You said it was a dead engine, i pointed out it wasn't and was seeing plenty of use. I don't think it has much space in AAA either, much like Unity also doesn't.
Genshin Impact is made in Unity.........I think Tarkov is also a Unity game........I couldnt even imagine trying to make either game using Godot or one of these other obscure engines you think young talent should be learning.
I said Godot was a dead end engine for AAA development (slight hyperbole)
If you are applying to a AAA or AA studio, Unreal/Unity/Cry will look better on your resume even if the studio doesnt actually use any of those engines.
They focus on learning it because it's what studios use, and studios use them because it's the only thing most of the available workers know how to use. It's a self-feeding vicious cycle.
They focus on learning these engines because these are the engines available.
If you come from GameMaker or whatever and apply to ND theyll likely laugh you out the studio because they would be effectively onboarding you for a near full year. (Assuming you arent there just as a coder in which case the engine is irrelevent cuz they would want you to be a good coder first and game designer second).
Having experience in something like CryEngine/Unreal/Unity they will know the onboarding isnt going to be that tough because you'd atleast have the knowledge of how alot of 3D game engines work.
Yes there will be differences, but you;d have the fundamentals.
Unreal Unity Cry are free to learn.
Its exactly the reason universities use them even if graduates might never use those engines in the work place.
In practice, you don't need to learn these engines to make games, you can very well make games using C++ or other basic coding language, even explore other available engines out there. Plenty of old game engines went open source and got modern ports, there are devs who work with those to make commercial products for example.
That is true.
But as I said not everyone wants to be an engine engineer and will make their own game engine.
Many studios use Lua, Python, C++ or C# why not learn game design using an already existing engine that uses those languages.
Why use some obscure engine that the studio may not even know is compatible with how they produce games?
At the end of the day most engines work in a similar fashion at this point, which is why you can see talent move from studio to studio and from engine to engine.
They fundamentally work the same (the 3D ones atleast).
The unique features of Engine X wouldnt have been created by the environment artist.....he could have requested the feature but it would almost certainly be an engineer who implements it.
Thats really my point.
That doesn't mean you can't learn how they work or some fundamentals. In fact, they should.
Are you assume the proprietary engines work in significantly different ways to Unreal/Unity/Cry?
The experience gained from those engines would be more valuable than experience from an obscure engine that may not even have a feature set thats usuable in todays AA dna AAA space.
Imagine using an engine that doesnt use Normals?
When they give you the tech test youll have no idea whats meant to be plugged in there, you might not even know its purpose?
With the 3D engines available you'd already have a decent idea even if you had never actually handled that specific engine.
If they had more basic, general knowledge of how game engines work and programming and software engineering, it wouldn't be hard to teach them how to use in-house engines. But they don't, and instead of finding ways to fix these issues, the old blood would rather just adapt to the mediocre state of affairs and start using these tools, flawed and inadequate as they may be.
They should stop focusing on engines and learn software engineering applied to games. Learning an engine should be a second, more mature step.
If im a modeler or texture artist or lighting artist why should I need to learn software engineering.......ill literally never alter the engine.
The engine engineers and techart will modify the engine according to my needs.
Thats why you have techart and engine engineers.
Even if all I do is program the game logic, I dont need to know engineering for that.
If we want to blame Unreal for something its that studios have stopped putting emphasis in techart and engine engineering and are effectively using stock UE.
So studios should be hunting for those engine engineers who can modify the engine to achieve the vision.......not that we should have the whole studio be filled with engine engineers, thats a 4 year degree.......let the guys who know that shit do that shit......let the guys who are artists or designers be artists or designers.
Its not actually Unreal Engines fault its the studios.
The Coalition modify Unreal Engine enough that some of their solutions literally become main branch features......but the guy(s) who make those modifications might not even know what game they are modifying the engine for.
The reason studios have all these roles is because atleast in theory you want the best person for that specific job.
If you have one person that does 10 jobs chances are they are swamped and their work declines or they just arent particularly good at all the jobs.
You cant realistically expect every member of a design team to know the ins and outs of the engine
(theres a team for that)........im sure theres people in these studios who have never even launched the editor because they dont need to.
Their role is elsewhere.