Jump to content

Unreal Engine

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Hakken (talk | contribs) at 00:17, 13 August 2017 (Unreal Engine 1). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Unreal Engine
Developer(s)Epic Games
Initial release1998; 26 years ago (1998)
Stable release
4.17 / August 7, 2017; 7 years ago (2017-08-07)
RepositoryGitHub
Written inC++
TypeGame engine
Websitewww.unrealengine.com

The Unreal Engine is a game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal. Although primarily developed for first-person shooters, it has been successfully used in a variety of other genres, including stealth, MMORPGs, and other RPGs. With its code written in C++, the Unreal Engine features a high degree of portability and is a tool used by many game developers today.[1][2] It has won several awards, including the Guinness World Records award for "most successful video game engine".[3]

The current release is Unreal Engine 4, designed for Microsoft Windows, macOS, Linux, SteamOS, HTML5, iOS, Android, Nintendo Switch, PlayStation 4, Xbox One and virtual reality (SteamVR/HTC Vive, Oculus Rift, PlayStation VR, Google Daydream, OSVR and Samsung Gear VR).

History

Unreal Engine 1

File:Unreal-GlideVoodoo1flyby.jpg
Unreal was the first game using the Unreal Engine.[4]

Making its debut in 1998 with Unreal, the first generation Unreal Engine integrated both software and hardware rendering, collision detection, AI, networking, and a level editor called UnrealED, which allowed mappers to create environments in real-time.[5][6] Unreal Engine 1 also provided a hardware-accelerated rendering path using the Glide API, specifically developed for 3dfx GPUs, and supported real-time light sourcing, which was added in 1997.[5][7] Unreal Tournament added support for PlayStation 2 and Dreamcast.[8][9]

The engine became popular due to the modular engine architecture and the inclusion of a scripting language called UnrealScript, which made it easy to mod, including total conversions like Tactical Ops.[10][11]

From the start, the engine was designed in a way to be extensible and improved over multiple generations of games, as creator and founder of Epic Games Tim Sweeney stated in a 1998 interview with magazine Maximum PC.[12] In 2000, Epic added new improvements to the engine, including higher-polygon models, a skeletal animation system, facial animation and large-scale terrain support.[13]

Unreal Engine 2

Killing Floor was built in Unreal Engine 2.

The second version made its debut in 2002 with America's Army, a free multiplayer shooter created by the US Army.[14] This generation saw the core code and rendering engine completely re-written. In addition, it featured UnrealEd 2, a level editor, which debuted with the previous generation of the engine and was shortly followed later by UnrealEd 3, along with the Karma physics SDK. This physics engine powered the ragdoll physics in Unreal Tournament 2003 and Unreal Championship. Other engine elements were also updated, with improved assets as well as adding support for the GameCube and the Xbox.

UE2.5, an update to the original version of UE2, improved rendering performance and added vehicles physics, a particle system editor for UnrealEd, and 64-bit support in Unreal Tournament 2004. A specialized version of UE2.5 called UE2X was used for Unreal Championship 2: The Liandri Conflict on the original Xbox platform. It features optimizations specific to that console. EAX 3.0 is also supported for sound.

In March 2011, Ubisoft Montreal revealed that UE2 was successfully running on the Nintendo 3DS.[15][16]

Unreal Engine 3

BioShock Infinite was built in Unreal Engine 3

The first screenshots of Unreal Engine 3 were presented in 2004, at which point the engine had already been in development for 18 months.[17] Unlike Unreal Engine 2, which still supported fixed-function pipeline, Unreal Engine 3 was designed to take advantage of fully programmable shader hardware (in DirectX 9 terms, it required shader model 3.0).[18] All lighting calculations were done per-pixel, instead of per-vertex. On the rendering side, Unreal Engine 3 provided support for a gamma-correct high-dynamic range renderer.[18]

Initially, Unreal Engine 3 only supported Windows, PlayStation 3, and Xbox 360 platforms, while iOS (first demonstrated with Epic Citadel) and Android were added later in 2010, with Infinity Blade being the first iOS title and Dungeon Defenders the first Android title.[19][20] OS X support was added in 2011.[21] The same year it was announced that the engine would support Adobe Flash Player 11 through the Stage 3D hardware-accelerated APIs and that it was being used in two Wii U games, Batman Arkham City and Aliens Colonial Marines.[22][23] Windows 8 and Windows RT support was added in 2012.[24] In 2013, Epic teamed-up with Mozilla to bring Unreal Engine 3 to HTML5. Using the asm.js sublanguage and Emscripten compiler, they were able to port the engine to JavaScript and WebGL in four days.[25]

The Ball was built in the UDK.

