GitHub OctoTales • Epic Games

Back in the early days,
when I started programming, you’d get these programming magazines, and they’d have little sample programs
that you could type in, and understand the operation
of the program. That was followed by 20 years of dark ages for most of the game industry, where there are lots of games shipping,
but very little source that you could download,
and understand, yourself. I think that’s finally opening up again, with us releasing
the Unreal Engine 4 source code. ♪ (music) ♪ So I was two years into college, I’d been programming for about 10 years, writing all sorts of things. I wrote a game for the original IBM PC, and that led to
the creation of Epic Games. (man) So, we’re at Epic’s Wall of Games. At one point, Epic was called
Epic MegaGames, so this is like back in the ’90s. Epic MegaGames
was not only a game developer, but almost more a publisher. People would mail in their CDs to Tim, and he’d work out how
to get these games shipped out. One of the most notable ones here is ZZT. This was Tim Sweeney’s. Tim actually drew this map out, and then built this game himself, kind of the first thing
that I know that Tim built. So this side, we’re getting into
more the late ’90s era, the Jazz Jackrabbit 2,
the sequel to Cliff’s game, and then Epic kind of became
a real developer at this point, and we built Unreal, and Unreal was kind of the start
of Unreal Engine, but also kind of the first game that I really started knowing Epic by,
is playing Unreal, and I think if anyone remembers
the picture on the box here, where you boot upUnreal
and it does the cool camera fly-by of the castle, and under the bridge. That was one of the first things that was like this awesome graphics demo,
built into a fun game. (Tim Sweeney) Well from
the very beginning, the Unreal Engine was designed to support many different kinds of games, not just the one game
that we were building at the time, and that kind of distinguished it from other early game-engine efforts. Imagine if this junk here
was maybe something of this distance. Epic has always
been a small company, relative to the competition, and one of the keys
to our success has been being able to accomplish a lot
with a small team of artists and so making them as productive
as possible, through tools, being able to see every aspect
of your game, in real time, exactly as it appears when you’re playing, has really been a critical element. Like when you let go of the controls, it feels a lot more like a helicopter. Unreal Engine is the world-class
game development platform. It’s the software that, when I go home, I’d want to use it to realize my vision. If I have an idea for a game,
I want to useUnreal Enginefor that, and we want it to be
the best in the world. Ever since I started Epic,
back in 2007, I had been interested in
what would it be like, if the Engine was attainable by anyone? That was something
that was very important to me. (Tim) Ever since theUnreal Engine 3days, we’ve wanted to open up
the Engine to the public, release the full source,
and anybody can do anything with it. We finally succeeded in releasing the full source to the public in 2014. (Ray Davis) Making the source code
available so that anybody out there can contribute back to it is… it was really scary at first,
it was kind of a crazy thought, we’re like, “Oh my god,
this is going to be un–” “We’ll lose control of the Engine, right?” The cool thing about it
is it really unlocks a whole new functionality
for people using the Engine. There’s no code
hidden behind these barriers that you can’t really tell
what’s going on. At any point, if something seems wonky, or you just want to see
how it works, it’s right there, and it’s a huge learning tool,
especially for people starting out. You’re impressed by
that awesome rendering technique, or how that shader was put together? Well there you go–
it’s right there, you can see it. (Mike) We’ve had awesome
code contributions back to the Engine, too,
which I think is cool. We just had a great success story
with a community member, and he created
a Git Plugin for the Engine. We assimilated that into Engine,
with his permission, and as of the next release, that’ll be a full-fledged
feature of the Engine, with direct support from Git. Without the source code being out there, it would have been impossible. (man) With Unreal Engine we,
we’re really aiming to bring the success
closer to the developer. We want to empower creativity. We want to watch people take their ideas, and just go nuts with them. Hey everyone, welcome to the weekly Unreal Engine Twitch livestream. I’m Chance Ivey, your Community Manager, and I’m here with some new friends,
and great friends of Epic, but I just met them earlier this week. We’ve got Lee Reilly,
and Rick Olson from GitHub. Also, we’re going to get into
