Own game engines: a little research


A couple of weeks ago, I played in A Plague Tale at Asobo Studio (and passed it). I was very captivated by this game, thanks not only to beautiful graphics, but also to the plot with locations. I decided to learn a little about the technologies used in its development, and was surprised to find that the game was created on its own engine in a relatively small studio. I know that some companies use their own engines, but it is very difficult to find detailed marketing research with similar information. So I wrote this article.

Today, many companies choose engines such as Unreal or Unity for game development.(or at least that’s what many people think) because it takes a lot of resources to develop your own AAA-level engine. Therefore, I decided to make a list of some of the most popular proprietary engines, indicating the size of the studios and significant games released on these engines.

Most of the engines presented here were developed over the years, many iterations, and for many video games, these engines had several versions or even completely (partially) corresponded from scratch with the subsequent change of name. In addition, it is important to note that most of these engines use a variety of middleware to implement certain functionality (platform compatibility, physics, network, vegetation, UI, rendering, sound ...).

* Note: I tried to maximize accuracy when indicating the number of employees (checked with the company's websites, Wikipedia or LinkedIn companies), but do not treat these indicators with special trust (some values ​​may already be irrelevant).

LARGE companies



From left to right: Assassin's Creed Odyssey, Final Fantasy XV, Red Dead Redemption 2

The following is a list of very large corporations , sometimes having complex corporate structures with several departments (which deal not only with video games) and various studios / contractors who create games. Some of them work with several engines, not only with their own, but also with licensed ones.

CompanyEmployeesStudiosEnginesNotable games
Activision / Blizzard~ 9200~ 9own enginesCall of Duty, Overwatch, Starcraft II
Electronic Arts~9300~36FrostbiteStar Wars Battlefront II, Anthem, Battlefield 1/V, FIFA 20, Need for Speed
Ubisoft~16000~54AnvilNext 2.0Assassin's Creed
Disrupt engineWatch Dogs
UbiArt FrameworkRayman Legends, Child of Light, Valiant Hearts
SnowdropTom Clancy's The Division 2, The Settlers
Dunia ( CryEngine)FarCry
Silex ( Anvil)Ghost Recon Wildlands
LEAD engineTom Clancy's Splinter Cell
DuniaThe Crew
Capcom+2800~15MT FrameworkMonster Hunter: World
RE EngineResident Evil 7, Devil May Cry 5, RE2:Remake, RE3:Remake
Konami+10000~30Fox EnginePro Evolution Soccer, Metal Gear Solid V
Square Enix+4600~18Luminous StudioFinal Fantasy XV
Nintendo+6100~8Zelda: BOTW, Mario Odyssey
Riot Games~2500~3own engineLeague of Legends
Rockstar+2000~ 9RAGE engineGTA V, Red Dead Redemption 2
Cd projekt+1100~ 4REDEngine 3The witcher 3
Epic+1000~ 11Unreal engine 4Fortnite

Typically, such companies invest in their own engines in order to have full control over technologies, as well as to avoid the costs of deductions required by licensed engines. Despite this, there are some large companies that in recent years have chosen to develop the Unreal Engine . The most notable of them:

  • Capcom uses Unreal for new Street Fighter IV / V games.
  • Bandai Namco's latest major hits include Unreal: Jump Force, Dragon Ball Fighter Z, Dragon Ball Z: Kakarot, Tales of Arise.
  • When developing several new games, Square Enix also switched to Unreal: Dragon Quest XI, Kingdom Hearts III, Final Fantasy VII Remake

It is curious to note that all three companies from Japan, perhaps this is some kind of regional market trend. It is also worth saying that the Chinese holding Tencent owns 40% of Epic Games ; Surely it has a certain influence on the Asian market.

Medium Studios



From left to right: Rise of the Tomb Raider, Uncharted 4, A Plague Tale

Here we look at medium-sized companies that decided to create their own engines for their games.

The number of employees is a good parameter that you need to consider, because your own engines are usually developed by the company (that is, they are not outsourced), but it is worth noting that some of these companies may have a large staff due to their own art / sound departments, while other companies outsource this work.

It would be very interesting to know how many engineers work in the engine development department of each company; I am sure that a surprise would have been waiting for us: probably a very small team of engineers is working on the engine and tools!