Throughout the lifetime of UE3, significant updates have been incorporated,[26] including a global illumination solver, improved destructible environments, soft body dynamics, large crowd simulation, iPod Touch functionality,[27] Steamworks integration,[28] a real-time global illumination solution,[29][30] and stereoscopic 3D on Xbox 360 via TriOviz for Games Technology.[31][32][33] DirectX 11 support was demonstrated with the Samaritan demo, which was unveiled at the 2011 Game Developers Conference and built by Epic Games in a close partnership with NVIDIA, with engineers working around the country to push real-time graphics to a new high point.[34][35][36]

Unreal Development Kit

While Unreal Engine 3 has been quite open for modders to work with, the ability to publish and sell games made using UE3 was restricted to licensees of the engine. However, in November 2009, Epic released a free version of UE3's SDK, called the Unreal Development Kit (UDK), that is available to the general public.[37][38]

In December 2010, it was updated to include support for creating iOS games and apps.[39]

Unreal Engine 4

Unreal Tournament is being built with Unreal Engine 4.

In August 2005, Mark Rein, the vice-president of Epic Games, revealed that Unreal Engine 4 had been in development since 2003.[40] Until 2008, development was exclusively done by Tim Sweeney, CEO and founder of Epic Games.[41] The engine targets the eighth generation of consoles, PCs and Tegra K1-based[42] devices running Android announced in January 2014 at CES.

In February 2012, Mark Rein said "people are going to be shocked later this year when they see Unreal Engine 4".[43] Unreal Engine 4 was unveiled to limited attendees at the 2012 Game Developers Conference,[44] and video of the engine being demonstrated by technical artist Alan "Talisman" Willard was released to the public on June 7, 2012 via GameTrailers TV.[45][46] This demo was created on a PC with triple GeForce GTX 580 (tri SLI) and can be run on a PC with a GeForce GTX 680.[47]

One of the major features planned for UE4 was real-time global illumination using voxel cone tracing, eliminating pre-computed lighting.[48] However, this feature has been replaced with a similar but less computationally-expensive algorithm prior to release for all platforms including the PC because of performance concerns on next-generation consoles.[49] UE4 also includes new developer features to reduce iteration time, and allows updating of C++ code while the engine is running. The new "Blueprint" visual scripting system (a successor to UE3's "Kismet"[50]) allows for rapid development of game logic without using C++, and includes live debugging.[51][52] The result is reduced iteration time, and less of a divide between technical artists, designers, and programmers:[53]

[In older engines], if you wanted to change the relationship between your weapon damage and how long it'll take to kill a creature, you may spend a couple of days iterating, but if you have to spend a lot of time waiting for a build every time, you're talking one change, waiting 15 minutes for the compile to complete, and then play the game, get to the point where you can test it, test it, exit the game, change, compile...now, since all of that can be done very quickly within the tools, it's ‘Make the change, play, when it compiles, finish, shoot the guy, and then escape, make the change, play.. the iteration time is down to 30 seconds instead of 15 minutes. Our ability to kind of roll through and see how the game is playing out is much faster.

— Alan Willard, writing for Kotaku[53]

On March 19, 2014, at the Game Developers Conference, Epic Games released Unreal Engine 4, and all of its tools, features and complete C++ source code, to the development community through a new subscription model.[54][55] Tim Sweeney, said that the new business model is a reflection of changes in the industry. Epic Games has traditionally made its Unreal Engine available to large AAA game development teams at a cost of millions of dollars but as the industry has evolved, Epic has had to "really rethink our whole business as to how we make the engine available to teams."[56][57] "Looking at the new shape of the industry now, we realize that's an outdated tool," Sweeney said. "Looking at the possibilities for the engine, we started from scratch and thought 'How can we make the engine available to more people?'".[58]

Interactive architectural visualization made in UE4.

On September 3, 2014, Epic Games launched the Unreal Engine Marketplace, allowing UE4 subscribers to buy and sell community-created content of all shapes and sizes.[59] In addition to all of the previously released free content, the new marketplace came with a variety of asset packs including full-scale environments, props, characters, sounds, materials, animated meshes, prefab C++ code and a number of other asset types as well as free demos and tutorials.[60][61]

On September 4, 2014, Epic released Unreal Engine 4 to schools and universities for free, including personal copies for students enrolled in accredited video game development, computer science, art, architecture, simulation, and visualization programs.[62][63]

On February 19, 2015, Epic launched Unreal Dev Grants, a $5 million development fund designed to provide financial grants to innovative projects being built with UE4.[64][65][66]

As of March 2, 2015, Unreal Engine 4 is available to everyone for free, along with all future updates,[67][68] with a selective royalty schedule.[69][70] Oculus VR announced in October 2016 that it will cover royalty fees for all Unreal Engine titles shipping on the Oculus Store for up to the first $5 million of gross revenue per game.[71]

The currently supported platforms are: Microsoft Windows,[72] macOS,[72] Linux,[72] SteamOS,[72] HTML5,[73] iOS,[72] Android,[72] Nintendo Switch,[74] PlayStation 4,[75] Xbox One[75] and virtual reality (SteamVR/HTC Vive,[76] Oculus Rift,[77] PlayStation VR,[78] Google Daydream,[79] OSVR[80] and Samsung Gear VR[81]).

