Softmax on its experience with Epic's popular engine
In a feature written especially for Develop, studio Softmax has revealed to Marc Rein the reasons behind its decision to use Unreal Engine 3 to build 360 RPG Magnacarta 2.
The Korean studio used UE2 for the first Magnacarta game, which saw release on the PS2 and PS3 formats. Having teamed up with Namco Bandai for the forthcoming sequel, the developer has been talking of the merits of the newer addition to the Unreal Engine series.
"It would have been possible to develop an engine on our own if we wanted to, or to use a different middleware engine," admitted Magnacarta 2 producer Yoshihisa Kanesaka. "But Unreal Engine 3 contains everything we needed to develop the game, and we thought it was useful since there is no risk in adding any other middleware to it.
In the same discussion, the Softmax producer also speaks of the benefits of using UE3's Unreal Developer Network, and the tech's improvements regarding toolsets and rendering abilities.
“Big RPG titles developed by Japanese publishers use fancy effects. That’s the currently popular style, and we can easily develop these effects with Unreal Engine 3 by using its particle and material editors,” added Kanesaka.