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What is needed.

WHAT AN ENGINE PROVIDES

Rendering Physics Audio Input Asset management Scene editing Build and deployment

WHAT OTHER TOOLS ARE NEEDED

Image editing Model creation, for three-dimensional games Audio editing Version control Task tracking

WHAT VERSION CONTROL MUST HANDLE

Large binary assets, which ordinary source control handles badly.

WHAT SOLUTIONS EXIST

Large file extensions for standard systems Systems designed for binary assets Locking, so two people do not edit one asset

WHY LOCKING MATTERS

Binary assets cannot be merged, so simultaneous edits lose work.

WHAT FREE TOOLS EXIST

Capable options in every category, sufficient for commercial work.

WHAT TO SPEND MONEY ON FIRST

Nothing, until a limitation is actually reached.

WHAT ASSET STORES PROVIDE

Models, sounds, effects and code, purchasable.

WHAT TO CHECK BEFORE BUYING

The licence, and whether it permits your use Whether it is maintained Whether it fits your art direction

WHY THAT LAST POINT

Mismatched purchased assets look worse than consistent simple ones.


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