It would also be interesting to learn more about the tools in the composition of these engines, it is very difficult to access such information. The engine toolkit is usually kept secret (the only exceptions are presentations at the GDC and short videos demonstrating the capabilities of the engine).


Left to right: Horizon Zero Dawn, God of War, Death Stranding
CompanyEmployeesEngineNoteworthy games
Creative assembly+650Warscape engineTotal War Series
Bungie~ 600Tiger engineDestiny Series
Infinity ward+500Iw 7.0Call of Duty: Infinite Warfare
Eidos-montrΓ©al~ 500Dawn Engine (based on Glacier2)Deus Ex: Mankind Divided
Bethesda~ 400Creation engineSkyrim, Fallout 4, Fallout 76
Valve Corp.~ 360Source 2Dota 2, Half-Life: Alyx
Crystal dynamics~ 350Foundation engineRise / Shadow of the Tomb Raider
Avalanche studios~ 320Apex engineJust Cause, Renegade Ops, Mad Max, RAGE 2
Naughty Dog+300Naughty Dog Game EngineUncharted, Last of Us
Rebellion Developments~300Asura engineAlien vs. Predator, Sniper Elite
Techland~300Chrome Engine 6Dying Light
Crytek~290CryEngine VThe Climb, Hunt:Showdown
From Software+280Dark Souls engineBloodborne, Dark Souls III, Sekiro
Remedy+250Northlight EngineQuantum Break, Control
Guerrilla Games+250DecimaKillzone Shadow Fall, Until Dawn, Horizon Zero Dawn
Larian Studios+250Divinity EngineDivinity
Platinum Games~250Platinum EngineNieR Automata, Bayonetta, Vanquish
Santa Monica Studio+200God Of War
id Software+200idTech 6/7Doom, Doom Eternal, Wolfenstein
Sucker Punch+200Infamous Second Son, Ghost of Tsushima?
Insomniac Games~180Insomniac EngineRachet&Clank, Marvel's Spider-Man
Quantic Dreams~180Detroit: Become Human
IO Interactive~170Glacier2Hitman
Asobo Studio+140ZounaA Plague Tale
Ready At Dawn~120The Order: 1886, Lone Echo
Mercury Steam~110Spacelords, Castlevania:Lords of Shadow
Monolith Productions+100LithTechF.E.A.R., Condemned, Shadow of Mordor/War
11 Bit Studios~100Liquid EngineFrostpunk
Frozenbyte~100Storm3DTrine, Shadowgrounds
Kylotonn~100KtEngineWRC, TT Isle of Man, V-Rally 4
TaleWorlds Entertainment~100Mount & Blade II: Bannerlord
Daedalic Entertainment~90Visionaire StudioThe Whispered World, Deponia
Media Molecule~80Bubblebath EngineDreams
Paradox Development Studio~80Clausewitz EngineImperator: Rome, Stellaris, Europa Universalis
Deck13~70FledgeLords of the Fallen, The Surge, The Surge 2
Nihon Falcom~60Yamaneko EngineYs VII, Ys VIII, Ys IX
Croteam+40Serious EngineThe Talos Principle, Serious Sam

Conclusions that can be drawn from the list:

  • Judging by the information in the credits of the game Rise of the Tomb Raider, only 10 programmers are working on the Foundation engine , this number can be used to understand how many people usually work on the engine core.
  • In Death Stranding, Kojima Productions uses the Decima engine developed by Guerrilla Games; She previously used the Fox Engine in Metal Gear Solid V.
  • It seems that the latest game / engine Media Molecule (Dreams) was developed by only about 15 coders , awesome!
  • Companies carrying out development for one platform usually have fewer restrictions and can maximize the capabilities of this platform. Unfortunately, most companies cannot afford such a luxury.
  • Asobo Studio, , … , , .
  • , , .

(-)



From left to right: The Witness, No Man's Sky, X-Morph Defense

Here we look at very small studios, which also decided to create their own engines for their games. It is worth noting that for certain parts of the game in such engines other libraries / frameworks are used. Most often among them are SDL (cross-platform library of graphics and input), OGRE (rendering engine), MonoGame (cross-platform game framework, which also uses SDL, SharpDX, OpenTK, OpenAL-Soft ... ).

