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Cover of Epic Games Primer: Epic Games Store and Epic Games Publishing
Article

Epic Games Primer: Epic Games Store and Epic Games Publishing

The digital distribution landscape for PC gaming has long been defined by a 30 percent commission model, a standard solidified by Steam’s early integration of social and matchmaking services.

  • The Epic Games Store (EGS) disrupts the industry standard 30% commission fee by charging developers only 12%, while waiving the 5% Unreal Engine licensing fee for games built on that engine.
  • Epic Games utilizes exclusive distribution deals and revenue-share incentives to challenge the market hegemony of Valve’s Steam, which has historically locked in users through social graphs, matchmaking services, and extensive feature sets.
  • Epic estimates the actual cost of digital distribution to be 5–7% of revenue, covering payment processing (2.5–3.5%), customer service (1.5%), and bandwidth/hosting (1%).
Matthew BallMay 2020
Cover of Epic Games Primer (Pt I): Epic's Flywheel & Unreal Engine
Article

Epic Games Primer (Pt I): Epic's Flywheel & Unreal Engine

The Unreal Engine serves as the foundational core of Epic Games’ business model, acting as a critical technology suite that enables developers to produce high-fidelity virtual experiences across gaming, film, and enterprise sectors.

  • Unreal Engine functions as a foundational suite of tools that allows developers to build virtual experiences without engineering core code, typically charging a 5% revenue share fee.
  • The modern gaming landscape is dominated by two primary engines: Unreal, which is preferred for high-fidelity, multiplayer console and PC games, and Unity, which leads the mobile market with a subscription-based model.
  • Unity operates a massive mobile advertising network that delivers 23 billion ads across 2.2 billion devices monthly, providing developers with an integrated monetization solution.
Matthew BallMay 2020
Cover of PocketGamer.biz Podcast Episode #4: Nintendo's mobile growth, Summer Game Fest, Skate 3 rumours
57 min
PocketGamer.biz57 min

PocketGamer.biz Podcast Episode #4: Nintendo's mobile growth, Summer Game Fest, Skate 3 rumours

The gaming industry is undergoing a fundamental structural transformation, characterized by a move away from centralized trade shows like E3 toward decentralized, digital-first publisher showcases.

  • Playrix has reached a market inflection point with its portfolio, led by Gardenscapes and Homescapes, which have collectively surpassed 1.1 billion downloads to challenge the dominance of Candy Crush Saga.
  • Nintendo maintains a conservative mobile strategy where mobile revenue accounts for only 4% of its total earnings, relying on established titles like Mario Kart Tour and Animal Crossing: Pocket Camp rather than aggressive expansion.
  • The gaming industry is shifting from centralized trade shows like E3 toward decentralized, digital-first publisher showcases to maintain direct control over marketing narratives.
PocketGamer.bizMay 2020
Article

Unity Readies up for IPO Roadshow: Can It Get Out of Epic's Shadow?

This industry analysis examines the strategic positioning of major gaming entities during a period of significant transition in early 2020.

  • Unity Technologies is preparing for an IPO with $500 million in revenue while attempting to differentiate itself from Epic Games through acquisitions like Bolt and Finger Food and expansion into non-gaming verticals.
  • Tencent’s online game revenue grew 31% year-over-year to $5.3 billion, highlighting strong performance in the Asian market during early 2020.
  • Sony’s annual gaming revenue declined 14% to $18 billion as the PlayStation 4 lifecycle ended, though its PlayStation Plus service reached 41.5 million subscribers.
SuperJoostMay 2020
Cover of Manticore: The Next Big Game Creator Platform?
66 min
GameMakers66 min

Manticore: The Next Big Game Creator Platform?

Core functions as a comprehensive, two-sided marketplace designed to democratize game development by abstracting the technical complexities of multiplayer infrastructure, live operations, and server management.

  • Manticore functions as a two-sided marketplace built on the Unreal Engine 4 runtime that abstracts multiplayer infrastructure, live operations, and server management to democratize game development.
  • The platform utilizes a drag-and-drop interface, pre-built assets, and Lua scripting to allow creators to build and publish real-time multiplayer games without traditional, labor-intensive development pipelines.
  • A proprietary, cloud-agnostic infrastructure facilitates automatic server deployment and enables seamless, web-like navigation between different game experiences within the ecosystem.
GameMakersMay 2020
Cover of On Fortnite's Travis Scott Concert
Article

On Fortnite's Travis Scott Concert

The Travis Scott concert within Fortnite serves as a critical case study for understanding the evolution of digital experiences and the strategic trajectory of Epic Games.

