You asked, we listened: we’ve changed the way we designate Unreal Engine features that are still under development. The term “Beta” is replacing “Early Access.” Read all about it here.
Ever wanted to step inside a Disney animated feature film and meet its characters face to face? Find out how ILMxLAB used Unreal Engine to let fans enter the world of Ralph Breaks the Internet in a stunning virtual reality experience, hosted by The VOID.
Epic Games will be at the Develop 2019 conference July 9-11 in Brighton, UK. Join us for a sneak peek at upcoming games, and for gatherings with other Unreal users.
Epic Games will be at the Develop 2019 conference July 9-11 in Brighton, UK. Join us for a sneak peek at upcoming games, and for gatherings with other Unreal users.
Developer Digital Cybercherries talks about how they relaunched the co-op tower defense shooter into Early Access 2.0 to feature new weapons, enemies, and more.
Developer Digital Cybercherries talks about how they relaunched the co-op tower defense shooter into Early Access 2.0 to feature new weapons, enemies, and more.
Our second quarterly game jam has come to an end, and with the help of the marketplace team we've played and judged over 200 submissions. Check out the winners!
Our second quarterly game jam has come to an end, and with the help of the marketplace team we've played and judged over 200 submissions. Check out the winners!
The sinking of the Titanic has fascinated us for decades. Find out how the team from Titanic: Honor and Glory went from having no real-time experience to creating a VR mystery game inside a complete replica of the ship.
Former Director of Blizzard Entertainment and Diablo Producer Max Schaefer explains how the Torchlight series has made the move to UE4 and elaborates on how Frontiers will be their most ambitious action RPG yet.
Squanch Games’ Lead Designer Erich Meyr reveals how much of the dialogue was ad-libbed and elaborates on how creating humor for a video game is different than writing for a TV show.
Ever wanted to wield a lightsaber, jump into hyperspace, and talk to Darth Vader in person? “Vader Immortal,” a first-person VR experience for the new Oculus Quest, takes you there with unprecedented player immersion.
Creative Director Adam Bromell and Engineer Sam Wolpert discuss how they designed Astroneer, implemented stylized graphics within a procedurally generated world, and overcame technical challenges.
Developer Phoenix Labs explains how they created diverse monsters that are fun and challenging to fight, and discuss designing a combat system that offers both depth and accessibility.
Developer Phoenix Labs explains how they created diverse monsters that are fun and challenging to fight, and discuss designing a combat system that offers both depth and accessibility.
Auroch Digital Lead Programmer Sam Chester dives into the challenges that went into Dark Future: Blood Red States, which is based on the 1988 Games Workshop title, and details how the studio created compelling AI opponents without sacrificing performance.
We spoke to the small indie studio about its desire to create meaningful connections with players as they craft their gameplay-focused follow up to ABZÛ.
While Robo Recall for the Oculus Rift originally required a relatively powerful gaming PC, Drifter Entertainment made intelligent optimizations to bring the game to the Quest’s mobile hardware.