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The Switch from Unity 3D to Unreal Engine

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We made a LOT of progress on prototyping ExtroForge with the Unity engine. Huge swaths of gameplay elements were engineered and integrated. We thrived with the rich variety of Asset Store packages available to us as well as the YEARS of online posts, blogs and tutorials. With at least two 15-year software engineering professionals on the team, we were efficient and proficient under Unity. All that being said, we got to a point where a single aspect of the Unity Engine became a critical blocker - multiplayer networking.

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Unreal Build Automation and Deployment at ExtroForge

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We decided on a critical montra early on that ALL team members (not just engineers) would have access to the latest build at all times. It is simply critical for the various tasks that they have to perform that they can see and experience (and capture) the latest gameplay elements, visuals and mechanics. As ExtroForge is (above all else) a multi-player experience, we also wanted to ensure that a standalone server with the latest code was always available for testing on.

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ExtroForge – Voxel Building and Destruction Part 1

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While ExtroForge is first and foremost, a beautifully rendered game using traditional 3D mesh models to represent the terrain, players, creatures and buildings- we wanted player constructions to be unbounded by what elements we could […]