  • Fortnite’s Travis Scott concert functioned as an interactive, art-centric experience rather than a traditional game, demonstrating Epic Games' strategy of using in-engine events to test new creative and technical capabilities.
  • These events serve as R&D for Epic Games to showcase the potential of the Unreal Engine and Fortnite Creative to external businesses and creators, rather than establishing Epic as a permanent event production company.
  • The Travis Scott event featured complex, pre-made animations and immersive environmental effects, though it was technically less ambitious than the Star Wars event, which involved live motion capture and voice performances.
Matthew BallApr 2020
Cover of Game VR/AR: Make Your Game Run on Quest (and Look Pretty Too)
44 min
Game Developers Conference44 min

Game VR/AR: Make Your Game Run on Quest (and Look Pretty Too)

Achieving high-quality virtual reality experiences on the Oculus Quest requires a rigorous commitment to performance optimization, as maintaining a consistent frame rate of 60 to 72 frames per second is essential to prevent user discomfort.

  • Maintain a consistent frame rate of 60 to 72 frames per second to ensure user comfort and prevent motion sickness on the Oculus Quest.
  • Limit draw calls to fewer than 120 per frame to stay within the hardware's strict mobile performance budget.
  • Prioritize efficient rendering pipelines by utilizing forward rendering, single-pass stereo, and fixed foveated rendering.
Game Developers ConferenceApr 2020
Cover of Epic Games Worth $15 Billion, Plans to Increase That
Article

Epic Games Worth $15 Billion, Plans to Increase That

Epic Games maintains a strong market position as a major player in the global video game industry, anchored by the success of its flagship title, Fortnite, and the widespread adoption of the Unreal Engine.

  • As of April 2020, Epic Games is in talks to raise between $500 million and $1 billion in a new funding round.
  • The company is seeking a valuation significantly higher than its previous $15 billion valuation established in 2018.
  • In 2018, a group of investors acquired $1.25 billion worth of Epic Games shares, setting the company's valuation at $15 billion at that time.
Game World ObserverApr 2020
Cover of Career Options Beyond “Traditional” Game Development with John Podlasek | GduX.me
74 min
Game Dev Unchained74 min

Career Options Beyond “Traditional” Game Development with John Podlasek | GduX.me

Game development expertise is increasingly transcending the boundaries of traditional consumer entertainment, finding critical applications in sectors such as architectural visualization, military modeling, medical simulation, and corporate training.

  • Game development skills in programming, UI/UX design, and 3D modeling are increasingly being applied to high-stakes sectors including architectural visualization, military modeling, medical simulation, and corporate training.
  • The maturation of engines like Unity and Unreal has enabled developers to solve complex, real-world problems that require high-fidelity technical sophistication outside of traditional consumer entertainment.
  • Developers are transitioning to simulation fields to escape the high-risk, hit-driven nature of the AAA gaming industry, which is often characterized by market saturation and restrictive intellectual property policies.
Game Dev UnchainedApr 2020
Cover of Scumbag Randy Pitchford Keeps Borderlands 3 Bonuses | Games ReCAP
8 min
Game Dev Unchained8 min

Scumbag Randy Pitchford Keeps Borderlands 3 Bonuses | Games ReCAP

Gearbox Software, a Texas-based game developer, has faced significant internal backlash following a decision to drastically reduce royalty bonuses for employees who worked on the commercially successful title Borderlands 3.

  • Gearbox Software significantly reduced royalty bonuses for Borderlands 3 employees, despite the game achieving billion-dollar status as a global brand.
  • The studio historically utilizes a compensation model featuring below-average base salaries supplemented by quarterly revenue-sharing bonuses.
  • Leadership attributed the reduced payouts to increased development costs and an expanded headcount, specifically citing a mid-development transition from Unreal Engine 3 to Unreal Engine 4 that necessitated restarting production work.
Game Dev UnchainedApr 2020
Cover of Epic Games Publishing Deal | Games ReCAP
8 min
Game Dev Unchained8 min

Epic Games Publishing Deal | Games ReCAP

Epic Games has introduced a transformative publishing model that fundamentally alters the traditional power dynamic between developers and publishers.

  • Epic Games fully funds development, including salaries, QA, localization, and marketing, while allowing developers to retain 100% ownership of their intellectual property.
  • The revenue-sharing model dictates that after Epic recoups its initial investment, net profits are split 50/50 between the publisher and the developer.
  • Developers face no financial liability if a project fails to recoup its budget, shifting the risk entirely to Epic Games.
Game Dev UnchainedMar 2020
Cover of Subtitles Are Changing, Don't Be Left Behind
28 min
Game Developers Conference28 min

Subtitles Are Changing, Don't Be Left Behind

Subtitles are a critical accessibility feature in modern gaming, serving a diverse user base that extends far beyond the deaf and hard-of-hearing community.

  • Over 60% of players utilize subtitles, as evidenced by usage metrics from Assassin’s Creed Origins, indicating that demand extends well beyond the deaf and hard-of-hearing community.
  • Effective readability requires a minimum font size of 46 pixels at 1080p, with text limited to two or three lines per screen and a maximum of 38 characters per line.
  • Developers must prioritize high contrast by using drop shadows, outlines, or adjustable background boxes to ensure text remains legible against varying game environments.
Game Developers ConferenceJan 2020