Monthly Archives: September 2016

A Unity programmer in Unreal Engine’s Court: Introduction

By Mike

Well, I have a lot of updating to do here. That tagline in the “About” section, knocked off from Mythbusters, hasn’t been accurate for a long time.

As of now I have five years of game development experience, inclusive of the outside-of-classroom projects I did while I was in my last year of grad school. Adam has exited the games industry entirely for the tech sector, although he’s still exploring games on his own time and regularly there for me to bounce thoughts and ideas off of. For both of us the days when we were in school are so far in the rear-view mirror as to be irrelevant.

In those years I’ve worked at WayForward Technologies, Stompy Bot Productions, and NostalgiCO, and I’ve contributed to a couple of other independent game projects. I’ve worked on three published projects based out of Unity 4.x, going on a fourth with Cryamore coming sometime early 2017. I worked with Unreal 4 for about a year prior to its public release, and recently worked on an Unreal 4 VR project for Gear VR. I’ve wrapped my arms around a wide array of systems, including localization, UI, save data, combat, game state management, animation, input management, and a variety of eccentric Android systems, not the least of which was the Fire Phone and the illustrious Madcatz Mojo.

Mad-Catz-M.O.J.O.-Micro-Console-for-Android-Shipped.jpg

Here’s a build target everybody wants on their resume.

Yeah… I’m a little different than when I started this blog. Currently I’m one of the most-read Quora writers in game development. I’m writing a lot more regularly about game development topics, so I figure it’s way past time for me to update this blog.

I’m embarking on a bit of a personal project, which hopefully I’ll be revealing soon. As the majority of my professional experience has been with Unity to date it seemed like the decision of what engine I’d build it in would be a no-brainer, but as I’ve had the time to do some research the decision has become less and less clear. As an experiment I’ve been implementing some preliminary systems in each engine, and I felt it forthcoming to share the experience so far.

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