By Sarah E. Needleman
When Electronic Arts Inc. revamped its soccer videogame to let
people control a fictional player's life off the pitch, developers
didn't write new code from scratch. They borrowed it from a game
with dragons.
The feat was possible because EA spent a decade investing in
versatile code called a game engine. Now such software is drawing
attention from Silicon Valley investors and companies such as
Facebook Inc. and Amazon.com Inc.
Engines, much like their namesake car part, are the dynamic
workhorses that make videogames tick. They have grown sophisticated
enough to handle core duties such as graphics and physics for a
company's entire pallet of games, saving time and money on
development.
Years ago, plucking code from one game to use in another
"would've taken us three times the effort," said Patrick Söderlund,
executive vice president at EA Worldwide Studios, a division with
more than 3,000 developers. That is because the company used to
rely on more than a dozen different engines to make computer and
console games. Now it uses just one: "Frostbite."
"If we can get more efficient and reduce friction, it gives us
economies of scale," Mr. Söderlund said. EA's "FIFA 17," which came
out last week in the U.S., is the most important game yet in the
company's arsenal to deploy Frostbite.
The bottom-line benefits are difficult to quantify. Industry
executives, though, say they trickle throughout all aspects of
development, providing everyone from artists and designers to
programmers and audio engineers easy access to the different tools
they need to build games for a broad range of platforms.
Facebook thinks a widely used game engine will help revive its
dormant videogame business, which generated peak revenue of $65
million in December 2011, according to Piper Jaffray Co. analysis.
Today, the social network is churning $45 million a month from
games, accounting for roughly 3% of its total revenue, the bank
said.
In August, Facebook announced a partnership with Unity
Technologies Inc., whose engine powers the blockbuster mobile app
"Pokémon Go." The social-networking company wants game makers that
license Unity's engine to be able to convert their wares for
Facebook's site with just a few clicks, rather than have to rebuild
them from the ground up.
"It was important to partner with Unity because they have an
engine used by so many developers," said Leo Olebe, director of
global games partnerships at Facebook.
In making it easier for developers to bring games to the
company's site, Facebook is hoping to capture a slice of the
growing videogame market, which is on track this year to reach
$99.58 billion in annual global revenue and $118.63 billion by
2019, according to research firm Newzoo BV.
Unity raised $181 million in July in a round led by venture firm
DFJ Growth, valuing the company at $1.5 billion and bringing its
total funding to date to $206.5 million.
Game engines like Unity are hot because they make it easier for
developers "to put out more and better titles faster," which can
boost revenues, said Barry Schuler, a partner at DFJ. They also
give developers access to growth areas such as mobile, augmented
reality and virtual reality.
For example, Facebook's Oculus unit last Wednesday pledged to
cover a portion of licensing fees for developers who use an engine
called "Unreal" from Epic Games Inc. to create content for its Rift
virtual-reality goggles.
Amazon.com Inc. also has been building out its ambitions in
gaming with its live-streaming site Twitch and Fire TV set-top
box.
In February, the company introduced a free engine called
Lumberyard, with the expectation many users will opt to host games
they create with it on Amazon's paid cloud service, said Michael
Frazzini, vice president of Amazon Games.
The company's own game studio last week released its first three
titles made with Lumberyard. The computer games were designed for
both playing and watching on Twitch, which is the third-largest
source of U.S. internet traffic, trailing only Netflix and YouTube,
according to network researcher DeepField Inc.
Psyonix Inc. uses Epic Games's Unreal engine, which charges an
average royalty of 5% of sales. With Unreal, Psyonix developers
were able to make cars from their hit soccer-racing mashup "Rocket
League" glide along stadium walls and fly through the air -- no
complicated math required.
"I didn't get into games because I wanted to create a better way
to develop graphics," said Dave Hagewood, chief executive of
Psyonix, a 60-person company. "I wanted to create gameplay, design
rules and characters." He declined to say how much Psyonix spends
licensing Unreal.
EA's gambit a decade ago to make all its console and PC games
with one engine failed.
Wedbush Securities analyst Michael Pachter estimates by using
Frostbite alone, EA could save about $20 million a year.
Money isn't the only gain, Mr. Söderlund said. He stressed the
intangible gains, such allowing EA's different studios across the
globe to more easily collaborate, as they did by using code from
"Dragon Age: Inquisition" in "FIFA 17."
"We'll see a lot more of that going forward," Mr. Söderlund
said.
Write to Sarah E. Needleman at sarah.needleman@wsj.com
(END) Dow Jones Newswires
October 10, 2016 14:32 ET (18:32 GMT)
Copyright (c) 2016 Dow Jones & Company, Inc.
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