My point is , If the engine itself is a money maker and has paid for itself and continues to pay for itself why would you lump its cost into gears cost. That doesn't make any sense. Perhaps for say Metal Gear Solid 4 if the engine was specificly designed for the game and wont be liscensed out and upgraded for other games for the company that can be lump into costs. But with Unreal 3 engine you have Gears of war , Gears 2 , Unreal 3 and then about 20-30 liscensed games that I can think of. So why lump the cost of that into the gears budget. Unreal 3 engine should have had its own budget.
The funny thing about game development studios who also license out their engines is that the vast majority of their work on the engine is specific to their own games and they do a lot of stuff that is often useless or even counterproductive to their licensees. For the most part, when a UE3 or a Lithtech or a CryEngine licensee needs a fix for something, the fix never comes unless the company themselves ran into the same problem. Other times, there will be adjustments and changes to things you were using, but the middleware provider needed to change it for their own purposes. The reality is that the upkeep and updates that occurred to UE3 over the course of Gears' development cycle was likely 100% specific to Gears.
A funny pattern I've heard about from several people who are working with UE3 was that throughout the dev cycle of Gears, the support for PS3 was sad and pitiful beyond words (and many things didn't function at all). UT3 comes along, and that not being a platform-exclusive, all of a sudden the PS3 support shoots way forward out of necessity and then 360 lags behind... Now the 360-exclusive Gears 2 is the focus, and once again, and PS3 is left alone, and there is zero support provided for it no matter how much the licensees ask for it. I don't mean to suggest that Epic is a failure as a middleware company -- simply that they're still a game company first.
Thanks for all the good info , I'm learning alot from you and others posting. However I still have more questions or ideas and so I'm going to annoy you some more. Can't you also move over animations and other thigns for the characters. For example , In assains creed they have all these crowd character models and animations and obviously they are themed for a certian time period. But now if the same company is making an rpg set in that time period can't they adapt that crowd tech and perhaps add to the models to vary it.
As long as the bone riggings are identical, you can share animations just fine, and that happens quite a bit as well. Crowd characters and random stuff are commonly handled this way. Things like base animations tend to be very context-free and localized in their impact... it's when larger contexts and more dependencies for data start coming into the picture that things stop being shareable.
Sorry reuse it. I'm asking about the xbox because didn't they have a tomb raider earlier this gen that also apeared on past consoles . I believe it was legends . What was the uncompressed size of legends on the xbox 360 and then the xbox ? You pointed out that the last tomb raider game was 400gigs of content , but what were they on the xbox 1 is what i want to know.
The 200 GB of content was in reference to the current TR due to come out in November. Legend was before my time, so I have no idea how big it was... that said, the leftover assets from Legend that were used as a "startup" baseline content set when Underworld was less than 6 GB, but that was with zero actual
content-filled levels (all of that stuff had been removed since we didn't need it as a starting point). It was all testing units and things -- everything was block mesh. Sure, most of these testing units had script and triggers and all sorts of things set up within them, but it's generally one thing at a time in order to isolate features.
I can understand that since previously they used an older engine from last gen for the games. But going foward do they need to redesign this current engine and content again this generation ?
Depends on to just what extent you're talking about... Is this engine going to be torn down again like the last within this generation? nope... is there going to be
some stuff ripped out and replaced or renewed? You bet there will. It's not like it's in a finished state or anything. And it's also in the nature of any tech development that once it's used, you realize what sucks about it and you end up thinking about how to improve it. And of course, in terms of game-specific features and the sort of content and tweaking they demand, that's often a blank slate to start.
It's often easy to look past it when you're writing about it in short form, but there's really a pretty astonishing amount of stuff here, because it goes so incredibly low-level. In the old days, people missed things like a grimace on a characters face when they walked within 177 inches of a burning tree, and so developers wouldn't really bother either with such a feature let alone impart control to designers over that sort of thing... nowadays, artists and designers have a lot more control, and that means a lot more stuff to adjust and tweak and a lot more emergent features and techniques come up in the process. And to add to the work, they not only *get* to think about things at this level, but they also *have to* think about what could happen if they overlook something at this level.