What is the Unreal Engine being used for?
The short answer TL;DR version is, “Various UI elements across the entire collection.”
Long form, currently a lot of the UI elements in the game were built using a different solution for the game’s UI. However, that original solution is no longer going to be supported with updates which will make it challenging for us to continue building and making changes in the future. Our ability to visualize and execute on future work would be more limited with older technology, with Unreal Engine we are not facing those same restrictions.
Since bringing it in, we have conducted a major update behind the scenes to allow for it to bridge both the new systems as well as the places where old implementation is strill needed. There are some interesting flows that remind me of the movie Inception such as a UI inside of a UI inside of a UI inside of a UI. My head hurts just thinking about it.
An additional perk of this new tool is that we can do much more complex UI visualizations in real time to support both armor customization options and our progression system for MCC.
What has been the hardest part of making Unreal Engine work on both PC and Xbox?
MCC on Console is a very fun challenge to overcome, especially when memory already plays such a key piece of the puzzle. When adding more content, engines, and features – you must account for its memory footprint. Adding two new engines to the existing game along with all the other additional pieces is an exercise in streamlining. It requires us to go through and essentially trim the fat in areas where possible and utilize tools, such as the unreal engine, to fit our changes within the constraints of our project and supported hardware.
It is something we have spent a lot of time investigating and are actively working on to ensure the title runs smoothly. One of our key pillars amongst our team is Community. To us, that means everything we do needs to not only meet the standards of ourselves, but it must include the standards of those who play our games. It is not the easiest thing we’ve done, to say the least, and will be something we tune and adjust as we move towards the release of Halo: Reach into MCC. But, we are excited about the prospects of this new UI system and the types of new experiences it will enable us to deliver down the road.