As a game engine developer myself, I was wondering about the need of custom game engines, the state of commercial engine offers and also about game engine engineer job offers scarcity.
We can all observe how the game engine market has changed since Unity started to occupy a major part of it and also after UE4 was released to the public, that started the "war" for the user, for affordable game engine technology.
I'm seeing the current distinct parts of the game engine market or area of game software technology:
- hobby custom game engines, very few probably aimed at 3D anymore, a several 2D oriented ones usually written for specific indie games;
- custom proprietary game engines, used in-house by some game studios such as DICE's FrostBite, Kojima's FoxEngine, SquareEnix's Luminous, and others;
- hobbyist game engines from the last generation, or the pre-unity, pre-UE4, with ok features but not really AAA grade, and we have here (in no particular order ) Leadwerks, NeoAxis, Torque, C4, Shiva3D, Esenthel, Gamestart, Gamecore, etc., some better than others. Some might get upgraded in the future, but not a certainty;
- top hobbyist game engines, here we have the well known players Unity3D and UnrealEngine4, plus some more obscure or not so much used ones like Unigine, CryEngine, and others I don't remember;
- open source game engines, there are some notable ones like Panda3D, Delta3D, Polycode, OGRE(rendering), Blender GameEngine, and others;
So, one of my questions is, is it worth still to make a custom game engine for yourself or even to think about making it open source or commercial ?
Open source might be a nice thing and an experience for learning new stuff, but since the big commercial players are doing a relatively good job, commercial might not be a doable idea, unless you have a big or veteran team of experienced programmers.
Another topic is the scarcity of engine tech development, I can only see few jobs related to that of few companies, due to the aforementioned monopolization of the commercial engine market. Jobs of that kind one might find at No. 2 and No. 4, sometimes No.1.
And yet another topic is the relative lack of low level and techniques/new tech tutorials or articles, as they're not so many as they were years ago. This is also a byproduct of the game engine/tech developers, due to this new segregation of the market.
This is more of a rant, an open discussion for how the market for game engine technology and man power and competences has changed in the last lets say 10 years, since I dont see anyone bringing this into discussion, people being more busy on how to cash in the AppStore and how to create the next big 2D game X clone or Minecraft clone.
A dilution of the engineering competence is happening I think, since its not so needed anymore, the big game engine guys have the manpower and money to overshadow most of the emerging game engines that might try to pop out (Bitsquid, Offset, RealityEngine, etc), which are usually bought by big companies.
Things have changed, how does an (oldish ) game engine developer copes with this change?
Basically, should I continue on my game engine or use just the tech above and make games...
I hope some of you had/have this problem and can talk about it.
Feel free to rant on the subjects above, I would love to hear your thoughts.
Bonus content: I see all the cool rendering features being added to top tier engines like PBR, deferred in many flavors, custom GUI for editors, publishing to a gazillion platforms, asset stores, tons of middleware added, etc.. and I feel a "little" bit overwhelmed and I wonder if I should stay a tech-oriented developer or go to the actual game developer side, where you actually make games and not tech. But I like to build engines and editors, yet for what purpose since the tools are already given up for free by the other companies. Yes, its a personal crisis :).