UnrealScript

UnrealScript
ParadigmObject-oriented, generic
DeveloperTim Sweeney
First appeared1998; 26 years ago (1998)
Typing disciplineStatic, strong, safe
OSCross-platform (multi-platform)
Filename extensions.uc .uci .upkg
Websiteudn.epicgames.com
Influenced by
C++, Java

UnrealScript (often abbreviated to UScript) is Unreal Engine's native scripting language used for authoring game code and gameplay events before the release of Unreal Engine 4. The language was designed for simple, high-level game programming.[82] The UnrealScript interpreter was programmed by Tim Sweeney, who also created an earlier game scripting language, ZZT-oop.[83]

Similar to Java, UnrealScript is object-oriented without multiple inheritance (classes all inherit from a common Object class), and classes are defined in individual files named for the class they define. Unlike Java, UnrealScript does not have object wrappers for primitive types. Interfaces are only supported in Unreal Engine generation 3 and a few Unreal Engine 2 games. UnrealScript supports operator overloading, but not method overloading, except for optional parameters.

In March 2014, Epic announced that the Unreal Engine 4 would no longer be supporting UnrealScript, but instead support game scripting in C++. Visual scripting would be supported by the Blueprints Visual Scripting system, a replacement for the earlier Kismet visual scripting system.[84]

Reception

Licensees

In addition to the game industry, the Unreal Engine has also seen adoption by many non-gaming projects. For instance, visual effects company Industrial Light & Magic employed the Unreal Tournament version of the engine to recreate Rouge City, a fictional place in the 2001 film A.I. Artificial Intelligence, in order to help Steven Spielberg plan out camera angles for scenes set in Rouge City.[85] The popular children's TV show LazyTown used Unreal Engine 3 during filming to generate virtual sets for real-time integration with footage of actors and puppets performing in front of green screens.[86] On the architectural side, HKS announced in 2007 that it had licensed UE3 to help its architects produce detailed interactive environments of its projects.[87] Among them was the Cowboys Stadium, whose owners were able to explore its design before construction was completed in 2009.[88] The Unreal Development Kit also was used by the Michigan Department of Transportation and a visualization team at Parsons Brinckerhoff to design a multiscreen driving simulator with the aim to show how vehicles can be plugged in to the national transportation grid.[89]

In March 2012, Epic Games partnered with Virtual Heroes of Applied Research Associates to launch Unreal Government Network, a program that handles Unreal Engine 3 licenses for government agencies. With this support agreement, Virtual Heroes would be able to license the technology to the departments, agencies and units of the United States and its allies across multiple platforms.[90] Epic also revealed that several UGN projects were already underway, including an Intelligence Advanced Research Projects Activity (IARPA) contract for Virtual Heroes to design serious games with the aim to help intelligence analysts tackle instinctual biases that might colour their findings, an anaesthesiology training application for U.S Army physicians, and a multiplayer crime scene training simulation developed by the FBI Academy.[91][92] Additionally, Epic's tech was also being used by a "top-five defense contractor" and a national laboratory for custom-made model integrations and visualization.[93] New Atlas reported that this was not the first time the engine saw adoption by US government agencies. In previous years, Virtual Heroes teamed up with NASA to develop a space exploration simulator called Moonbase Alpha, while the Department of Defense used the engine to help promote recruitment with the America's Army series of games.[94] Later in December, defense IT and software firm IPKeys Technologies licensed the third version of the engine for development of I-GAME, a tool intended to train tactics and techniques in regards to Counter-IEDs.[95]

In April 2013, the U.S. Air Force licensed the ARA Unreal Engine 3 Web Player, an UE3-based plug-in developed by Virtual Heroes, for use on USAF computers.[96] The same year, IT systems integrator Intelligent Decisions announced that it had become part of the Unreal Government Network. As a new member of the program, the company would utilize the engine to improve training simulations in support of a contract with the U.S. Army Research, Development and Engineering Command (RDECOM).[97] Similarly, the U.S. Department of Homeland Security's Science and Technology Directorate (DHS S&T) and the U.S. Army's Training and Doctrine Command and Research Laboratory used the engine to develop a training platform for first responders titled Enhanced Dynamic Geo-Social Environment (EDGE).[98] Built with a budget of $15 million, the virtual environment was first demonstrated at a police station on November 20, 2013, allowing officers, firefighters, emergency medical professionals, dispatchers and unified command center operators to respond to a virtual active-shooter event inside a model of the Sheraton Grand hotel in downtown Sacramento.[99] On June 26, 2017, the EDGE platform was launched for free for all first responders, and a second training scenario, featuring a school shooting scene, will be released in the fall of 2017.[100]

