Unreal Engine Versions/3
Engine Development Credits
Unreal Engine Core System Design
- Tim Sweeney
Engine Development Management
- Tim Sweeney
Many Technologies Director
- Tim Sweeney
Engine Management System
- Steven Polge
UnrealEd
- Warren Marshall
External Toolsets in UnrealEd
- Many Middleware's Toolsets
Rendering Engine
- Erik De Neve
- Daniel Vogel
- Andrew Scheidecker
- Sam Zamani
- Tim Johnson
- All included Artificial Studios's Reality Engine's Technologies
Rendering Middleware
- OC3 Entertainment's FaceFX Technology (no additional cost)
- Digimask's Digimask SDK
- Interactive Data Visualization's SpeedTreeRT
- Geomerics's Enlighten (no additional cost)
- Allegorithmic's ProFX (no additional cost)
Physics Engine
- James Golding
Physics Middleware
- Ageia's PhysX (no additional cost)
Network Engine
- Steven Polge
Network Middleware
- Quazal Technologies's Rendez-Vous
- Quazal Technologies's Spark
Sound Engine
- Daniel Vogel
Sound Middleware
- OpenAL Audio System
- Fonix Speech's VoiceIn Technology
Music System
- Ogg Vorbis
A.I. System
- Steven Polge
A.I. Middleware
- Engenuity's AI Implant (no additional cost)
- Kynogon's Kynapse A.I. (no additional cost)
Console Porting
- Josh Adams
- Dave Burke
- Ron Prestenback
- Scott Sherman
- Niklas Smedberg
- Sam Zamani
- Daniel Wright
Unreal Engine 3 Integrated Partners Program (Unreal Engine 3 IPP) List and Announced Date
The Unreal Engine 3 Integrated Partners Program is a program designed to help developers take advantage of 3rd party technologies, with guaranteed support and compatibility for the most popular game engine this generation. Epic is selecting companies whose software is cross-platform compatible and complements the goals of Unreal Engine 3. IPP members have full access to Unreal Engine 3 source code and updates.
- Ageia's PhysX (February 23, 2004)
- OC3 Entertainment's FaceFX Technology (October 18, 2005)
- RAD Game Tools's Bink Video (Semtember 25, 2006)
- Quazal Technologies's Rendez-Vous (September 28, 2006)
- Quazal Technologies's Spark (September 28, 2006)
- Fonix Speech's VoiceIn (October 2, 2006)
- Engenuity's AI Implant (October 3, 2006)
- Interactive Data Visualization's SpeedTreeRT (October 5, 2006)
- Digimask's Digimask SDK (November 1, 2006)
- Kynogon's Kynapse A.I. (November 2, 2006)
- Geomerics's Enlighten (February 19, 2007)
- Allegorithmic's ProFX (March 1, 2007)
Build Versions
PC Version
- [Unreal Engine 3] Builds 3500~? (32-bit Windows XP/Vista, 32-bit Linux, 64-bit Windows XP/Vista, 64-bit Linux, 32-bit Mac OS X, 64-bit Mac OS X)
Xbox 360 Version
- [Unreal Engine 3] Builds 3500~?
PlayStation 3 Version
- [Unreal Engine 3] Builds 3500~?
