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.
| Engine | Best fit | 2D / 3D | Scripting | Visual scripting | Common platforms | Source access | Typical strength | Licensing model |
|---|---|---|---|---|---|---|---|---|
| Unity | Indie, mobile, XR, broad multiplatform work | Both | C# | Available | Desktop, mobile, web, console, XR | Reference source; deeper access varies by plan | Large ecosystem and flexible deployment | Free Personal tier and paid plans; eligibility and terms apply |
| Unreal Engine | High-fidelity 3D, console, cinematic work | Primarily 3D; 2D possible | C++ | Blueprints | Desktop, mobile, console, XR | Full engine source under its license | Rendering, world tools, and integrated production features | Royalty-based for many games; seat terms apply to some other uses |
| Godot | Learning, open-source workflows, indie 2D/3D | Both | GDScript, C#, C++ extensions | Node/scene workflow; no primary general visual scripting | Desktop, mobile, web; console via third parties | Full source | Lightweight editor and permissive ownership model | Free and open source under the MIT license |
| GameMaker | 2D indie games and rapid prototypes | Primarily 2D | GML Code | GML Visual | Desktop, mobile, web, console with applicable export access | No full engine source | Fast 2D iteration and approachable workflow | Free for non-commercial use; commercial terms require the applicable license |
| RPG Maker | Story-driven 2D RPGs | 2D | JavaScript extensions | Event-command system | Desktop; deployment varies by product/version | No full engine source | Maps, dialogue, encounters, and database-driven RPG systems | Paid product license; commercial use rules depend on product and asset terms |
| CRYENGINE | Advanced high-fidelity 3D work | 3D | C++ and visual tools | Visual scripting tools | Desktop and approved console workflows | Full source under its license | Real-time rendering and technically deep engine access | Royalty-based public game license; special terms for some non-game uses |
| Custom / framework | Research, education, unusual constraints, total control | As built | Your chosen language | Only if built | Only targets you support | Full ownership of your code; dependencies vary | Maximum control and deepest systems learning | Your 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.
- Define one small, testable gameplay loop.
- List the platforms you genuinely plan to ship first.
- Choose a workflow the team can sustain.
- Read the current official license before commercial work.
- Build a throwaway prototype before committing production assets.
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