In 2017, Epic Games held its annual keynote at the Game Developers Conference to showcase features and non-gaming uses for the Unreal Engine.[101] Speaking at the keynote, Industrial Light & Magic's CCO John Knoll and Lucasfilm ADG's Principal Engineer and Architect Naty Hoffman detailed how UE4 was extended to render the droid K-2SO in the 2016 film Rogue One, achieving final pixels on screen while bypassing the traditional pre-rendering process.[102] According to fxguide, the team built on UE4 its own render pipeline, called the ADG's GPU real-time renderer, which they used to render some shots of the droid that were later included in the film.[103] In an interview with Gamasutra, Tim Sweeney commented: "So final pixels rendered in the Star Wars movie, using the Unreal Engine, in real time. And it went into the movie! These are pixels you see in the movie! It's unbelievable."[104]

Awards and accolades

The Unreal Engine holds several technology awards, including eight Game Developer Magazine Front Line Awards for "Best Game Engine" (2004,[105] 2005,[106] 2006,[107] 2007,[108] 2009,[109] 2010,[110] 2011,[111] 2012[112]), a place in the Front Line Awards Hall of Fame,[113] and six Develop Industry Excellence Awards for "Best Engine" (2009,[114] 2010,[115] 2011[116] 2013,[117] 2016,[118] 2017[119]). It also received GamesRadar's E3 2012 Important Stuff Awards for "Best Taste of Next-Gen",[120] IGN's Best of E3 2012 for "Coolest Tech",[121] Game Informer's Best of E3 2012 Awards for "Best Tech",[122] and was declared "Best Engine" in Develop 100: The Tech List 2014.[123]

In 2014, Guinness World Records called the Unreal technology the most successful videogame engine.[3]