Many people may be interested in this question: what parts of the engine are actually written by the developers? It happens in different ways, but more often than not, encoders deal with the screen manager ,entity manager and content manager , as well as wrappers / interfaces for external libraries.

Second question: in which parts of the engine are external libraries / middleware typically used? It also depends on the company's resources, but usually it is a sound system , physics , rendering , work with the network , the UI system , relief system , vegetation system and some other elements.


From left to right: Factorio, Thimbleweed Park, Owlboy

In the list below (and the following one too) I added the publication date (only from 2012 onwards), as well as a link to the pages of all games on Steam ... There are not many games with their own engines from small studios, and I believe that they deserve fame and support.

CompanyEmployeesEngineNoteworthy games
Runic games~ 40Based on OGREHob (2017), Tochlight II (2012)
Klei entertainment35own engineInvisible, Inc. (2016), Don't Starve Together (2016), Shank Series
Shiro games~ 30Heaps.ioNorthgard (2018), Evoland (2013), Evoland II (2015)
Hello games~ 25No man's sky engineNo Man's Sky (2016 )
Frictional Games~25HPL engineSOMA (2015 ), Amnesia
DrinkBox Studios~25Guacamelee (2013 ), Guacamelee! 2 (2018 ), Severed (2016 )
Supergiant Games~20MonoGameHades (2019 ), Pyre (2017 ), Transistor (2014 )
Wube Software~20Allegro/SDLFactorio (2019 )
Chucklefish~20Halley EngineWargroove (2019 ), Starbound (2016 )
Ronimo Games~17RoniTech Engine (SDL)Awesomenauts (2017 )
Lab Zero Games~17Z-EngineIndivisible (2019 ), Skullgirls (2013 )
Introversion Software~14SystemIV (SDL)Prison Architect (2015 )
Exor Studios~14Schmetterling ( OGRE)The Riftbreaker (2020 ), X-Morph: Defense (2017 )
Tribute Games~11MonoGameFlinthook (2017 ), Mercenary Kings (2014 )
Thekla Inc. ( )~10The Witness (2016 )
Numantian Games~10They Are Billions (2019 ), Lords of Xulimia (2014 )
Nysko Games Ltd.~10The Dwarves of Glistenveld (2019 )
Passtech Games10OEngineCurse of the Dead Gods (2020 )
Terrible Toybox ( )9(SDL)Thimbleweed Park (2017 )
Radical Fish Games8Impact (JS)CrossCode (2018 )
Matt Makes Games ( )~7MonoGameCeleste (2018 ), TowerFall Ascension (2014 )
Coilworks~7Super Cloudbuilt (2017 ), Cloudbuilt (2014 )
Lo-fi Games ( )6OGREKenshi (2018 )
D-Pad Studio6MonoGameOwlboy (2016 )
BitKid, Inc.6MonoGameCHASM (2020 )
Double Damage Games5OGRERebel Galaxy Outlaw (2019 ), Rebel Galaxy (2015 )
Almost Human Games4Legend of Grimrock (2012), Legend of Grimrock 2 (2014)
Wolfire games4Phoenix engineOvergrowth (2017)
Nuke nine3own engineVagante (2019)
Mega Crit Games3own engineSlay the Spire (2017)

Interesting facts about this list:

  • Shiro Games co-founder Nicolas Kannass is the developer of the Haxe programming language and the Heaps engine used by Motion Twin to create Dead Cells (2017).
  • Hello Games is a very small studio, given the scale of No Man's Sky and the use of its own engine. Very impressive!
  • Runic Games 2017 , Double Damage, Echtra Games Torchlight III.
  • Chucklefish Halley, open-source!
  • 1-3 !
  • Lo-fi Games ( )!
  • !
  • … ...

,



From left to right: Stardew Valley, ScourgeBringer, Eagle Island

At the end, we give a list of heroes.

Games developed by one or two people on their own engines, and these engines were mostly written by one person!

Creating an engine and a game from scratch to the publishing stage is a huge achievement, few in the world are ready for this. Almost all of them are 2D games, usually with very low budgets that have been developed over several years . Developers can be congratulated!


