Editing Unreal Engine
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According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that the two decade-old engine, and in particular a constituent toolset entitled [[Faber (toolset)|Faber]], was incredibly hard to work with and had become fraught with [[Wikipedia:Technical debt|technical debt]], making it difficult to update and improve.{{Ref/Site|URL=https://www.bloomberg.com/news/articles/2021-12-08/how-microsoft-s-halo-infinite-went-from-disaster-to-triumph|Site=Bloomberg|Page=How Microsoft’s Halo Infinite Went From Disaster to Triumph|D=21|M=01|Y=2022}}{{Ref/Twitter|jasonschreier|1468588967217938434|Jason Schreier|Quote=343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)|D=21|M=01|Y=2022}} Ultimately, 343 chose not to migrate to Unreal, and instead persevered with the [[Blam engine]], creating a significantly overhauled version for ''Halo Infinite'', which they dubbed the [[Slipspace Engine]]. | According to video game journalist [[Wikipedia:Jason Schreier|Jason Schreier]], during ''[[Halo Infinite]]''{{'}}s [[Development of Halo Infinite|troubled development]], [[343 Industries]] spent months evaluating a potential migration to Unreal Engine instead of ''Halo''{{'}}s traditional engine, the [[Blam engine]]. This was due to the fact that the two decade-old engine, and in particular a constituent toolset entitled [[Faber (toolset)|Faber]], was incredibly hard to work with and had become fraught with [[Wikipedia:Technical debt|technical debt]], making it difficult to update and improve.{{Ref/Site|URL=https://www.bloomberg.com/news/articles/2021-12-08/how-microsoft-s-halo-infinite-went-from-disaster-to-triumph|Site=Bloomberg|Page=How Microsoft’s Halo Infinite Went From Disaster to Triumph|D=21|M=01|Y=2022}}{{Ref/Twitter|jasonschreier|1468588967217938434|Jason Schreier|Quote=343's tool set, Faber, was so difficult to use that they spent months considering a switch to Unreal. (They didn't)|D=21|M=01|Y=2022}} Ultimately, 343 chose not to migrate to Unreal, and instead persevered with the [[Blam engine]], creating a significantly overhauled version for ''Halo Infinite'', which they dubbed the [[Slipspace Engine]]. | ||
==Games using the Unreal Engine== | ==Games using the Unreal Engine== | ||
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*''[[Halo: The Master Chief Collection]]'' (2014) {{C|Unreal Engine 4; implemented in 2019}} | *''[[Halo: The Master Chief Collection]]'' (2014) {{C|Unreal Engine 4; implemented in 2019}} | ||
*''[[Project Contingency]]'' (2021) {{C|Unreal Engine 4; [[Wikipedia:Fangame|fan game]]}} | *''[[Project Contingency]]'' (2021) {{C|Unreal Engine 4; [[Wikipedia:Fangame|fan game]]}} | ||
==Sources== | ==Sources== |