Emergent Releases Elder Scrolls Engine Gamebryo 2.5

powered-by-gamebryo-sq.pngEmergent Game Technologies has announced the release of the Gamebryo 2.5 development tool. The engine has been used to create Bethesda’s Oblivion and is being used to develop Fallout 3 and Warhammer Online: Age of Reckoning. Gamebryo 2.5 features a redesigned core with the Emergent Terrain System, a new Geometry System and enhanced support for the Floodgate stream processing engine.

Gamebryo 2.5 is the foundation for a new generation of creativity in game and simulation development, says Geoffrey Selzer, CEO, Emergent Game Technologies. The significant transformation of the Gamebryo core and our vibrant partner community has given birth to the industrys most powerful and flexible game development environment. Nothing else allows developers to as easily and smoothly create in any genre on multiple platforms.

Gamebryo 2.5 is compatible with the PC as well as the Xbox 360, PS3, and Wii. Perhaps this is one of the reasons you see familiar settings in multiple games. The engine is meant to be a framework for development, not a cookie cutter short cut.

via Business Wire

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4 Comments on Emergent Releases Elder Scrolls Engine Gamebryo 2.5

Phil Migrowen

On June 12, 2008 at 5:39 am

“Perhaps this is one of the reasons you see familiar settings in multiple games.”

Shawn, you really need to separate your head from your ass. First, a game engine, including a cross-platform one like Gamebryo, doesn’t lead to familiar settings in the games which use it. A game engine is just a set of tools to develop a game. It’s the artists that define the look of a game not the tools they use. To think otherwise would be like saying that games designed using the same modeling application would be similar. Given that probably ninety percent of all games artists use either 3dsmax or Maya, that would mean that ninety of games would look alike, and they clearly don’t.

Second, the real reason why the developer of Limbo of the Lost could so easily borrow the look of so many different games for his was because he simply took screenshots from within those other games and used them as backdrops in his game. It wasn’t the game engine he used (Wintermute) that made his game similar to those others, and his game engine isn’t the one used for any of the games from which he reused content.

Shawn Sines

On June 12, 2008 at 8:21 am

Phil, I can respect your position on this. My logic might indeed be flawed in this case, I’ll concede that.

But a fair question aside.. if you disagree with a post do you always have to be a troll about it? Do you feel more superior by demonstrating that you can anonymously berate someone in an Internet forum?

You seem to relish confrontational statements with little respect for the people your conversing with. I’ve never been belligerent with you, why do you insist on continuing that form of approach with me? If you seek to chastise me.. ok.. fine.. you win, you’re far superior in your knowledge than I am.. I admit your mastery of all things. Now can we try and have a civil discourse or is this a waste of my time?

I find it interesting as someone who seems so well educated and eloquent that you resort to this form of bashing.. it seems to me you could make the same point in a more discussion oriented format but maybe that’s not your style.

plz die

On June 12, 2008 at 9:27 am

Engines sometimes come with some textures and models and sprites. However, I doubt that a whole room/building design comes with the engine, unless it’s somekind of example (you shouldn’t use examples in your game). I could be wrong though.

and no bashing please :) Shawn, you too, relax :) I don’t think he meant anything bad. If he did, then he is stupid and you don’t need to mind him :)

Shawn Sines

On June 12, 2008 at 10:08 am

Thanks Plz Die. I will.:)