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Kojima: 'No plans' at present to license FOX Engine
Kojima: 'No plans' at present to license FOX Engine
September 10, 2013 | By Kris Ligman

September 10, 2013 | By Kris Ligman
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More: Console/PC, Programming, Student/Education



At the opening of Kojima Productions' Los Angeles studio last week, studio head Hideo Kojima withdrew a 2011 statement indicating the company's internally-developed FOX Engine would be available for licensing to schools and small developers.

"Right now it's a bit too difficult," Kojima told Gamasutra. "While, yes, the engine has been shared around internally at Konami, a lot of maintenance will be involved if we're to get the FOX Engine in a workable enough state to license it. [As a result] at the moment there are no plans to license it to schools or other organizations."

Kojima Productions has been leveraging its new FOX Engine heavily in recent press conferences and talks, including a lengthy demonstration of the engine's next-gen capabilities at the most recent Game Developers Conference.

However, at the engine's first public demonstration held at the University of Southern California in 2011, Kojima told an audience comprised mainly of interactive media students that the FOX Engine would have a localized version tailored to classroom and independent development. The UI that was shown off promised a nearly code-free visual work environment, making it accessible to a wide range of incoming developers.

It's easy to understand why the engine -- while pretty to look at -- would prove tricky to finesse into a saleable product. So, keeping FOX internal to Konami for the present time makes sense, even though the about-turn is likely to be a disappointment to students eager to give it a spin.

"Of course, we're always open to discussing it with companies one-on-one," Kojima said, during last week's open house. "But open licensing is off the table for now."


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Comments


Kujel s
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With Unity and many other options for engines why would anyone license an engine that no doubt would be very expensive and not well suited to 2D development which the majority indie devs focus on.

George Menhal III
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I agree.

I'm teaching myself game development fundamentals at the moment with the hope of building a portfolio that might get me hired (I'm already a professional programmer), and I can't imagine trying to do 3D games all on my own, or even with a small team. Teaching myself to make 3D models has been a slow process, and texturing UV coordinates can get pretty confusing really quickly.

I have found it best to start with 2D and work my way up from there, primarily using Allegro, Unity, and even a bit of UDK.

I wouldn't dream of licensing an engine right now simply because I don't know what I'm doing.

Robert Schmidt
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Not surprised, a good rule of thumb is that it takes almost an order of magnitude more code to take an internal tool and turn it into a product. When you make a tool for yourself you have a limited number of use cases that you need to fulfill. You also have a level of intuition about it such that a clunky UI works fine. You would have to have deep pockets to survive development and be able to sell dozens of units before you'd make any money.

Kyle McBain
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I'm pretty sure Kojima Productions along with Konami has enough wealth and knowledge for them to make it releasable and for them to talk it up then not make it available shows a lack of integrity.

A W
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The lesson here is that you shouldn't make promises you don't intend to keep.

Scott Lavigne
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What makes you think they had no intention of following through?


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