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Making games with Unreal Engine

Free until $1M, then 5%. Unmatched 3D visuals, and the heaviest thing on this list.

Unreal is what large studios use to make games that look expensive. It ships with rendering technology — Nanite for geometry, Lumen for lighting — that genuinely has no free equivalent, and it will produce a better-looking 3D scene in an afternoon than most engines will in a week.

It is also the heaviest thing on this list by a wide margin, and that cost is real.

Who it's for

3D, and specifically 3D where how it looks is a major part of the pitch. First-person games, third-person action, anything atmospheric, anything with realistic lighting. Architectural visualisation and film work too — a lot of Unreal's growth isn't games at all.

If you're making a 2D game, use something else. Unreal can do it; nothing about the engine wants you to.

What it's good at

  • **Out-of-the-box visual quality.** Lumen and Nanite are the reason people put up with everything below.
  • **Blueprints.** Visual scripting that is genuinely powerful rather than a toy — you can ship a complete game without writing C++. Many people do.
  • **It scales to enormous projects.** This is the engine used for games with hundreds of people working on them.
  • **Free stuff.** Quixel Megascans, the Epic asset marketplace's monthly free content, and a large sample project library.
  • **Source access.** You can read and modify the whole engine.

Where it fights you

  • **Size.** The engine is tens of gigabytes. A project is large. Builds are large. Your disk will notice.
  • **It needs a real machine.** A laptop that runs Godot comfortably may struggle to open an Unreal project.
  • **Long compile and build times**, especially with C++.
  • **A steep, genuinely difficult learning curve.** Blueprints soften the start; the engine underneath is large and opinionated and takes months.
  • **Overkill for small games.** A pixel-art platformer in Unreal means fighting the engine constantly and shipping a 2 GB download.
  • **C++ when you outgrow Blueprints**, and it's Unreal's own dialect with its own macros and conventions.

Your first hour

  • Install the **Epic Games Launcher**, then Unreal from the Unreal Engine tab. Budget disk space and time.
  • New project → Games → **Third Person**. It gives you a controllable character immediately, which is a better starting point than an empty scene.
  • Press Play. Walk around. Then open the character Blueprint and change something small — jump height, movement speed — to see how it connects.
  • Learn Blueprints properly before touching C++. Most indie Unreal games never need it.

Shipping it here

Platforms → Windows (or your target) → **Package Project**.

  • You'll get a folder containing an `.exe` and several directories. **Zip the whole folder** — same rule as Unity, and the same common mistake.
  • Choose **Shipping** configuration for a release build, not Development. Development builds are much larger and include debugging overhead.
  • Watch the size. Unreal builds are big, and a 4 GB download will lose you players who'd have tried a 400 MB one. Trim unused content before packaging.
  • Web export is not practical. Unreal dropped HTML5 support and the available paths are experimental. If browser play matters, this is the wrong engine.

Where to learn more

Made something with it? Publish it here — rough and unfinished is welcome.