Games using the Unreal Engine

References

  1. ^ Horvath, Stu (May 17, 2012). "The Imagination Engine: Why Next-Gen Videogames Will Rock Your World". Wired. Condé Nast. Archived from the original on May 30, 2015. Retrieved February 6, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  2. ^ a b "Most successful videogame engine". Guinness World Records. Archived from the original on December 22, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  3. ^ "First videogame created with the Unreal Engine". Guinness World Records. January 1, 1998. Archived from the original on September 24, 2015. Retrieved November 22, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  4. ^ a b Lily, Paul (July 21, 2009). "Doom to Dunia: A Visual History of 3D Game Engines". Maximum PC. Archived from the original on July 24, 2009. Retrieved July 5, 2009. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  5. ^ Smith, Tom (July 16, 2013). "Unreal: Epic's would-be Doom... er... Quake killer". The Register. Archived from the original on August 13, 2017. Retrieved August 13, 2017. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; August 12, 2017 suggested (help); Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  6. ^ Kosak, Dave. "Beyond Unreal. Talking with Tim Sweeney about the evolution of a game engine". GameSpy. Archived from the original on August 15, 2002. Retrieved August 13, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  7. ^ "Unreal Tournament". IGN. October 9, 2000. Archived from the original on July 17, 2016. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |authors= ignored (help); Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  8. ^ IGN Staff (December 8, 2000). "Interview With Dreamcast Unreal Tournament Team". IGN. Retrieved August 10, 2017.
  9. ^ "History of Unreal - Part 1". beyondunreal.com. May 31, 2005. Archived from the original on July 7, 2011. Retrieved July 5, 2009. Probably the biggest draw to Unreal was the ability to mod it. Tim Sweeney (Founder of Epic) wrote a simple scripting engine into the game called UnrealScript. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ Busby, Jason; Parrish, Zak; Wilson, Jeff (July 21, 2009). "Introduction to Unreal Technology". InformIT. Archived from the original on September 30, 2012. Retrieved August 8, 2009. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help); Unknown parameter |last-author-amp= ignored (|name-list-style= suggested) (help)
  11. ^ McDonald, T. Liam (November 1998). "Maximum PC". 3 (10): 43. ISSN 1522-4279. Archived from the original on November 20, 2015. {{cite journal}}: Cite journal requires |journal= (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  12. ^ IGN Staff (September 11, 2000). "New Features in Unreal Engine Shown". IGN. Retrieved August 13, 2017.
  13. ^ McLeroy, Carrie (August 27, 2008). "Improving "America's Army"". US Army. Retrieved August 11, 2017.
  14. ^ Parrish, Kevin (March 25, 2011). "Ubisoft: 3DS Can Handle Unreal Engine 2. Ubisoft is reportedly using Epic's Unreal Engine 2 for Splinter Cell 3DS". Tom's Guide. Archived from the original on January 21, 2016. Retrieved January 28, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  15. ^ Ivan, Tom (March 24, 2011). "Ubisoft: We have Unreal Engine running on 3DS. Splinter Cell publisher seemingly succeeds where Epic has failed". Computer and Video Games. Future plc. Archived from the original on February 9, 2015. Retrieved February 9, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  16. ^ Reed, Kristan (July 1, 2004). "Unreal Engine 3 Interview". Eurogamer. Archived from the original on March 15, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  17. ^ a b Maximum PC. "Game Engines – Exposed!" (PDF). Maximum PC. No. Fall 2004 (Special ed.). Future US. pp. 59, 62–64. Retrieved August 11, 2017.
  18. ^ Crossley, Rob (December 20, 2010). "Unreal Engine 3 game comes to Android [Update 1]". Develop. Archived from the original on August 11, 2017. Retrieved August 11, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  19. ^ De Vere, Kathleen (January 6, 2012). "A Top-Grossing iOS Game Like Epic's Infinity Blade II Can Earn More Than $5 Million a Month". Adweek. Archived from the original on August 11, 2017. Retrieved August 11, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  20. ^ Grant, Christopher (September 19, 2011). "Unreal Engine 3 comes to Mac OS X, courtesy of September UDK release". Joystiq. Archived from the original on January 19, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  21. ^ Sottek, T.C. (October 7, 2011). "Adobe Flash 11 adopts Unreal Engine 3 for better browser games". The Verge. Archived from the original on July 6, 2017. Retrieved August 11, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  22. ^ Crossley, Rob (June 7, 2011). "Wii U powered by Unreal Engine 3 tech". Develop. Archived from the original on August 12, 2017. Retrieved August 12, 2017. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; August 11, 2017 suggested (help); Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  23. ^ Mitchell, Richard (2012). "Unreal Engine 3 now on Windows 8 and Windows RT". Joystiq. Archived from the original on August 31, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  24. ^ Ligman, Kris (May 2, 2013). "See Epic's Unreal Engine 3 running in HTML5". Gamasutra. Archived from the original on August 12, 2017. Retrieved August 12, 2017. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; August 11, 2017 suggested (help); Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  25. ^ Callaham, John (March 19, 2009). "Epic Games to show off new Unreal Engine 3 features at GDC". Big Download. Archived from the original on March 18, 2009. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  26. ^ Shimpi, Anand Lal (December 29, 2009). "Epic Demonstrates Unreal Engine 3 for the iPod Touch, iPhone 3GS". AnandTech. Archived from the original on July 8, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  27. ^ "Steamworks Integration Now Available to Unreal Engine 3 Licensees". Epic Games. March 11, 2010. Archived from the original on May 17, 2010. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  28. ^ "Geomerics Enlighten". Archived from the original on July 11, 2011. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  29. ^ "Geomerics Announces New Enlighten Integration with Unreal Engine 3". Archived from the original on June 5, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  30. ^ Ingham, Tim (June 17, 2010). "E3 2010: Epic makes 3D Gears Of War 2 - We've seen it. It's mega. But retail release not planned". Computer and Video Games.
