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
- Unreal Engine documentation
- Unreal Online Learning — official free courses
- Fab — Epic's asset marketplace, with rotating free content
Made something with it? Publish it here — rough and unfinished is welcome.