GRIN's Andersson: 'Far less risky' for startups to license engines

Talking to Gamasutra as part of an feature on choosing a game engine, GRIN's director Ulf Andersson (Bionic Commando) has recommended startups to license a game engine, despite the fact his own studio created their own.

The Stockholm, Sweden-based developer has been using a homegrown game engine for GRIN's games since 1997.

"We've never even considered using somebody else's engine, never," he proclaims, "and that's because we have a very flexible platform that we can create anything with and not be one step behind because someone else decided what's going to be in the engine or not."

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