  31. ^ "TriOviz for Games Technology Brings 3D Capabilities to Unreal Engine 3". Epic Games. October 6, 2010. Archived from the original on March 9, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  32. ^ Fletcher, JC (October 11, 2010). "Epic's Mark Rein goes in-depth with Unreal Engine 3's TriOviz 3D". Joystiq. Archived from the original on March 12, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  33. ^ Hamilton, Kirk (February 8, 2013). "Apparently, The Story Behind Epic's Dazzling 2011 Tech Demo Is A 'Doozy'". Kotaku. Archived from the original on October 6, 2014. Retrieved October 4, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  34. ^ Gies, Arthur (March 18, 2014). "Epic Games working on new, unannounced IP (UPDATE)". Polygon. Archived from the original on October 6, 2014. Retrieved October 4, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  35. ^ Gaudiosi, John (September 21, 2011). "Epic Games Founder Tim Sweeney Pushes Unreal Engine 3 Technology Forward". Forbes. Archived from the original on October 7, 2014. Retrieved October 4, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  36. ^ IGN Staff (November 5, 2009). "Epic Games Announces Unreal Development Kit, Powered By Unreal Engine 3". IGN. Archived from the original on September 15, 2014. Retrieved September 14, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  37. ^ Wilde, Tyler (March 19, 2014). "Unreal Engine 4 tools and source code now available for a $19 monthly subscription". PC Gamer. Future plc. Archived from the original on February 9, 2015. Retrieved February 9, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  38. ^ IGN Staff (December 16, 2010). "Epic Games Releases Unreal Development Kit With iOS Support". IGN. Ziff Davis. Archived from the original on September 15, 2014. Retrieved September 14, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  39. ^ Houlihan, John (August 17, 2005). "Rein: "We've been working on Unreal Engine 4 for two years"". Computer and Video Games. Future Publishing Limited. Archived from the original on January 10, 2014. Retrieved August 19, 2005. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  40. ^ Valich, Theo (March 12, 2008). "Tim Sweeney, Part 3: Unreal Engine 4.0 aims at next-gen console war". TG Daily. Tigervision Media. Archived from the original on December 12, 2009. Retrieved March 13, 2008. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  41. ^ Klug, Brian; Shimpiand, Anand Lal (January 6, 2014). "NVIDIA Tegra K1 Preview & Architecture Analysis". AnandTech. p. 3. Archived from the original on April 19, 2014. Retrieved May 2, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help); Unknown parameter |last-author-amp= ignored (|name-list-style= suggested) (help)
  42. ^ Parrish, Kevin (February 11, 2012). "Epic Revealing Unreal Engine 4 Later This Year". Tom's Hardware. Retrieved March 1, 2012.
  43. ^ Shaw, Patrick (February 27, 2012). "Unreal Engine 4 Behind Closed Doors at GDC". Wired. Archived from the original on March 1, 2012. Retrieved March 6, 2012. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  44. ^ Sarker, Samit (June 8, 2012). "Epic Games debuts Unreal Engine 4". Destructoid. Archived from the original on June 11, 2012. Retrieved June 10, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  45. ^ Lynch, Casey (June 8, 2012). "Epic's Unreal Engine 4 'Elemental' Demo Lights Up the Uncanny Valley". IGN. Archived from the original on June 10, 2012. Retrieved June 10, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  46. ^ Woo-cheol, Jeong (July 12, 2012). "The future of game development is in UE4". Thisisgame(Korea). Archived from the original on October 17, 2013. Retrieved October 18, 2013. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  47. ^ Burnes, Andre (June 8, 2012). "Epic Reveals Stunning Elemental Demo, & Tim Sweeney On Unreal Engine 4". NVIDIA. Archived from the original on June 10, 2012. Retrieved June 12, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  48. ^ Earwood, Samantha (March 21, 2014). "PS4: Epic Games' Tim Sweeney Explains Lack Of Global Illumination In Unreal Engine 4". PSGang. Retrieved March 21, 2014.
  49. ^ "Unreal Engine - Introduction to Blueprints". Archived from the original on March 3, 2015. Retrieved April 17, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  50. ^ Evangelho, Jason (May 22, 2014). "Why Is Epic Games Promoting Unreal Engine 4 With A 'Flappy Bird' Clone?". Forbes. Forbes, Inc. Archived from the original on February 8, 2015. Retrieved February 8, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  51. ^ Thier, Dave (June 29, 2012). "Epic's Tim Sweeney on How Unreal Engine 4 Will Change The Way Games Are Made, and Why You Care". Forbes. Archived from the original on October 6, 2014. Retrieved October 4, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  52. ^ a b Totilo, Stephen (June 8, 2012). "How Unreal Engine 4 Will Change The Next Games You Play". Kotaku. Archived from the original on October 24, 2012. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  53. ^ Dyer, Mitch (March 19, 2014). "GDC: Epic Games' Unreal Engine 4 adopts subscription model". IGN. Archived from the original on August 12, 2014. Retrieved August 12, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  54. ^ Haywald, Justin (March 19, 2014). "Epic opens up their Unreal development tools to everyone with a $19 subscription service". GameSpot. Archived from the original on October 14, 2014. Retrieved August 12, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  55. ^ McWhertor, Michael (March 19, 2014). "Epic Games making Unreal Engine 4 available for $19 per month, starting today". Polygon. Archived from the original on July 13, 2014. Retrieved August 12, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  56. ^ Batchelor, James (March 19, 2014). "Why Epic abandoned its 'outdated' model and offered everyone access to Unreal Engine 4. GDC 2014: Epic Games founder Tim Sweeney says even Minecraft players should benefit from the firm's game-making tech". Polygon. Vox Media. Archived from the original on February 6, 