~/talk

Making Plugins for Game Engines as a Business

Talkat JetBrains GameDev Day Online 2022 · on Thursday, 2022-10-27· [game-development]
links:none on file
slides:none on file

A commercial voxel toolkit called Voxel Plugin targets Unreal Engine and implements runtime-editable, procedural landscapes, caves, planets and foliage; the team is 4 full-time engineers and development uses C++ (with some C# for build scripts), GitHub Actions CI that packages editor builds, and the marketplace policy limits supported engine releases. Memory scales with edits — a 10 km × 10 km editable world can use ~1 GB if edited everywhere — UE5 migration reportedly takes minutes, and marketing runs via Twitter/Discord/Reddit.

AI-written summary · about

  1. 0:00Plugin development business intro
  2. 1:20Why make game engine plugins
  3. 2:23Voxel Plugin idea origin
  4. 3:25Team for plugin dev
  5. 5:10Plugins to game dev jobs
  6. 6:35Balancing engineering and art
  7. 7:19Measuring plugin resource impact
  8. 9:22Memory management in voxel plugins
  9. 10:25Hardware for plugin devs
  10. 11:27CI/CD for Unreal plugins
  11. 12:51Proprietary SDKs in plugins
  12. 13:12Release cycle for plugins
  13. 14:35Unreal version compatibility
  14. 17:03Skills for plugin dev
  15. 18:05Improving Unreal for plugins
  16. 19:07Plugin projects in games
  17. 20:29Plugins vs games first
  18. 21:54Learning curve for plugins
  19. 23:38Marketing plugins
  20. 26:45Who makes game engine plugins
  21. 27:47Popular Unreal plugins
  22. 29:31Plugins merging into engines
  23. 31:15Migrating plugins to Unreal Engine 5
  24. 31:56Q&A
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