Game Engines
Ongoing coverage on Game Engines.
Latest coverage
"Great job Microsoft": Former id Software artist says the legendary dev has been "relegated to support studio size" after Xbox's strategy of "nuking a team into the dirt"
Former id Software artist Derek Best stated that Microsoft's recent layoffs have reduced the iconic FPS developer to a support studio size. Best, who was among the 136 employees laid off, criticized Microsoft's strategy, noting the significant loss of institutional knowledge and the impact on the id Tech engine team. The layoffs have raised concerns about the future of id Software's core franchises like Doom and Quake.
Doom and Quake studio id Software reportedly gutted, leaving standalone capabilities in doubt and newly revealed game ideas dead
Microsoft's restructuring has severely impacted id Software, with 136 employees laid off, leaving fewer than 50 staff. This reduction in force has reportedly led to the cancellation of new game ideas like 'Fury' and a 'Perfect Dark' title, and casts doubt on the studio's ability to develop full-scale games independently. The future of id Software appears to be shifting towards a support role for other Xbox studios, potentially focusing on its proprietary id Tech engine.
id Tech is Still Part of Xbox’s Future Despite Layoffs – Rumor
Despite recent layoffs at id Software, the id Tech game engine remains a part of Xbox's future plans, according to a report. Many employees working on the engine's development were affected by the cuts. The engine is expected to be used in future projects at id Software and by MachineGames for their Wolfenstein titles.
A current Valve designer recreated Half-Life 2's Ravenholm in the Source 2 engine, and says he was "blown away…
Valve level designer Chuck Wilson recreated the iconic Half-Life 2 level Ravenholm using the Source 2 engine, showcasing impressive improvements in textures and lighting while retaining the original's eerie atmosphere. Wilson expressed his admiration for the power of Source 2's level design tools, calling them his favorite to date. This fan-made recreation has sparked discussions about the possibility of an official Half-Life 2 remake.
Some Of The Most Impressive Gaming Tech Ever Wasn’t Enough To Save Devs From Xbox Cuts
Microsoft's recent layoffs at id Software have raised concerns about the future of its proprietary id Tech engine, with reports indicating a significant portion of the studio's coding talent was let go. This follows a trend of major studios, including 343 Industries and potentially MachineGames, moving away from internal engines towards Unreal Engine, potentially hindering technological innovation in the gaming industry.
Doom dev id Software loses half its staff and all its coders in Xbox bloodbath
id Software, the studio behind the Doom franchise, has reportedly lost approximately half of its staff, including most of its coders, in recent Xbox layoffs. This significant reduction in workforce has led to concerns about the studio's ability to continue developing its proprietary technology and future titles. Co-founder John Romero expressed concern for the preservation of id Software's legacy amidst these drastic cuts.
"I know how devastating it is, and my heart's with all of you": Doom's John Romero responds to id Software reportedly losing half their team
Microsoft's Xbox division is reportedly laying off approximately half of the staff at id Software, with a significant impact on the studio's technology team. Former id Software co-founder John Romero has responded to the news, expressing sorrow for those affected and emphasizing the importance of preserving the studio's historical code and assets.
Latest Xbox layoffs hit id Software as Doom: The Dark Ages' DLC launches, around half of the staff potentially cut
Xbox is implementing significant layoffs, impacting id Software heavily just as its new DLC for Doom: The Dark Ages is set to launch. Reports suggest around half of id Software's staff, potentially including most coders, may have been cut. This follows broader workforce reductions across ZeniMax studios and other Xbox-owned entities, raising concerns about the future of the id Tech engine and the studio's development capabilities.
Microsoft's dumb enough to make a new Quake game in Unreal Engine
Microsoft's Xbox division has announced significant layoffs impacting id Software, raising concerns about the future of the Quake franchise. The author speculates that Microsoft might develop a new Quake game using Unreal Engine 6 instead of id Software's proprietary idTech, potentially alienating long-time fans and disregarding the studio's legacy.
