Hi All,
I am new in Game Development, I am currently taking a course currently that I only recently started, anyway. My question is if I do the game art, assets, and animations, etc (the visual stuff), Does it matter what game engine I choose to use?
I am aware that any game engine can do anything with the right skill set, however I am interested what makes a game engine good from a Game designer, artist, etc point of view. Not the programmers point of view
Sorry if this is a weird question or hard to understand.
Replies
- toolset simple to pick up and use, mimicks the studio's art package wherever possible (selection, navigation, etc).
- straightforward and quick asset import process
- assets get stored in a open format that can be accessed and processed by external applications if needed
- doesn't crash every 5 minutes
there, that should erase about 95 % of candidates from your list right away.
You will also want an engine that's obviously intuitive and lets artists do the most they can (shaders, etc...) so programmers can get busy with other stuff. Unity doesn't do it unless you add some node-based shader plugin.
You mean a left to right gui string connection graph that outputs compiled hlsl or cgfx? Thats pretty straightforward and easy really
I mean it makes programmers wake up in a cold sweat "the artists are making their own shaders!?"
Local changes on an artists machine wont make anyone worry especially as they wont get pushed to the main code without approval. Maybe the artist finds a good combination of something that could be useful or looks cool
All depends on what you are looking to get out of it...every engine has its strengths and weaknesses.
definitely - and rightly so. but what in my experience is something programmers want us to be able is to prototype a look that they then can adapt to the constraints of the tech/game and implement in a suitable fashion.
if you can get there 80% of the way on your own that's a huge help and means your programmer doesn't step in as your (unwilling) tech-art director. that would be a horrible outcome.
You forgot community and documentation. That is a huge area!
agreed, i was more answering with features/workflow in mind however.
another huge one would would be the ability to tweak things in runtime, not having to go through the 'tweak-reexport-rebuild-restart'-cycle over and over.
btw. if this is just about presenting assets in a game-like environment, just go with marmoset.
Thank you all for the replies.