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*Dungeons & Dragons
Hasbro Confirms New Unannounced Dungeons & Dragons Video Game in Development
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<blockquote data-quote="Ruin Explorer" data-source="post: 9519038" data-attributes="member: 18"><p>A WotC-developed game could almost certainly re-use some assets from Sigil. Especially if they also used UE5 (which is very popular and frankly, whilst I am not a developer, does seem like a cool engine with great features built in). Code, probably they wouldn't want to try to re-use, but assets for sure. I mean, technically you can often migrate assets across entirely different engines, though it might be a real pain, but UE5 to UE5 is likely to be very easy. And assets can be one of the heaviest elements of development budgets (hence them often being re-used, either partially or entirely, across games, especially at the lower and middle parts of AAA and below). By assets to be clear I mean 3D models, textures, animations, sounds, etc.</p><p></p><p>(One interesting example of asset re-uses vs. not re-using is Dragon Age Inquisition vs Mass Effect Andromeda. Both were in EA's Frostbite engine, but DAI re-used animations, particularly, from DA, DA2 and even the ME games, tweaking them and improving them, and they felt like this was hugely helpful (there's an article about it somewhere). A few critics did mildly criticise the animations for being stiff but for the most part they were well-accepted. MEA, on the other hand, decided that wasn't good enough and developed animations entirely from scratch, which turned out to be a significant burden, and when they launched, a lot of animations were still were not quite working right. They also ended up trying to outsource/offshore some of the work because there was so much, which didn't go very well. Lesson is - sometimes cheaping out is just a win!)</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9519038, member: 18"] A WotC-developed game could almost certainly re-use some assets from Sigil. Especially if they also used UE5 (which is very popular and frankly, whilst I am not a developer, does seem like a cool engine with great features built in). Code, probably they wouldn't want to try to re-use, but assets for sure. I mean, technically you can often migrate assets across entirely different engines, though it might be a real pain, but UE5 to UE5 is likely to be very easy. And assets can be one of the heaviest elements of development budgets (hence them often being re-used, either partially or entirely, across games, especially at the lower and middle parts of AAA and below). By assets to be clear I mean 3D models, textures, animations, sounds, etc. (One interesting example of asset re-uses vs. not re-using is Dragon Age Inquisition vs Mass Effect Andromeda. Both were in EA's Frostbite engine, but DAI re-used animations, particularly, from DA, DA2 and even the ME games, tweaking them and improving them, and they felt like this was hugely helpful (there's an article about it somewhere). A few critics did mildly criticise the animations for being stiff but for the most part they were well-accepted. MEA, on the other hand, decided that wasn't good enough and developed animations entirely from scratch, which turned out to be a significant burden, and when they launched, a lot of animations were still were not quite working right. They also ended up trying to outsource/offshore some of the work because there was so much, which didn't go very well. Lesson is - sometimes cheaping out is just a win!) [/QUOTE]
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Hasbro Confirms New Unannounced Dungeons & Dragons Video Game in Development
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