![]() TL DR: Unreal Engine 4 is worth the extra money. It may be lagging behind CryEngine's graphics in a few areas, but in others it is better and honestly unless you're working in a top of the line AAA studio you won't even notice or care about the rendering techniques you may be missing out on by sticking to UE4. ![]() UE4 also comes with an enormous amount of documentation, a massive community, it's relatively bug-free and you can make any game you want in it except strategy games and MMOs (although with a lot of work you'd be able to work those sort of modes in), whereas CryEngine basically only works as a first person shooter unless you want to spend years integrating new systems and mechanics.ĬryEngine may be cheaper, but Unreal Engine 4 has a much better SDK and is a better engine to boot. Check out our Discord! Suggestions and feedback Message the ModeratorsĬryEngine is infinitely more complicated to use and the results will rarely be as good as what you'll be able to do with Unreal Engine 4. r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. ![]() If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! ![]() Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are.
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