Talks
Speaker
A. Kauch
Type
Postmortem
Event
GIC
Level
Changing the engine and keeping sanity. Story of Frostpunk 2
Short Description
This presentation describes the development process of Frostpunk 2, with a particular focus on the transition from the proprietary Liquid Engine to Unreal Engine. It covers the technical, organizational, and production challenges associated with this change, including prototyping, team reorganization, and engine evaluation. It provides valuable insight into technology decision-making in large-scale projects.
Key Takeaways
  • General-purpose proprietary engines are difficult to maintain across multiple projects with different requirements
  • Engine selection should consider not only technical capabilities, but also team expertise and hiring needs
  • Prototyping on a different engine accelerates validation but creates transition costs when moving into production
  • Minimizing modifications to third-party engines reduces maintenance and upgrade costs
  • Structured onboarding (e.g. internal game jams) effectively accelerates learning of new technology
Case Studies
  • Dual prototypes, a “tech demo” in Liquid Engine vs a “mood demo” in Unity
  • Internal game jam in Unreal (various projects, e.g. a narrative game, city builder, dating simulator)
  • Engine evaluation framework (Unity vs Unreal) covering performance, visual fidelity, and architecture
  • Migration from Unreal Engine 4 to Unreal Engine 5 (~6 months including fixes)
  • An “overlay” architecture on top of Unreal instead of modifying the engine itself

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