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by tfvlrue 1580 days ago
> Game engines are a lot like programming languages in the sense that once you learn truly learn how one works, picking up a new one isn't that difficult.

As someone who has worked as a AAA game dev for almost 13 years, can confirm this analogy holds true. Off the top of my head, I can recall 8 different game engines I've worked on (all proprietary). You start to pick up on the common patterns and ideas between them, and learning a new one boils down to figuring out familiar interfaces. Just like when learning a programming language, you look for the fundamentals (loops, conditions, data types, etc).

At the end of the day, "game engine" is a fancy way of describing an amalgamation of systems that gather input, maintain a complex state machine/simulation, and draw it on a screen. And from my experience, the way different engines accomplish this doesn't truly vary that much.

1 comments

I want to know which games you have worked on, I'm interested in how things are working behind.
The studio I'm at has hopped around a bunch, so I've gotten to do work for a range of franchises over the years. Guitar Hero/Band Hero, Call of Duty, Skylanders, Crash Bandicoot, Destiny 2, and most recently Diablo II Resurrected. And also quite a few different platforms (Nintendo DS/Wii/Switch, PS3/4/5/Vita, XB360/1/SX, Apple TV and iOS).

I've mainly done engine and tools work, often for UI or scripting systems. From my experience, each studio and franchise tends to make its own custom engine and tools. Although, in some cases we managed to reuse a decent amount of in-house technology across projects. The Tony Hawk remaster was an unusual case which used Unreal Engine instead.

It's given me an interesting perspective behind the scenes of AAA games. These titles may all use different software but they're fundamentally built on the same principles. Once you get the gist of how games like this are put together, learning another isn't a big stretch.