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GameLoft game engine

Discussion in 'General Discussion' started by buFFalo94, Jul 31, 2017.

  1. buFFalo94

    buFFalo94

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    Hi is someone here know game engine is used by Gameloft for games like asphalt ?
     
  2. AcidArrow

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    I believe they have their own in house engine.
     
  3. buFFalo94

    buFFalo94

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    Sure but why they don't talk about it publicly like others studios???
     
  4. elmar1028

    elmar1028

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    Why would they? Game engine is just a tool-set that lets them create and maintain their games.
     
    Last edited: Jul 31, 2017
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  5. Rodolfo-Rubens

    Rodolfo-Rubens

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    I think they used Marmalade SDK for some games, I remember seeing some Gameloft's games on the showcase area, but Asphalt specifically... I don't know.
     
  6. buFFalo94

    buFFalo94

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    So others studios are making mistakes by showing their techs???
     
  7. AcidArrow

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    Send them an e-mail and ask them.
     
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  8. Ryiah

    Ryiah

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    You misunderstood. He's not saying you should keep quiet because of trade secrets. He's saying it's completely pointless describing an engine to the public that the public will never have access to.

    Companies that make use of third party tools and make mention of them are doing it because they benefit from talking about it. Epic Games, for example, will post blogs, discuss the game briefly at events, etc. It's free marketing.
     
    Last edited: Jul 31, 2017
  9. Simo

    Simo

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    Game studio like Gameloft may use different engines if they would to, and not only one !!
     
  10. buFFalo94

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    Okay but studio like DICE talk a lot about FROSTBITE but the public will never access to that engine
     
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  11. buFFalo94

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    I'm talking about the one used for asphalt 8 especially
     
  12. Ryiah

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    I'll admit there are a couple of examples of where a company discussed their internal engine briefly, but they are very much the exception rather than the rule. Electronic Arts, which owns the company behind Frostbite, has occasionally been known to show up at GDC. Basically they're using it as marketing.

    Bethesda is another example of a company that will occasionally mention their engine and show up at GDC.
     
    Last edited: Jul 31, 2017
  13. elmar1028

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    Another example is Ubisoft, which talks about their game engines from time to time. Example, Tom Clancy's The Division Snowdrop Engine.

    Game Studios talking about engine capabilities could be explained by either because they want to share their knowledge with other developers (which mainly boils down to marketing) or advertise games made with that engine. It's a common practice in the industry.
     
  14. Aiursrage2k

    Aiursrage2k

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    Last time I applied at gameloft they used C++ and rolled there own engine
     
  15. Andy-Touch

    Andy-Touch

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    Probably the best option is to contact GameLoft directly and ask them about what engine(s) they may use. :)
    Hey look, they have a Customer Care experience!
    http://support.gameloft.com/
     
  16. passerbycmc

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    why does it matter, its a in-house engine that im assuming no way has access to but games made or published by gameloft.
     
  17. buFFalo94

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    you're right last time i checked some of their job pages they were looking for experienced c++ programmer to work on an in-house game engine
     
  18. zombiegorilla

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    It's also possible that an internal engine may have a name that is inappropriate to use publicly. Theoretically speaking, of course.
     
  19. elmar1028

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    I can't imagine a large company use "Sex Engine" to create mobile games. :D
     
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  20. neoshaman

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    In general what engine you use mean little to an established company, they might use it for many things like speeding up workflow and not having to maintain it themselves.

    BUT PR and marketing like to attribute functionality to engine, ie frostbyte do the best graphics, so it become a brand of best graphics, even though theoriticcally it could be done in any engine and is more a function of good artist (see mass effect andromeda). Basically it's PR speech and brand building to sell stuff and gave the impression of cutting edge, when it's really the team behind the engine that matter.
     
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  21. Kiwasi

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    Sure, but its entirely possible its simply called 'core framework', which is unpalatable to marketing.
     
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  22. neginfinity

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    What's the point of doing that exactly? A studio would have their hands full dealing with their own releases, and making sure their own stuff works well. "Pointing out mistakes" in work of other studios is a major waste of time.
     
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  23. Ryiah

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    Plus what may be a mistake in one studio may have very sound reasons in another. There are arguments you could make against the Creation Engine (aka GameBryo) used by Bethesda but the game allows them to create the games they do and be extensively moddable.
     
  24. hippocoder

    hippocoder

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    Gameloft's parents used Unity ...
     
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  25. zombiegorilla

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    HA! Wow, you almost hit the nail on the head. ;)
     
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  26. orb

    orb

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    Does the name have something to do with clusters?
     
  27. theANMATOR2b

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    Because engines aren't important - only the developers behind them are. That includes the engine developers.
    No this is usually media/marketing driven. Companies are most likely compensating for something in the games.
    Our game is alright but look at the cool tech we use. :confused:
     
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  28. Murgilod

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    Yeah, it's pretty much all marketing. If you want to get the real meat and potatoes of upcoming engine tech, SIGGRAPH is probably where you're going to be looking.
     
