GAMES GATHERING 2017 KYIV

Your own engine in 2017: why write one?

Talk recording: Your own engine in 2017: why write one?

Kyrylo Shabordin

Hall:
Production Track

What the talk is about

Kyrylo Shabordin examines when writing your own engine still makes sense despite the ready-made options. His main point is that whichever foundation you choose, a large share of the game-specific work stays with you, so picking an engine does not remove complexity. He lists reasons in favor: fast time to market for simple projects, closed platforms and devices, weak hardware, unique mechanics, royalties that eat into revenue, a custom pipeline, and quick reaction to bugs and new research. He also covers the risks: development time, dependence on a single developer, and proprietary languages. He stresses that none of it works without strong programmers, whom a company must know how to find and grow. He shows a tool that lets game designers describe behavior visually. Useful for technical directors and leads deciding whether to build an engine or take an existing one.