{"id":7827,"date":"2017-12-15T00:11:00","date_gmt":"2017-12-15T00:11:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/311769"},"modified":"2017-12-15T00:11:00","modified_gmt":"2017-12-15T00:11:00","slug":"ubisoft-tech-ux-director-david-lightbown-explores-the-history-of-unreal-engine","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/12\/15\/ubisoft-tech-ux-director-david-lightbown-explores-the-history-of-unreal-engine\/","title":{"rendered":"Ubisoft tech UX director David Lightbown explores the history of Unreal Engine"},"content":{"rendered":"<p>The Unreal Engine editor is one of the longest-running toolsets in game development history. From 1995 until today, it&#8217;s been many a game developer&#8217;s way in to the weird world of making games, and it&#8217;s set a standard that other tool developers have learned from until now.\u00a0<\/p>\n<p>Today on the Gamasutra Twitch channel, we were lucky enough to be joined by Ubisoft Technology Group UX director David Lightbown, who&#8217;s become something of an informal historian of game engines and the programmers who created them. After interviewing John Carmack a few months back, Lightbown talked to Epic co-founder Tim Sweeney about the history of the original Unreal Engine, and joined us to dig into several older coding tools that informed the engine&#8217;s design.\u00a0<\/p>\n<p>You can (and definitely should) watch the conversation up above if you&#8217;re making tools for your fellow game developers, but in case you&#8217;re still on the clock and working on those tools right now, here&#8217;s a few quick takeaways from our chat with Lightbown.\u00a0<\/p>\n<p><strong>Unreal is the product of several decades of improving coding tools<\/strong><\/p>\n<p>While we only spent a few minutes in Unreal proper, much of our time with Lightbown was spent popping open older coding tools and examining how older UX advances helped define what would become Epic&#8217;s flagship business. Lightbown pointed out that the auto-compiler of Turbo Pascal, the ability to play builds in Epic&#8217;s <em>ZZT<\/em> editor, and the double-clicking and drag-and-drop functions of Visual Basic, all inform how modern-day Unreal developers make games.\u00a0<\/p>\n<p>As we noted during the stream, it was worth revisiting these tools because it&#8217;s sometimes shocking that as recently as 2 decades ago, basic workflow functions that impact how we organize game files and mechancics just didn&#8217;t exist, and it took specialized design work to bring them to life.\u00a0<\/p>\n<p><strong>Stop reinventing the wheel<\/strong><\/p>\n<p>Before diving into the different tools, Lightbown pontificated on the need to study history so UX designers aren&#8217;t doomed to repeat it. In his words, there are a lot of &#8216;solved problems&#8217; for developers building proprietary tools that are sometimes buried in older software. Since users often have software behaviors they&#8217;ve been building for years with other programs, it&#8217;s important for tool designers to take note of those behaviors so they don&#8217;t accidentally\u00a0demand they learn something new when they don&#8217;t need to.\u00a0<\/p>\n<p><strong>Don&#8217;t build one\u00a0big tool when smaller specific ones will do<\/strong><\/p>\n<p>At one point toward the end of our chat, a questioner from the stream queried Lightbown about how tools impact user creativity. What followed was a discussion about how sometimes it&#8217;s tempting for tool creators to solve user problems by building 1 &#8220;do everything&#8221; tool when in reality, several more specific tools would do better.\u00a0<\/p>\n<p>For example, Lightbown talked about how Microsoft Word users sometimes complain they can&#8217;t add more cells to a grid chart in that program&#8230;at which point, instead of trying to make a fix, he&#8217;d suggest they boot up Microsoft Excel, which is designed for grid charts. Lightbown conjured the image of a nightmare program called &#8220;Microsoft WordExcelPowerpoint,&#8221; and after pausing for laughs, pointed out that some tools in game development fall into that exact trap, which developers should endeavor to avoid.\u00a0<\/p>\n<p>For more developer interviews, editor roundtables and gameplay commentary, be sure to <a href=\"http:\/\/twitch.tv\/Gamasutra\">follow the Gamasutra Twitch channel.\u00a0<\/a><br \/>\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Unreal Engine editor is one of the longest-running toolsets in game development history. From 1995 until today, it&#8217;s been many a game developer&#8217;s way in to the weird world of making games, and it&#8217;s set a standard that other tool developers have learned from until now.\u00a0 Today on the Gamasutra Twitch channel, we were [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":7828,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-7827","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7827","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=7827"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/7827\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/7828"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=7827"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=7827"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=7827"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}