Left to right: Axiom Verge, Ghost 1.0, Remnants of Naezith
Company / DeveloperMembersEngineNoteworthy games
Lizardcube (Ben Fike and Omar Kornut)2own engineWonder Boy: The Dragon's Trap (2017)
Guard Crush Games ( )2MonoGameStreets of Rage 4
Pocketwatch Games ( )2?MonoGameTooth and Tail (2017 )
2FTL: Faster Than Light (2012 )
2Proteus (2013 )
Mountain Sheep2Hardland (2019 )
Flying Oak Games ( )2MonoGameNeuro Voider (2016 ), ScourgeBringer(2020 )
2Thumper (2016 )
2Heroes of Hammerwatch (2018 ), Hammerwatch (2013 )
Villa Gorilla ( )2Yoku's Island Express (2018 )
Two Mammoths ( )2Archaica: The Path of Light (2017 )
Bare Mettle Entertainment ( )1?Exanima (2015 )
1OpenFLPapers, Please (2013 )
1Super Hexagon (2012 )
1SDLGhost 1.0 (2016 ), UnEpic (2014 )
Grid Sage Games ( )1SDLCogmind (2017 )
1Banished (2014 )
1 (5 )MonoGameAxiom Verge (2015 )
1MonoGameSalt and Sanctuary (2016 )
1 (4 )MonoGameStardew Valley (2016 )
1SFMLRemnant of Naezith (2018 )
1 (5 )MonoGameEagle Island (2019 )
bitBull Ltd. ( )1 (4 )MonoGameJetboard Joust (2020 )
1 (8 )SFMLMoonQuest (2020 )
1 (7 )Kid Baby: Starchild (2019 )
1Teardown (2020 )
1Star EngineSonic Mania (2017 )
Positech Games ( )1Production Line (2019 ), Democracy 3 (2013 ), Gratuitous Space Battles (2015 )
1Angeldust (2019 )
Zachtronics (Zach Bart)1own engineMOLEK-SYNTEZ (2019), EXAPUNKS (2018), SHENZHEN I / O (2016), Opus Magnum (2017)
Lunar Ray Games (Body Lee)1own engineTimespinner (2018)
sebagamesdev1own engineFight And Rage (2017)
Loic Dansart1own engineMelody's Escape (2016)

Notes on this list:

  • Some of these teams were formed by one or two people, but at a certain stage they either grew or outsourced some of the development (graphics, sound ...). Typically, the publisher also helps with resources (localization, marketing ...).
  • Lizardcube Wonder Boy: The Dragon's Trap, Dear ImGui β€” GUI immediate-mode , AAA-.
  • Lizardcube Streets of Rage 4, Guard Crush Games.
  • Thumper, .
  • β€” Star Engine, Sonic Mania, Headcannon ( ) PagodaWest Games ( ).
  • !
  • … ...

Here are some other noteworthy games that use their own engines: Minecraft (2011), Braid (2009), Super Meat Boy (2010), Terraria (2011), Dustforce (2012), Sword and Sorcery EP (2012 year), FEZ (2013), Dust: An Elysian Tail (2013), Rogue Legacy (2013), Dyad (2012), SpaceChem (2013), Darkest Dungeon (2016), Scrap Mechanic (2016 ), Battle Brothers (2015), Renowned Explorers (2015),Yuppie Psycho (2019), Surviving Mars (2018), The End Is Nigh (2017), The Binding of Isaac: Afterbirth (2017), The Binding of Isaac: Rebirth (2014), BattleBlock Theater (2013) ), Full Metal Furies (2017), Binding of Isaac (2011), Rusted Warfare (2017).

findings


To begin with, I'm biased, I really like the technology of creating video games and I love my own engines and tools for creating games. I also made a contribution to the ecosystem of my own engines: raylib and several tools for creating games . I prefer proprietary licensed engines because I think that the extra effort put into product development usually results in the creation of particularly amazing mechanics or amazing features.

Despite this, we must admit that creating our own engine is a serious enterprise, and few people and companies are ready for it. I admit that Unity (and to a lesser extent Unreal) has democratized the development of video games, today many small and medium-sized companies can use this engine to quickly develop games, sometimes with very low budgets ... However, many large companies prefer to rely on their own technologies.

From the point of view of the game development teacher, I believe that students should study the internal structure of game engines as much as possible. Using engines like Unity / Unreal in study allows students to quickly create a beautiful project, but this is the wrong way. In the end, someone has to write an engine and all the tools!

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