Interview

February 11, 2025

GungHo Online Entertainment America switches to Unreal Engine for future projects

Blueprints

Features

Games

GungHo America

GungHo Online Entertainment is a Japanese developer and publisher known for the roaring success of action-puzzle franchise Puzzle & Dragons, as well as popular titles that include LET IT DIE, Ninjala, and others.

Located in sunny southern California, GungHo Online Entertainment America is the US subsidiary of the company, publishing titles across the full spectrum of devices from mobile to console and PC, with a commitment to producing best-in-class visuals and gameplay for every platform.

‘Ninjala’: a GungHo Online Entertainment video game
©GungHo Online Entertainment America

Recently, Gungho America switched its game development pipeline to Unreal Engine for all future projects.

The move was driven by a number of critical considerations, including unfettered access to Unreal Engine’s source code; the fact that non-engineering team members could participate more easily using Blueprints; and the power of UE’s built-in toolsets, like the Gameplay Ability System.

Read on to find out how making the switch to Unreal Engine has set up GungHo America for success now and in the future.


Thanks for joining us! GungHo America recently transitioned to Unreal Engine as a studio for future projects. What spurred the decision to explore Unreal Engine?

Shuhei Aoki, Senior Software Engineer: The decision to transition to Unreal Engine was driven by a combination of curiosity and practical needs. During our previous project, we encountered several limitations with our old engine, such as the lack of source code access, which made debugging and resolving engine-level issues challenging. Additionally, our non-engineering team members found it difficult to navigate the complex package system, which affected our overall workflow efficiency. 

When we began prototyping a new third-person game, the marketing around Unreal Engine 5 and the success our Japan office had with UE4 on projects like LET IT DIE made Unreal an obvious choice to explore. Built-in tools, such as Animation Blueprints, Montage, and the robust character movement system, stood out during the evaluation, and the ability to access the source code was a significant draw. We quickly saw the advantages Unreal offered in terms of graphics, tool integration, and scalability, which led us to commit to it as a long-term strategy.

‘Let It Die’: a GungHo Online Entertainment video game
©GungHo Online Entertainment America
Can you tell us about the studio’s evaluation process of Unreal Engine? Were there any specific features that stood out? 

Aoki
: During our evaluation of Unreal Engine, we were particularly impressed by several key features. Animation Blueprints and Montage allowed for rapid iteration and seamless extension of features. The robust character movement system was another standout feature that provided a lot of flexibility. 

Additionally, the built-in localization support was a gamechanger for us, as our studio is based in America with a parent company in Japan, and we needed to localize content early in the development process. The ability to easily manage localization directly within the engine saved us a lot of time and hassle. Other features, such as Gameplay Tags and the Gameplay Ability System, also stood out, as they helped us manage complex systems and work more efficiently as a team.


Why was having access to source code a crucial part of your decision?

Aoki:
Having access to the source code was crucial for several reasons. First, it allowed us to easily extend the engine in areas where the API hadn't been exposed, giving us more control and flexibility. 

Second, it provided a way to get familiar with the engine by reading through the code, which can be an alternative to documentation. This was particularly valuable when we needed to fix engine bugs quickly without waiting for an external team to address them. 

Finally, having access to the source code allowed us to reference best practices directly from the engine, which helped us maintain high coding standards and consistency across the board.
 

What was the onboarding and learning process like for the development team? Was there anything that surprised you during the transition?

Aoki: The onboarding process was largely self-driven, with the team embracing online resources and learning by doing. While there were initially some challenges, particularly for non-technical team members, the team quickly got up to speed. One thing that surprised us was how quickly we adapted to the “Unreal way” of development. Tools like Rider helped ease the transition for engineers by providing linting tips and helping with common pitfalls, such as missing UProperty declarations. 

Overall, once the team became accustomed to the new workflow, the transition went much more smoothly, and we found that Unreal’s tools were generally more intuitive and battle-tested compared to our previous engine.
 

How did Unreal Engine’s capabilities enable the team to push creative boundaries?

Aoki
: Unreal Engine’s capabilities allowed us to push creative boundaries in several ways. The fast iteration time with Blueprints enabled us to quickly test new theories and features, which was especially useful when working with the Gameplay Ability System. We were able to prototype new movement modes and swap out different variations of the same features by having multiple Abilities, which accelerated our development process. 

Additionally, the ability to create visually decent levels without having to bake lights gave level designers more freedom to experiment and iterate quickly. The built-in debugging tools also proved to be invaluable, allowing us to troubleshoot issues efficiently and focus on creativity rather than assessing technical hurdles.
The GungHo America team at work
©GungHo Online Entertainment America
Do you have any advice for other studios who are considering the switch to Unreal Engine?

Aoki
: My advice for other studios considering the switch to Unreal Engine is to embrace the “Unreal way” of doing things. While it may take some time to adjust, it ultimately streamlines workflows and improves the overall development experience. 

It’s also important to be comfortable with exploring the source code, as this is one of the fastest ways to get familiar with the engine. Don’t be overwhelmed by the sheer number of features Unreal offers—start simple and gradually incorporate more tools as needed. Remember, the engine is a tool, and like any tool, it’s only as good as the person using it. Start with the basics and build up from there.
 

What, if anything, can you tell us about your current and future projects being developed in Unreal Engine?

Aoki
: While we can’t go into specifics about our current and future projects, we can say that we are excited about the possibilities that Unreal Engine offers. The engine’s flexibility and power have allowed us to set a strong foundation for our future endeavors, and we are committed to leveraging its capabilities to push the boundaries of what we can achieve. Our team is fully onboard with Unreal, and we are looking forward to delivering some exciting projects in the coming years. Stay tuned for more updates!
The GungHo Online Entertainment team.
©GungHo Online Entertainment America
Thank you for your time! Where can people go to learn more about GungHo America and upcoming projects?

Aoki
: Thank you for having us! You can follow us on X (@GungHo_America) and our website for the latest news. You can also check out our YouTube channel to learn more about our games.

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