We make the engine. You make it Unreal.

Cary, NC
Joined July 2010
“Unreal’s retargeting and rigging tools gave us a flexible animation pipeline. Here we created over 150 emotes and item interactions that bring out every Taskling’s personality!”
“Using the Material Editor with Vertex Colors meant we didn’t need to unwrap or texture 99% of our assets, saving thousands of hours. It also gave us the freedom to recolor cosmetics and props instantly, streamlining the entire art pipeline."
“Developing Task Time entirely in Blueprints let us lean into Unreal’s visual scripting at scale. We’ve built systems that handle thousands of dynamic objects and developed over 500,000 mini-game variations”
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Hear from @SamReadGraves, creator of ReadGraves, for a behind-the-scenes look at how @TaskTimeGame used Unreal Engine Blueprints, Material Editor, EOS, and more to bring the gameshow-inspired competitive party game to life. Check out the game and join the playtest! 🧵
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It's a chaotic #TuesdayTips in the most positive sense, as we're tackling Chaos settings and asset-authoring choices that impact physics performance in your projects💥 Jump into A Tech Artist’s Playbook for Chaos Performance, as we take a look at World Rigid Body Solver, Character Physics, Collision and Scene Query. Check it out: epic.gm/chaos-performance
October's scary, but learning doesn't need to be🎃 Epic's free learning content for this month explores how to design puzzle adventures, optimize physics performance, master temporal rendering, build cinematic rigs, and a whole lot more. So, have no fear and dive in here: epic.gm/october-learning-con…
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Visualizing infrastructure projects requires the processing of an enormous amount of data📊 For a task like this, AFRY turned to Unreal Engine 5 to handle vast geometric detail. Find out how its real-time visualizations help project stakeholders make better informed decisions: epic.gm/spotlight-afry
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Between Yesterday and Tomorrow is a project by Environment Artist Andy Kor. The cobblestone street and the warmth of lantern-lit windows glows against ivy-wrapped houses tells a story of worlds meeting and the parallels of past and present. Andy utilized Unreal Engine alongside Maya, ZBrush, SpeedTree, Marvelous Designer, DaVinci Resolve and Substance 3D Designer & Painter.
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There's something very unsettling about being trapped in a remote, icy outpost this close to Halloween🥶 What striking locations are in your projects? #ScreenshotSaturday 📷: Elliott Curaba
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We couldn't be more excited to help support Halo: Campaign Evolved. As the Sangheili say: "Wort, wort, wort!"
Halo: Campaign Evolved arrives in 2026. Experience enhanced gameplay, additional missions, and new features on Xbox Series X|S, PlayStation 5, and PC. Watch our #HaloCE Roundtable Reveal for more: 💫 aka.ms/HCEReveal
On October 9th, we spoke with Gian Paolo Vernocchi, CEO and Creative Director of @destinybit on how Unreal Engine 5 helped to deliver an innovative tactical RPG in NITRO GEN OMEGA. The game presents a “spaghetti anime” art style and blends turn-based gameplay with the feeling of directing an episode of an anime. Check it out: epic.gm/dev-interviews-nitro…
Dustwalker by Senior Character Artist Patrick van Rooijen is a detailed character rendered in Unreal Engine. The project was created using Marvelous Designer, ZBrush, Maya, Topogun, Substance Painter, XGen, and Unreal Engine 5 with added help of 2DNAX HelixEdit. "I created the final piece using a robust pipeline that included Unreal Engine 5 as the main part of it. I also used assets from the Wasteland Environment by Leartes Studios, which is available on Fab." - Patrick van Rooijen
Unreal Engine retweeted
Marco Amati, an Unreal Engine VFX Compositor, shares a powerful R&D project focused on combining Gaea terrain masks with procedural logic for asset placement. See how he makes the procedural feel art-directed, driven by Quixel Megascans assets. artstation.com/artwork/nJ5WD…
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Be a good sport and join us today at 2PM ET as Inside Unreal kicks off its exploration of the Sports Broadcast: Motion Design Sample ⚽ Key highlights for the sample include: Transition Logic at scale, the Remote Control Path Behavior for package-wide colorization, and a ready-to-play Motion Design Rundown that lets you see graphics in action before diving into the tools. Catch it here: piped.video/live/YiMh6bEebIs
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“UE5 gave us the freedom to focus on the fun parts of game development, and remove a lot of barriers a small team like ours would otherwise face. We hope players will feel the same fun we had when they get to play GODBREAKERS on the 23rd of October!”
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“Unreal Insights is a great tool and really enabled us to reach 60 fps on all platforms, including Steam Deck. It helped us hit one of our main goals of having smooth and responsive combat at all times.”
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“Niagara is a powerful tool that allows us to create striking VFX that fits our stylized look. With the flexibility given by custom modules we could take the VFX to where we really wanted it to be, while still being performant.”
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“Lumen's real time lighting is perfect for procedurally generated worlds where baked lighting wouldn't give us the results we wanted. Lumen has saved us a lot of time while also increasing visual fidelity, and we like that what you see is what you get.”
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