GungHo Online Entertainment America switches to Unreal Engine for future projects
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.
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.