Dean Reinhard, Technical Account Manager at Epic Games for Southeast Asia, invited more developers into the Epic ecosystem, promoting the suite of tools that Unreal Engine provides for asset creation.
This covers a multitude of bases from creating environments, to experimental new features like allowing skinning, rigging and even animation all within Unreal Engine.
He particularly highlighted the tools’ abilities to even generate things like foley, as well as texture layers like mud based on actual physics interactions in the the tech demo.
“We wanted to make sure people had access to technology that would normally cost tens of thousands of dollars”, Dean said while showing off the motion capture solutions provided with Metahumans animator.
During the talk, various other developers also took to the stage, highlighting other key support features provided in the Epic Ecosystem.
These include Ammobox Studios, who highlighted the engine allowing them to work on both mobile titles and console titles, as well as co-develop a multitude of other games.
There was also using the new Unreal Engine Fortnite system (UEFN) to allow for more modular assets, meaning your assets could be prepared for a variety of uses.
One studio using this was XZV Studios, who ported all their assets to Unreal Engine to allow them to move between animated series to even mobile titles based on their Sentinels Uprising Gaiden IP as well as Circle Studios, who optimized their workflow using UEFN.
Revenue Split
Of course, one hot-button topic has been the revenue sharing model for the Epic ecosystem.
According to Dean, games developed in Unreal Engine have a 5% revenue share on revenue after the first 1 million USD made, with an 88-12 split for games published on the Epic Game Store.
Similarly, publishing to the Epic Game Store also waives the engine royalties.
However, given Epic Games’ focus on pushing the UEFN system, content created for Fortnite would allow you a cut of Fortnite’s total revenue.