the Game Jam finalists, and play those awesome, awesome games. Each week, we interact with the public
on our Twitch channel. It’s just a way that we can
address our community, listen to our community,
and be available. So we kicked off the Game Jam
a couple weeks ago, and we had really great turnout. There were 40 submissions,
the theme was “Back to Square One.” We got some really, really amazing stuff, so let’s watch the quick highlight reel. So each month, we have
an Unreal Engine Game Jam. We say all right, from this moment on, there’s 72 hours, and some change, We essentially ask people
to get together with a small team and build a game on Unreal Engine
over that week, and submit it by midnight on Sunday. It’s been really awesome to see
what people can come up with, it’s just in three days, essentially. ♪ (music) ♪ A couple weeks after
the submissions are over, we announce three winners. This one is Suspicious Detective
by Nimiec & Slizewski, and this one’s like a full murder mystery. I’m the detective, and so now I’ve got to come in
and start questioning people. What do you know about this knife? I saw Granny with one the other day. Granny had a knife So let’s go talk to Granny. Granny, tell me about this knife,
have you seen this knife? It looks like its good for chopping stuff. Some things just get circulated,
they’re just everywhere, and everyone’s like, “Can you believe
this [dude’s] doing this?” We didn’t reach out to this guy,
It’s like, can we hire that guy? Things like that. People are doing stuff that is blowing
our rendering guy’s mind. Blowing our artists’ mind,
like how did they do that? We want to see
what these people are doing. So, yeah, congratulations
to all the winners. (Stacey) The community
has always been so, so giving. They’re the most generous community
I’ve ever worked with. People will spend hours
doing something to help you out. Hi everyone, we’re live
at Epic headquarters… I get to interface with our community, our very passionate
Unreal Tournament community. We look at their maps,
we give them feedback, they give us feedback on the game, they tell us what they like,
what they don’t like, so it’s been a really, really great interactive experience with these guys. First of all, we’re going to take a look at Captain Migraine’s amazing Lea map. One of the guys in our community,
his name’s Captain Migraine. He’s been a member of
the Unreal Tournament community for a long time. He made a remake of a map that was done back in, I think, UT 2004. We really, really enjoyed playing it, so we decided to feature it. (Jim Brown) This is the game
actually running in the editor. You can see, if I turn on
all the editor assets, you can see. (Stacey) Yeah, because if you…
it looks like a painting. It’s gorgeous. Everybody had something
to say about the map, because it’s one of the favorites. (Jim) He had some discussions
with the competitive players on how they could improve game play. And so they made some
of their own pick-up assets, and changed armor, and really
kind of changed the way armor worked in the whole game, and used this map as a testbed
to test that, which was great. (Ray) This early-access
model, and open source allows players not only
to provide feedback, but to get in there themselves,
and show it, or build it, and contribute it back. People on both sides appreciate,
it allows us to build not only better games,
but games better crafted to the audience,
the people that love them. It’s becoming almost normal for developers to have a connection with
the community of [inaudible], before the game’s
even close to finish now, and hopefully the model
that we set withUnreal Engine, and the relationship we have
with our community, has just helped setting a precedent there. (Chance) Anybody that comes in that wants to be a part ofUnreal Engine, we can help them
be a part of Unreal Engine, not just helping them make their games, but help them in the community. I really, really do think
that the future of gaming is going to be companies
working with the community, letting the community shape their games, and change the ways the games are made. (Tim) We have operated a closed source
Enginefor over ten years, followed by one year of experience with a completely open source Engine, and the open source experience
has been freeing, and far superior. ♪ (music) ♪ And it’s greatly magnified the rate
of progress on theEngine, both our progress,
adding features to it ourselves, with the assistance of the community, and the community’s progress
in building games. It really has revolutionized the way that we go about developing the software. It’s no longer just Epic
creating our masterpiece. It’s now the work of the broad community, of which we’re only a part. ♪ (series music) ♪

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