Engine Details
Rendering Technologies
- Direct3D 9/10, OpenGL 2 support
- Improved and enhanced hybrid scene management
- 64-bit and 128-bit color High Dynamic Range lighting and rendering pipeline
- Full day-night cycle with sunrise and sunset effects
- Many post-processing effects
- Light bloom
- Lenticular halos
- Depth-of-field
- Motion blur
- Full scene
- Object-base
- Some scene
- Image based lighting
- Image based rendering
- Many more
- New LOD system
- Dynamically deformable terrain rendering system
- With 'real' displacement mapping (a.k.a. vertex texture fetch or dynamic vertex texturing)
- Dynamic LOD for all meshes
- Full dynamic object for all environments
- Dynamically deformable terrain rendering system
- Terrain system
- With LOD
- With height-mapped
- With voxel rendering
- Procedural vegetation layer
- Included Interactive Data Visualization's SpeedTreeRT (Unreal Engine 3 IPP)
- Seamlessly interconnected indoor and outdoor environments
- Many shadowing techniquies
- 100% fully dynamic real-time fuzzy soft shadows for all environments
- 16x sampled shadow depth buffers for characters
- Stencil shadow volumes for dynamic lights
- Pre-computed shadow-masks for static lights
- With self-shadowing
- With all normal mapping techniquies
- With all displacement mapping techniquies
- With all lighting techniquies
- Many more soft shadowing techniquies
- Support for shader models 2, 3 and 4
- Geometry shader support
- Support for shader model 5 with OpenGL 2.x and DirectX 10.1 (SOON)
- Extensible material shader system
- HLSL, CG, GLSL shader language support
- Deferred shading
- Many volumetric effects
- Height fog
- Height water
- Height fire
- Advanced extensible particle system
- Soft particles
- Volumetric particles
- Volumetric explosions
- Volumetric clouds
- Volumetric fire
- Volumetric water drop
- Volumetric blood
- Volumetric dust
- Volumetric rain
- Volumetric snow
- Volumetric hail
- Many more
- Volumetric particles
- Voxel-based particle effects
- Soft particles
- Many per-pixel lighting techniquies
- Parameterized phong shading
- Spherical harmonic lighting
- Real-time spherical harmonic maps for all lighting types
- Real-time ambient lighting
- Real-time ambient maps for all lighting types
- Radiosity lighting
- Fully real-time PRT(Precomputed Radiance Transfer) radiosity pipeline support
- Global illumination
- Fully real-time true beam tracing global illumination for dynamic lights
- Included Geomerics's Enlighten (Unreal Engine 3 IPP)
- Volumetric lighting
- Sub-surface scattering
- Real-time point light
- Real-time sun light
- Real-time directional light
- Real-time spot light
- Real-time diffuse light
- Real-time specular light
- Real-time shiny light
- Real-time gloss light
- Real-time opacity light
- Real-time spread light
- Real-time emissive light
- Real-time light beams
- Real-time light shafts
- Many more lighting techniquies
- Many normal mapping techniquies
- Parallax mapping
- Steep parallax mapping
- Bump offset mapping
- Offset mapping
- Per-pixel displacement mapping with distance function
- Parallax mapping with offset limiting
- Relief mapping
- Relief texture mapping
- View dependent displacement mapping
- Relief texture method
- Virtual displacement mapping
- With self-shadowing
- With z-bias correction
- Parallax mapping
- 'Real' displacement mapping (a.k.a. vertex textures fetch or dynamic vertex texturing)
- With LOD based tesseration and deformation
- With real-time lighting
- Displacement mapped water effects
- Displacement mapped snowy effects
- Voxel rendering system
- Voxel-based terrain
- Vexel-based environment
- Voxel objects
- Voxel rendering system for hardware accelated
- Static voxel objects
- Dynamic voxel objects
- Real-time fully dynamic weather effects including rainy, snowy, windy, hail and cloudy with volumetrically and physically, interactivity in environments
- 64-bit colored 8192x8192 size texture support
- Latest builds version for support texture color and resolution up to 128-bit colored 16384x16384
- Non-power-of-two size texture support
- Anti-tiling techniques such as advanced modified ClipTexturing and more technologies
- Many animation system
- Vertex animation
- Skeletal animation
- Smooth-skinned geometry
- With LOD
- Procedural skeletal controllers
- Procedural motion warping