EVE Online's cross-platform game engine framework is now fully open source
Fenris Creations, the developer of EVE Online, has fully open-sourced its cross-platform game engine framework, Carbon. This release allows developers, players, and researchers to access the technology behind EVE Online's persistent universe and player-driven economy. The Carbon framework includes modules for physics simulation, graphics, networking, and more, and Fenris Creations will continue to use it for EVE Online and the upcoming EVE Frontier.
EVE Online studio Fenris follows through on yearslong promise to make its in-house game engine fully open source
Fenris Creations, the studio behind EVE Online, has fully open-sourced its in-house Carbon Engine, making its repositories available on GitHub. This move fulfills a long-standing promise and contrasts with the industry trend towards proprietary engines like Unreal Engine. The engine powers EVE Online and EVE Frontier, while Fenris's new FPS project, EVE Vanguard, uses Unreal Engine.
What to do about Game Engines with Rez Graham
This article discusses the implications of game engine choices, particularly focusing on Unity's controversial per-install fee policy change in late 2023. It explores the downsides of relying on third-party engines and the importance of valuing human assets within game development companies, referencing Nintendo's past leadership under Satoru Iwata as an example of prioritizing employees.
Fenris Creations Opens Carbon Engine to the World
Fenris Creations has fully open-sourced its Carbon game engine framework, the technology behind EVE Online and EVE Frontier. This release provides developers, players, and researchers access to the engine's code, including its physics simulation and graphics modules, which have supported persistent online worlds for over two decades. The company aims to foster transparency and collaboration for the development of future virtual worlds.
Eve Online's Carbon engine is now open source: Fenris Creations explains why
Fenris Creations, formerly CCP Games, has open-sourced its Carbon game engine, the technology behind Eve Online, making it available on GitHub under permissive licenses. The move aims to foster community trust and innovation, allowing developers to build anything with the engine, including their own MMOs. Fenris Creations also plans to open-source its internal LLM tools gateway in the coming months, reflecting a broader industry shift towards AI integration.
"I would fail, and here's why I would fail" Why Baldur's Gate 2 co-lead turned down Hasbro's request to make Baldur's Gate 4
James Ohlen, co-lead designer of Baldur's Gate 2 and lead at Archetype Entertainment, declined Hasbro's request to develop Baldur's Gate 4. Ohlen cited the immense success of Larian Studios' Baldur's Gate 3 and the technical challenges of replicating its engine and tools as reasons for his refusal, preferring to focus on his studio's upcoming game, Exodus.
I've played countless Doom engine games, so believe me when I say this one that combines the FPS with JRPG combat…
End of Starchild, a free standalone game built on the Doom engine by Em Essex, is a highly stylish and fast-paced bullet hell shooter with a surprising JRPG component. The game features distinct levels, a unique save system, and a hidden second game called Sonata, offering significant depth beyond its initial six levels. Despite its challenging nature, it is recommended for its layered design and innovative blend of genres.
The Elder Scrolls 6 Director Says “We Know We Need to Get it Right”
Bethesda director Todd Howard stated that The Elder Scrolls 6 is currently the studio's largest project, with the majority of the team working on it. He emphasized the importance of getting the game right due to the long development time. Xbox's Matt Booty also confirmed the game is progressing well and will be revealed at the appropriate moment, noting it utilizes the Creation Engine 3.
Final Fantasy 7 Revelation director explains why the game is sticking with Unreal Engine 4 instead of 5
Final Fantasy 7 Rebirth director Naoki Hamaguchi explained the decision to stick with Unreal Engine 4 instead of upgrading to Unreal Engine 5. Hamaguchi stated that switching engines would have significantly extended development time, which was not ideal from a business or player perspective. The team was able to implement a Nanite-like rendering system within Unreal Engine 4, achieving comparable visual quality.
Game and Mod Development
Epic Games announced Unreal Engine 6 and Unreal Engine 5.8 at State of Unreal 2026, alongside a $1 billion payout to developers using Unreal Editor for Fortnite. The event highlighted advancements in game development tools and creator economies.
Morning Consolidation
Rockstar Games has revealed the pre-order date and cover art for Grand Theft Auto VI. Separately, Epic Games has introduced a significant update to Unreal Engine 5, claiming it runs twice as fast on the Nintendo Switch 2. The article also briefly mentions the game Once Human.