2015. Retrieved February 6, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  57. ^ Tach, Dave (March 19, 2014). "Watch Epic's just-released Unreal Engine 4 in action". Polygon. Archived from the original on July 13, 2014. Retrieved August 12, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  58. ^ Waters, Deke (September 3, 2014). "Marketplace: Now Open For Business!". Unreal Engine Blog. Epic Games. Archived from the original on September 5, 2014. Retrieved September 5, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  59. ^ Connors, Devin (September 4, 2014). "Epic Games Opens Unreal Engine Marketplace to Developers". The Escapist. Archived from the original on September 5, 2014. Retrieved September 5, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  60. ^ Sheridan, Connor (September 4, 2014). "Epic launches Unreal Engine Marketplace". Computer and Video Games. Archived from the original on September 13, 2014. Retrieved September 5, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  61. ^ Batchelor, James (September 4, 2014). "Putting Unreal Engine in the classroom". Develop. Intent Media. Archived from the original on September 6, 2014. Retrieved September 5, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  62. ^ Matulef, Jeffrey (September 4, 2014). "Unreal Engine 4 is now free for educators". Eurogamer. Gamer Network. Archived from the original on September 5, 2014. Retrieved September 5, 2014. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  63. ^ Nutt, Christian (February 19, 2015). "Epic Games offers up $5 million in Unreal Dev Grants". Gamasutra. UBM plc. Archived from the original on March 12, 2015. Retrieved March 11, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  64. ^ Conditt, Jessica (February 19, 2015). "Epic Games is giving away $5 million to Unreal Engine 4 developers". Engadget. AOL. Archived from the original on March 15, 2015. Retrieved March 19, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  65. ^ Rad, Chloi (February 19, 2015). "Epic Games Wants To Give $5 Million In Grants To Unreal Engine Devs". IGN. Ziff Davis. Archived from the original on March 3, 2015. Retrieved March 3, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  66. ^ Sirani, Jordan (March 2, 2015). "Unreal Engine 4 is Free for Everyone". IGN. Ziff Davis. Archived from the original on March 14, 2015. Retrieved March 12, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  67. ^ Nutt, Christian (March 2, 2015). "Unreal Engine 4 is now free-to-download for everyone". Gamasutra. UBM plc. Archived from the original on March 15, 2015. Retrieved March 12, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  68. ^ Sweeney, Tim (March 2, 2015). "If You Love Something Set It Free". Unreal Engine. Epic Games. Archived from the original on March 2, 2015. Retrieved March 2, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  69. ^ Gaudiosi, John (March 3, 2015). "Why Epic Games is giving away its game technology". Fortune. Time Inc. Archived from the original on March 8, 2015. Retrieved March 13, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  70. ^ Graft, Kris (October 6, 2016). "Oculus, Epic make deal to give Unreal Engine devs a royalties break". Gamasutra. Archived from the original on October 30, 2016. Retrieved October 29, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  71. ^ a b c d e f Kumparak, Greg (April 3, 2014). "Unreal Engine 4 Gets Support For Making Linux And SteamOS Games". TechCrunch. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  72. ^ Cifaldi, Frank (March 29, 2013). "Interview: Epic goes all-in on HTML5 with UE4 support". Gamasutra. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  73. ^ Skrebels, Joe (October 16, 2016). "Nintendo Switch Will Support Unreal Engine 4". IGN. Archived from the original on August 1, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  74. ^ a b Connors, Devin (April 24, 2014). "Epic Adds Xbox One, PlayStation 4 Support to Unreal Engine 4.1". The Escapist. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  75. ^ Kastrenakes, Jacob; Robertson, Adi (April 30, 2015). "Steam's virtual reality just got a boost from the maker of Unreal Tournament". The Verge. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  76. ^ Sykes, Tom (June 9, 2013). "Unreal Engine 4 gets Oculus Rift support, could spell good things for future indie games". PC Gamer. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  77. ^ Feltham, Jamie (June 5, 2014). "Unreal Engine 4.2 Update Adds Project Morpheus Support On PS4 & PC". VRFocus. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  78. ^ Graft, Kris (May 19, 2016). "Google's new VR headset gets Unreal Engine 4 support". Gamasutra. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  79. ^ Matney, Lucas (March 15, 2016). "Native OSVR support comes to Unreal game engine". TechCrunch. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  80. ^ Lang, Ben (September 16, 2014). "Samsung Gear VR and Google Project Tango Support Coming to Unreal Engine 4". Road To VR. Archived from the original on August 10, 2017. Retrieved August 10, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  81. ^ "UDN - Three - UnrealScriptReference". Udn.epicgames.com. Archived from the original on July 3, 2013. Retrieved June 26, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  82. ^ Thomsen, Mike (February 23, 2010). "History of the Unreal Engine. The Epic evolution of gaming's most influential engine, from Gears of War to Mass Effect 2". IGN. Ziff Davis. Archived from the original on February 4, 2016. Retrieved January 3, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  83. ^ "Epic's Tim Sweeney lays out the case for Unreal Engine 4". Gamasutra. March 21, 2014. Archived from the original on February 4, 2016. Retrieved November 29, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  84. ^ "Spielberg and UT". IGN. August 21, 2001. Retrieved June 26, 2017. {{cite web}}: Unknown parameter |authors= ignored (help)
  85. ^ Gaudiosi, John (February 10, 2011). "Unreal Engine 3 Powers Critical and Commercial Success LazyTown". Unreal Engine. Retrieved June 24, 2017.
  86. ^ Vella, Matt (2007). "Unreal Architecture". Bloomberg L.P. Archived from the original on August 20, 2016. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  87. ^ Bullis, Kevin (November 9, 2011). "Epic Games Finds New Customers". MIT Technology Review. Retrieved August 11, 2017.