- Included OC3 Entertainment's FaceFX Technology (Unreal Engine 3 IPP)
- Included Digimask's Digimask SDK (Unreal Engine 3 IPP)
Other Features
- Very flexibility and extensible Unreal Engine Core System Technology
- 100% pure Unreal Engine 3 source code (it's not FPS based engine), editing toolsets and utilities
- C++ Modulaty
- Distinctly separation game modules, engine modules and all of the entirely fine parts modules
- But very interlocked functioning on all of modules
- Very flexibility expansions of add/modify/extending new modules
- Distinctly separation game modules, engine modules and all of the entirely fine parts modules
- UnrealScript based networked engine management system
- No hard-limited native source controls for very interlocked functioning on all of modules
- Very easily user customizations for MODDING
- All UnrealScript plug-in modules are use at once in UnrealEd
- All UnrealScript plug-in modules codes add/modify/extending for in script editor for UnrealEd
- All UnrealScript coding at in the visual scripting editor for UnrealEd
- No hard-limited native source controls for very interlocked functioning on all of modules
- UnrealCascade extensible particle system with visual editor
- UnrealMatinee cutscene toolset vast improving
- UnrealKismet visual scripting editor for UnrealEd
- Vast improved visual material shader editor for UnrealEd
- Improved GUI editor
- Offline rendering system
- Network-level editing system
- Play In Editor real-time editing for immediate in-game WYSIWYG editing functions for UnrealEd
- AnimTree advanced WYSIWYG real-time animation tree editing toolset for UnrealEd
- AnimSet advanced WYSIWYG real-time animation sequence setting toolset for UnrealEd
- UnrealPhAT advanced WYSIWYG real-time physics editor for UnrealEd
- Included AGEIA's PhysX physics engine (Unreal Engine 3 IPP)
- Physics-based animation
- Vast improved advanced WYSIWYG real-time terrain editing toolset for UnrealEd
- COLLADA import pipeline
- SoundQue dynamic environmental audio system toolset for UnrealEd
- Advanced dynamic environmental audio system for perfective in mixing
- Interactive dynamic music
- Dynamic environmental sound
- Dynamic streaming system
- Seamless loading system
- Background loading system
- zone-based loading system
- Fully multi-threaded rendering and all of it
- Included all of the technologies of Reality Engine
- Enhancing Real-time recording of in-engine footage as replayable 'demo' files
- Support for processing those demo files into DivX movies (DivX library license separately)
- Support for processing those demo files into Bink Video (Unreal Engine 3 IPP)
- 3D Studio MAX, MAYA and Softimage's XSI MOD Tool Plug-ins
- Client-server model supporting up to 64 players as provided
- Included Quazal Technologies's Rendez-Vous (Unreal Engine 3 IPP)
- Included Quazal Technologies's Spark (Unreal Engine 3 IPP)
- Included Fonix Speech's VoiceIn Technology (Unreal Engine 3 IPP)
- Advanced customizable A.I. system
- Customization of dynamic path-finding system
- Customization of BOT A.I. system
- Customization of teamwork A.I. system
- Customization of vehicles A.I. system
- Customization of singleplayer-based games A.I. system
- Included Engenuity's AI Implant (Unreal Engine 3 IPP)
- Included Kynogon's Kynapse A.I. middleware solution (Unreal Engine 3 IPP)
- Real-Time performancing analysis toolset
Development Tools
Projects
Announced Projects
Currently developing with uses Unreal Engine 3 games on over than 600 more titles
Project | Developer | Release Date | Engine Build |
[All Points Bulletin] | Real Time Worlds | – | – |
America's Army v3.0 | U.S. Army | – | – |
America's Army: Real Heroes | U.S. Army | – | – |
[A.V.A.] | Red Duck | – | – |
A4 (codename) | AniPark | – | – |
[BioShock] | Irrational Games | – | – |
Triple-A (codename) | Bedlam Games | – | – |
[BlackSite: Area 51] | Midwady | – | – |
B-Project (codename) | CJIG | – | – |
Black Powder Red Earth | Echelon Studios | – | – |
[Brothers in Arms: Hell's Highway] | Gearbox Software | – | – |
[Crimecraft] | Vogster Entertainment | – | – |
Daybreakers | Trilogy Studios | – | – |
DC Comics/Universe Online (untitled) | Sony Online Entertainment | – | – |
Dead Space | Electronic Arts | – | – |
Earth No More | Recoil Games | – | – |
Empire | Chair Entertainment | – | – |
End All Wars | Kuju Entertainment | – | – |