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  29. Ryiah

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    Radiant Story is an example of that. Bethesda played up the technology to generate hype for Skyrim but under the hood it's merely code for selecting an appropriate dungeon for randomly generated quests.

    https://en.wikipedia.org/wiki/Radiant_AI
     
    Last edited: Aug 1, 2017
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  30. angrypenguin

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    The target market for Battlefield games is techy enough to get a kick out of that. plenty of them build their own gaming PCs, for starters. They like knowing that their next BF game is going to be built on top of custom, cutting edge tech built for the latest hardware, because that aligns with their interests. For plenty of other games the audience doesn't care.
     
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  31. buFFalo94

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    I understand....
     
  32. neoshaman

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    It's basically quality by association:
    - game X has quality Y
    - game X is made on engine Z
    - Therefore game H made on engine Z as quality Y
    - Quality Y is highly marketable
    - Therefore put mention of engine Z on game H to create desirability based on a prior association of quality Y.

    Argument champion!
     
  33. Meltdown

    Meltdown

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    Gameloft uses an in-house C++ engine and they also use Unity for prototyping.
     
  34. buFFalo94

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    I think they will switch to unity someday...
     
  35. superpig

    superpig

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    I figure calling an in-house engine the "F***ing Engine" would be quite satisfying to work with. "The F***ing Engine can't render that many characters on screen at once, goddamnit" or "You have to export with particular settings to satisfy the F***ing Engine."
     
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  36. elmar1028

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    Why? Most of their games use their engine. Switching to Unity would mean additional cost of teaching staff, source code licensing and cost of porting to another engine.
     
  37. Kiwasi

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    Same reason we don't all wrote our own word processors or operating systems. Eventually the cost of in house tech will outweigh the benefits. It might take a while, but in a couple decades I doubt anyone significant will use in house engines.
     
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  38. buFFalo94

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    teaching staff???? ah ah learning a new engine will not take so longer for anyone who has experience in game development
    we've seen many studios switching from one engine to another. the switch can not be immediate but progressive and i imagine something like one game and then a second one and so on...
     
  39. Ostwind

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    That totally depends what kind of internal pipeline they have for their existing engine and workflow for artists, designers and so on. Someone would have to do the integration to Unity and then people would have to learn to use it regardless of their experience. There are a lot of things to be considered when switching an engine.
     
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  40. buFFalo94

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    You're right at some point....a simple example I can take is Bioware, they switched from unreal engine to FrostBite
     
  41. passerbycmc

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    its hard to justify the move when a lot of time and money as been already invested in the engine, and the pipeline and tools used to interface with that engine. Also lots of big publishers like to maintain full control over things, and see it as a risk to rely on 3rd party engines.
     
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  42. Joe-Censored

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    Companies tend to talk about their in house game engines for two reasons.

    1) They plan to license it to third parties (less common today with products like Unity/Unreal)
    2) They want to talk up their engine for game marketing purposes (Bethesda comes to mind)

    Other than those two you don't often get much outside of the occasional dev blog. They don't want to give away their secrets unless they see a financial gain involved.
     
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  43. elmar1028

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    That's true, however game engines like Unity and Unreal are designed to be used for almost any kind of genre: FPS, RPG, 2D etc. Which is great for Indies, hoobyists and companies that want to make a prototype.

    But what if a company specialises in making MMOs? A generalized engine will not handle large open worlds as a specialized MMO engine. Rendering would be optimised for large worlds in a specialized engine.

    What if company makes FPS shooters? That would mean rendering of close up models like arms and guns would be important so rendering would be a top thing to do.

    Sure there are cases like Nether Realms which use Unreal Engine 3. But note that it's been heavily modified with up to date rendering and probably also made to handle fighting games. Same also can be said about Respawn Entertainment that use Source engine which is also heavily modified.
    The common reason for that is so they don't have to reinvent the wheel when it comes to writing Rendering, Input etc.

    I would agree that large companies may make in house engines redundant in favour of already made engines. But I see a bigger trend in companies obtaining a source code of the said engine then modify it to their needs, rather than use it as it is (like Indies).
     
  44. buFFalo94

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    Yes many companies tend to use existing engines then modify them to fit their need Natural Motion for example used a modified version of unity 4 to build CSR 2 I've read that in GDC paper given by Liam Murphy.
    I think in the near future we will see more studios using Unity code base to build an engine for a specific genre for example
     
  45. theANMATOR2b

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    I can't remember but someone said that about 19 years ago. I think it was someone from epic. :eek:
     
  46. Kiwasi

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    They weren't wrong. We are most of the way down the path already.
     
  47. zombiegorilla

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    Source? I've read some stuff on it, and watched the presentations, nothing I've seen mentions custom version of unity. It's all just custom shader work (and assets)
     
  48. buFFalo94

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    Yes just the read GDC paper and you'll see
     
  49. AcidArrow

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    Source? Do you mean this ? https://ia601207.us.archive.org/20/items/GDC2016Murphy/GDC2016-Murphy.pdf

    I have to echo @zombiegorilla here, unless there is some other paper (that I can't find) everything they've shown, is totally doable without source access. In fact we're doing similar things ourselves, it's just a lot of custom shaders and some editor scripts, so I know it can be done without source access.
     
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  50. orb

    orb

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    Yep, that PDF is 100% about shaders. They're just using Unity as intended with purpose-built shaders, and since this was in the pre-4.x days (Unity 4 was released in November of the year the game was released) they made their own tools pipeline for realistic lighting.

    If they could manage that with this old thing Imagine what they're probably doing now with Unity 5+.
     
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