Taking the Heroic Leap from a Proprietary Engine to UE5
summary
Crystal Dynamics details a move from a 20‑year proprietary engine to UE5, running a three‑stage eval (core team tests then a three‑month pilot then a six‑month playable training), stack‑ranking ~90 technical topics. They build a playable prototype to learn multi‑user workflows and discover Blueprint, Sequencer, Nanite/Lumen and built‑in validation/automation accelerate content iteration, while missing custom material UX, some streaming features and facing performance and senior‑engineer retraining costs; overall the prototype succeeds as a learning vehicle and reveals the real engineering lift left to do.
AI-written summary · about
chapters (8)
- 0:00Panel introductions
- 3:36Motivation for the switch
- 6:29Technical challenges
- 10:16The learning curve
- 12:09Scripting and blueprints
- 17:37Evaluation process
- 20:21Unreal 5 features
- 23:18Lessons learned and tips
related talks
38mGrowing a Healthy UE4 Ecosystem
54mHow to Apply the Software Engineering Process to the Gamedev Process
19mTechnical indie game developer tips for starting your framework early
30mProduction › Prototype: How a Small Team Replaced a Core Platform in 90 Days
28mBlueprints: Blending System Architecture and Creativity
37mDash Bash
47mLessons in Technomancy
29mUsing Plugins to Share Code Among Several UE4 Projects