[Elveon] | 10Tacle Studios | – | – |
EverQuest 3 | Sony Online Entertainment | – | – |
Fall of Liberty | Spark Unlimited | – | – |
Fatal Inertia | Koei | – | – |
[Frontlines: Fuel of War] | KAOS | – | – |
[Fury] | Auran | – | – |
[Global Agenda] | Hi-Rez Studios | – | – |
[Halo Wars] | Ensemble Studios | – | – |
Hei$t | inXile Entertainment | – | – |
Hour of Victory | Midway | – | – |
[Huxley] | Webzen | – | – |
Interstellar Marines | Zero Point Software | – | – |
Lineage 3 | NC Soft | – | – |
[Lost Odyssey] | Mistwalker | – | – |
Magna Carta 2 | Softmax | – | – |
[Mass Effect] | BioWare | – | – |
Medal of Honor: Airborne | Electronic Arts Los Angeles | – | – |
Mortal Kombat 8 | Midway | – | – |
Parabellum | Acony | – | – |
Sephiroth 2 | Imagic Entertainment | – | – |
Project M (codename) | Red Duck | – | – |
Project M (codename) | NC Soft | – | – |
unannounced Online FPS Project | NC Soft | – | – |
unannounced Online FPS Project | SK i-media | – | – |
unannounced MMORPG Project | NC Soft | – | – |
unannounced Online Casual Game Project | NC Soft | – | – |
Project New Jersey | Obsidian Entertainment | – | – |
Rogue Warrior | Zombie Studios | – | – |
Section 8 | Timegate Studios | – | – |
Sony Online Mercenary MMO (untitled) | Sony Online Entertainment | – | – |
The Agency | Sony Online Entertainment | – | – |
Sony Online Whimsical MMO (untitled) | Sony Online Entertainment | – | – |
Stargate Worlds | Cheyenne Mountain Entertainment | – | – |
[Stranglehold] | Tiger Hill Entertainment | – | – |
Swat 5 | Videndi Universal Games | – | – |
The Last Remnant | Square Enix | – | – |
Tom Clancy's EndWar | Ubisoft | – | – |
Tom Clancy's Firehawk | Ubisoft | – | – |
[Tom Clancy's Rainbow Six: Vegas 2] | Ubisoft | – | – |
[Too Human] | [Silicon Knights] | – | – |
new Turok | Propaganda Games | – | – |
Undertow | Chair Entertainment | – | – |
Unreal Tournament 3 | Epic Games | – | – |
Vanguard: Second Expansion Pak | Sigil Games Online | – | – |
Warmonger | NetDevil | – | – |
[Wheelman] | Tigon Studios | – | – |
new X-COM | Irrational Games | – | – |
Released Projects
Project | Developer | Release Date | Engine Build |
[Roboblitz] | [Naked Sky Entertainment] | PC – November 6, 2006 Xbox 360 – December 6, 2006 |
– |
[Gears of War] | Epic Games | November 7, 2006 | – |
[Tom Clancy's Rainbow Six: Vegas] | Ubisoft Montreal | Xbox 360 – November 20, 2006 PC – December 12, 2006 PS3 / PSP – January 30, 2007 |
– |
[Monster Madness: Battle for Suburbia] | Southpeak Interactive | June 12, 2007 | – |
Non-gaming Projects
Unreal Engine 3 Runtime Custom License is used in many non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc. According to Mark Rein, no such license exists from the architecture. The only form available is Unreal Engine 3 with the toolset and sourcecode meant for games.
License Companies
Single License Companies
- 2015
- Perception
- Tripwire Interactive
Multiple Licenses Companies
- Activision
- AniPark
- Atari
- Artificial Studios
- Bethesda Softworks
- Buena Vista Games
- Capcom
- Chair Entertainment
- CJ Entertainment
- Codemasters
- Cranky Pants Games
- Eidos Interactive
- Electronic Arts
- Foundation 9 Entertainment
- Gearbox Software
- GlyphX
- Groove Games
- High Moon Studios
- Hi-Rez Studios
- Imagic Entertainment
- inXile Entertainment
- Irrational Games
- Jowood Productions
- Koei
- Konami
- Kuju Entertainment
- Lucky Chicken Games
- Mad Dog
- Majesco Games
- Microsoft Game Studios
- Midway Games
- Mind Control Software
- Namco Bandai Games
- NASA
- NC Soft
- Nikitova
- NetDevil
- NHN
- Real Time Worlds
- Recoil Games
- Rocksteady Studios
- Red Duck
- Sega
- Sigil Games Online
- Softmax
- Sony Computer Entertainment
- Sony Online Entertainment
- Spark Unlimited
- Spellborn International
- Streamline Studios
- Square Enix
- SK i-media
- Surreal Software
- Take Two Interactive
- THQ
- Tiger Hill Entertainment
- Tigon Studios
- TimeGate Studios
- TQ Digital Entertainment
- Trilogy Studios
- Ubisoft
- Virtual Heroes
- Vision Studios
- Vivendi Universal Games
- Webzen
- Yager Development
- Zombie Studios
Related Topics
- [Powered by Unreal Technology] - The offical page for the Unreal Engine.
- Epic's list of [Announced] and [Released] projects using the Unreal Engine.
- [Unreal Development Network] – The official support site for Unreal Engine real-time technology.