  88. ^ "Connected Vehicle Research". Unreal Engine. August 2, 2010. Retrieved June 24, 2017.
  89. ^ Tipps, Seth (March 18, 2012). "Unreal Engine licensed by US Govt". Develop. Archived from the original on September 23, 2015. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  90. ^ Brightman, James (March 27, 2012). "Epic Games launches Unreal Government Network for serious games applications". GamesIndustry.biz. Archived from the original on August 22, 2016. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  91. ^ "Unreal games engine licensed to FBI and other US agencies". BBC. March 28, 2012. Retrieved July 18, 2017.
  92. ^ Makuch, Eddie (March 27, 2012). "FBI using Unreal Engine 3 crime scene sim". GameSpot. Archived from the original on August 9, 2017. Retrieved August 8, 2017.
  93. ^ Fincher, Jonathan (April 5, 2012). "US government licenses Unreal game engine to train FBI agents and army medics". New Atlas. Retrieved July 15, 2017.
  94. ^ Williams, Mike (December 6, 2012). "IPKeys licenses Unreal Engine 3 for military simulations". GamesIndustry.biz. Archived from the original on April 16, 2013. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  95. ^ "Air Force Certifies Use of the ARA Unreal Engine 3 Web Player". Applied Research Associates. April 2013. Archived from the original on July 23, 2015. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  96. ^ "Intelligent Decisions Partners with Unreal Government Network". Business Wire. July 29, 2013. Archived from the original on June 29, 2017. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  97. ^ Barrie, Allison (November 21, 2013). "Army, DHS join forces for virtual training tech for first responders". Fox News. Archived from the original on November 16, 2015. Retrieved June 29, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  98. ^ Collins, Hilton (November 22, 2013). "Video Game Puts the 'Edge' in First Responder Training". Government Technology. Archived from the original on June 25, 2017. Retrieved June 24, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  99. ^ Locklear, Mallory (June 26, 2017). "DHS has a video game-like trainer for active shooter incidents". Engadget. Archived from the original on June 28, 2017. Retrieved June 30, 2017. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  100. ^ Lee, Jaeic; Kim, Kyeongbeom (March 3, 2017). "Epic Games' GDC 2017 keynote on Unreal Engine". Inven Global. Retrieved July 14, 2017.
  101. ^ Kayser, Daniel (March 2, 2017). "Quality and Innovation Take Center Stage During 'State of Unreal' at GDC 2017". Unreal Engine. Archived from the original on July 20, 2017. Retrieved July 20, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  102. ^ Seymour, Mike (March 2, 2017). "Gene Splicer From 3lateral & ILM Rogue One on UE4". fxguide. Archived from the original on July 20, 2017. Retrieved July 14, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  103. ^ Wawro, Alex (March 1, 2017). "For Tim Sweeney, advancing Epic means racing into AR and VR". Gamasutra. Archived from the original on July 20, 2017. Retrieved July 19, 2017. {{cite web}}: Unknown parameter |dead-url= ignored (|url-status= suggested) (help)
  104. ^ "GDM January 2005" (PDF). Game Developer Magazine. CMP United Business Media. January 2005. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  105. ^ "GDM January 2006" (PDF). Game Developer Magazine. CMP United Business Media. January 2006. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  106. ^ "GDM January 2007" (PDF). Game Developer Magazine. CMP United Business Media. January 2007. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  107. ^ "GDM January 2008" (PDF). Game Developer Magazine. CMP United Business Media. January 2008. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  108. ^ "GDM January 2010" (PDF). Game Developer Magazine. CMP United Business Media. January 2010. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  109. ^ "GDM January 2011" (PDF). Game Developer Magazine. UBM plc. January 2011. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  110. ^ "GDM January 2012" (PDF). Game Developer Magazine. UBM plc. January 2012. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  111. ^ "GDM January 2013" (PDF). Game Developer Magazine. UBM plc. January 2013. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  112. ^ "GDM January 2009" (PDF). Game Developer Magazine. CMP United Business Media. January 2009. Archived from the original (PDF) on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  113. ^ French, Michael (July 16, 2009). "Develop Awards: The Winners In Full". Develop. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  114. ^ Crossley, Rob (July 15, 2010). "Develop Awards: Unreal Engine wins tight race". Develop. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  115. ^ Hoggins, Tom (July 21, 2011). "Develop Industry Excellence Award winners announced". The Daily Telegraph. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  116. ^ French, Michael (July 10, 2013). "Game development stars honoured in Brighton". Develop. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  117. ^ Kayser, Daniel (July 14, 2016). "Unreal Engine 4 Wins Develop Industry Excellence Award for Best Engine". Unreal Engine. Epic Games. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  118. ^ Cowley, Dana (July 25, 2017). "Develop Industry Excellence Awards 2017: Best Engine". Unreal Engine. Retrieved July 26, 2017.
  119. ^ GamesRadar Staff (June 13, 2012). "GamesRadar's E3 2012 Important Stuff Awards". GamesRadar. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  120. ^ IGN'S E3 Strike Team (June 5, 2012). "IGN's Best of E3 2012 Awards". IGN. Archived from the original on February 25, 2015. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: numeric names: authors list (link)
  121. ^ Bertz, Matt (June 13, 2012). "Game Informer's Best of E3 2012 Awards". Game Informer. Archived from the original on July 22, 2016. Retrieved July 15, 2016. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  122. ^ Batchelor, James (July 1, 2014). "Develop 100: Unreal wins the battle of the engines". Develop. Intent Media. Archived from the original on June 26, 2015. Retrieved June 28, 2015. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)

Further reading

Articles
Tutorials