Decision guide

Compare the tradeoffs that matter.

Start with project scope and team capability. Then compare the editor, scripting workflow, platform targets, source access, and licensing model. On smaller screens, scroll the table horizontally.

EngineBest fit2D / 3DScriptingVisual scriptingCommon platformsSource accessTypical strengthLicensing model
UnityIndie, mobile, XR, broad multiplatform workBothC#AvailableDesktop, mobile, web, console, XRReference source; deeper access varies by planLarge ecosystem and flexible deploymentFree Personal tier and paid plans; eligibility and terms apply
Unreal EngineHigh-fidelity 3D, console, cinematic workPrimarily 3D; 2D possibleC++BlueprintsDesktop, mobile, console, XRFull engine source under its licenseRendering, world tools, and integrated production featuresRoyalty-based for many games; seat terms apply to some other uses
GodotLearning, open-source workflows, indie 2D/3DBothGDScript, C#, C++ extensionsNode/scene workflow; no primary general visual scriptingDesktop, mobile, web; console via third partiesFull sourceLightweight editor and permissive ownership modelFree and open source under the MIT license
GameMaker2D indie games and rapid prototypesPrimarily 2DGML CodeGML VisualDesktop, mobile, web, console with applicable export accessNo full engine sourceFast 2D iteration and approachable workflowFree for non-commercial use; commercial terms require the applicable license
RPG MakerStory-driven 2D RPGs2DJavaScript extensionsEvent-command systemDesktop; deployment varies by product/versionNo full engine sourceMaps, dialogue, encounters, and database-driven RPG systemsPaid product license; commercial use rules depend on product and asset terms
CRYENGINEAdvanced high-fidelity 3D work3DC++ and visual toolsVisual scripting toolsDesktop and approved console workflowsFull source under its licenseReal-time rendering and technically deep engine accessRoyalty-based public game license; special terms for some non-game uses
Custom / frameworkResearch, education, unusual constraints, total controlAs builtYour chosen languageOnly if builtOnly targets you supportFull ownership of your code; dependencies varyMaximum control and deepest systems learningYour code plus every dependency’s license and maintenance cost

This is a high-level planning aid, not licensing advice. Platform support and commercial terms vary by version, plan, organization, and project. Confirm current requirements on each publisher’s official site.

A sensible order

Choose scope first, engine second.

  1. Define one small, testable gameplay loop.
  2. List the platforms you genuinely plan to ship first.
  3. Choose a workflow the team can sustain.
  4. Read the current official license before commercial work.
  5. Build a throwaway prototype before committing production assets.

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