing news for indie developers, modders, and those wishing to break in. Being able to release a mod as a standalone executable is awesome enough. The fact that you can put together a team, release a game, and only start paying royalties *after* you've made 5k is awesome.
This puts a big hit on the appeal of Unity, as well as all the other less popular indie options out there. It also competes with free but harder-to-use solutions like Ogre. Furthermore, serious modders may move away from things like Source. I was raring to go on a Torchlight mod once they released the tools, but now with this announcement I might just go UDK all the way.
Overall, this is a net positive for individual game developers and a shot over the bow at companies in the engine development space. It also means that PC indie developers may be able to coalesce around a standard tool set and work with a pool of talent that all knows Unreal. Thanks, Epic!
Unreal Engine is, as stated, an engine. It's a complete package meant to be harnessed for first-person shooters.
Unity is somewhere between a framework and an engine. It really provides everything; but, it's not driving towards a specific goal (unlike Unreal).
Ogre3D is a renderer. It is a component of an engine. That's it.
As for the UDK, why use it? It only gives you script level access. Tell me, how fast is script? Add the overhead of a full game engine designed for a specific type of FPS.
Don't get me wrong, it's great for students and modders who just want to change basics of gameplay. But, from a technical stand point, not having native code is an amazing hindrance.
Having developed a bit with Unreal and Unity, I see the two occupying different niches. If you want to make FPSs and rich 3D environments, Unreal is the way to go. Unity won't cut it. If you want to make more casual indie titles, especially for iPhone, Unity is ideal. Unreal would be overkill, and ultimately paying $2000 for Unity is far, far better than paying 25% royalties.
Wonder when id will release Doom III/Quake IV's engine under the GPL.
So do I understand this correctly?...
1) UDK has no locked features.
2) UDK is FREE unless you make over $5000.
3) Anything over $5000, you have to pay 25% of?
I too would like to see GarageGames release a free version of some kind. It could be coming soon I hope.
Thanks,
Marcus
If the game you are creating can't be done with the chosen engine, framework, etc, then it doesn't make sense to use it. If your goal is a 2D iPhone game, you're probably better off using none of those options. If you're a console developer with a million-dollar+ budget, you may be better off developing your own technology, or at least getting a full license.
However, I don't think the potential usage of UDK is limited to students and casual modders. Chair's games and "Whizzle" are all great examples of what can be developed using this technology. If you are an indie developer who doesn't even know if you'll make 5k developing a game, a 25% royalty fee doesn't seem so bad.
Many indie projects get mired in engine, tools, and technology development. Eliminating as many steps as possible to getting a game running is great way to keep people motivated. Additionally, having the option to sell the game at the end (which isn't possible with most mods), also helps keep people who are working in their spare time engaged with the development process.
I'm guessing since FPS proof of concepts have less pieces that why they are demoed with FPS games. If you use it as is you get a FPS, if you take the time to figure out what you want it to do and keep the parts that are doing what you want, you end up with a more interesting game.
There would not have been so many games built in it, if it did not do something right.
In any case this will consolidate game development by locking in some base requirements. Since most studios are now actively employing tools programmers for their own engines, you can blame UE for that which is a good thing.
This is cool, I'm not trying to diminish that. It's absolutely cool. But don't think this is your all-in-one wonder tool. There are some limitations, and no access to the source is a big one.
O_O
Sooooo whos next ^_~
cant believe game engines are following suit with the console war/price cuts .
This is very good news for people who weren't really developing "mods".
Nah, competition is good. :) Besides, we (Unity) are not just competing on price, our big selling point is productivity!
After all, companies like EA, LEGO, and Cartoon Networks chose Unity even though they have the money to buy any engine they want.
I tried UDK last night... So sweet! ready to play a game within 10 minutes of playing with the engine. Of course, there was no textures or collision but I was roaming the environment with lighting obstacles. replacing the existing character is easy and changing the camera is a click away.
For those who are complaining about a possibility of lack of assets, I would just like to point out that it's a game engine not a complete game package so you don't have to work hard kins of thing. If you want a lazzy solution stay on mods. If you want to make a REAL game, that includes making your own art, animation, programming and everything in between :)
I'm developping a game in TGEA 1.8 right now. It took me less time to understand UDK. Now wich one will give me the better result. I'll have to dig deeper.
But I'm so excited you want to do everything at the same time. So take a deep breath and one step at a time and you will achieve your goal.
So I think I will put TGEA on the side for now and work with UDK :-)
Merry Christmas from Epic... HO, HO, HO
My hat is off to Epic
After all, companies like EA, LEGO, and Cartoon Networks chose Unity even though they have the money to buy any engine they want." ~ Rune Skovbo Johansen
Thanks for that response. I was thinking along the same lines. To be crystal clear, I have been a true Unreal geek for several years. Like many others commenting here, I saw Unity's first move as a breakthrough, and this after already being attracted to its functionality, particularly after Windows IDE support, iPhone/Wii support, etc. This move by Epic sort of validates Unity's imho. Floodgates open? Yes.
These were two very different indie development tools before and they remain so. There are things that Unreal can do more effectively and things that Unity can do more effectively. You're right to point out the competition is more on productivity. The determining factors (which I agree should be formally laid out in a side-by-side comparison here on Gamasutra) for choosing which tool is right for any given indie will likely fall along the lines of developer technical capabilities, development time allotment, targeted output platform and the depth of features desired 'out of the box'. That last point, to my eye, would show Unity as having the features that address the typical needs of the smaller scope project, while showing Unreal as having the features that address the details expected in larger scope projects. While I've been a veteran solo indie developer on the Unreal engine for years, my cursory comparison between the two wants to couch Unity as the tool for the smaller development team, Unreal as the tool for the larger development team. But, make no mistake, having *both* these options to choose from is nothing short of amazing! /$my $0.02
Unless Carmack releases the source of Doom 3 (that is still a awesome engine) soon or launches Rage or Doom 4 wih modding tools...
The two engines are very good, Unity3D is better for prototype fast and makes games for Web Browser, Iphone, Mac, PC and Wii (the last 4 if you can buy the respective licenses, and get the Wii licenso also). Unreal Engine 3.0 develops for PC, XBOX360 and PS3 (you know you need respective licenses too). UE3.0 provides cross-platform integration for multiplayer between PS3 and PC, but not XBOX360.
For me, at the end, it's a matter of project, costs, target and team size. If I'm making games alone, I'm a Unity Developer, If I get a team of 3 more specific discipline developers, I can wander about UE3 depending on the scope of the project.
Another thing, I didn't downloaded the UDK again yet since I read this, but in the UT3 you could "export all scripts" (from the classes browser) which also exported all native code, editor tools, renderers and lots of other base things, including the construction of the UScript syntax and functionalities). Isn't it working now?
If you want the scripts, you can get the latest scripts all off UDN.
You may also have classes with cpptext in them. But, you will NOT get C++ source out of UnrealScript files, ever. :)
I'm not a programmer so I can't say too much, I thought those classes for vehicle support and all that behind the Object classe in the folders Core, or maybe Engine, where C++. The word "native" means it derives from a C++ class, so that parent class were to be C++. Well I don't know anything anymore XD, let me take a look
If you are a game company you would probably buy the commercial lisence for that, well I guess.