Our Machinery launches lightweight, hackable game engine


Where is your business on the AI ​​adoption curve? Take our AI survey to find out.


Our Machinery launched its game engine, dubbed The Machinery. It is aimed at developers who prefer a plugin-based model and the ability to customize their game creations.

The Seattle-based company has successfully created this new game engine – which brings together all the assets needed to make a game and allows them to work together in real time – with a team of 10 people.

The announcement comes a day after Amazon said it was contributing to open source for its Lumberyard game engine and renamed it Open 3D Engine. The Linux Foundation will form the Open 3D Foundation to accelerate collaboration with game developers to improve the triple-A game engine and oversee the project.

But Tricia Gray, CEO of Our Machinery, said in an interview with GamesBeat that her company’s engine will give developers more freedom of choice in the market technically, and she welcomes the presence of the open source engine Open. 3d.

Above: Our Machinery founders Tobias Persson (left), Tricia Gray and Niklas Gray.

Image Credit: Our Machines

The Machinery is live today and available for purchase on a subscription model, said Gray, a 25-year game marketing veteran. She has held various positions in game engine marketing at Amazon, Unity, and Epic Games. Then she left and started working with her co-founders Niklas Gray and Tobias Persson in 2017.

Prior to that, Persson and Niklas Gray met in the 1990s while in high school. They turned to various tech jobs, with Persson getting involved in demoscene (Nordic hacking community) and Gray focusing on physics and cryptology. They worked together at the Grin game studio, where they worked for six years on the engines team. They then went it alone and created the Bitsquid game engine, which Autodesk acquired and renamed Stingray.

Above: the logo of our machines

Image Credit: Our Machines

Persson and Niklas Gray worked on the engine for several years thinking they could create something that game programmers would enjoy. It was an engine with plugins, making it modular and more efficient in its coding, Niklas Gray said in an interview with GamesBeat.

It’s “hackable” or customizable to whatever game programmers want it to handle, and it loads in seconds. It is written in the C programming language, which is simpler than C ++. The company expanded its team to 10 people in 2020 and received funding of $ 700,000.

Tricia Gray said the engine is aimed at developers who want to create engaging games, interactive experiences and high-end virtual worlds that can run at high speed. Developers can write their own plugins and build brand new applications on the Application Programming Interface (API).

“We also built it for real-time collaboration, where multiple people can work on it at the same time in a game project,” said Tricia Gray.

The engine costs $ 50 per year for professional independent developers and $ 450 per year for industry professionals. Both pricing options come with the full suite of features, technical support, and source access. The Early Adopters program is available until January 1, 2022. A free, no-source version will also be available for those working in companies with revenues of less than $ 100,000 per year.

Above: Multiple people can work on the same project, remotely, with The Machinery game engine.

Image Credit: Our Machines

Investors in Our Machinery include Arrowhead Game Studios; the founders of Fatshark, Martin Wahlund and Rikard Blomberg; and the founders of Avalanche Studios, Linus and Viktor Blomberg.

The founders of Avalanche Studios said in a statement that they are very committed to the engine’s capabilities. They said they would use The Machinery as the engine of choice when they open a new game studio later this year.

Johan Pilestedt, CEO of Arrowhead, said in a statement that he knows the Our Machinery team and is confident in their capabilities. He said his team were drawn to the engine’s features and the flexibility it offers while focusing on reducing iteration time for developers as they refine their games.

Although primarily designed to be a game engine, The Machinery can easily be adapted for other purposes, such as architecture and movie preview.

GamesBeat

GamesBeat’s credo when covering the gaming industry is “where passion meets business”. What does it mean? We want to tell you how much news matters to you, not only as a decision maker in a game studio, but also as a game fan. Whether you read our articles, listen to our podcasts, or watch our videos, GamesBeat will help you learn more about the industry and enjoy participating in it.

How will you do this? Membership includes access to:

  • Newsletters, such as DeanBeat
  • The wonderful, educational and fun speakers at our events
  • Networking opportunities
  • Special member-only interviews, discussions and open office events with GamesBeat staff
  • Chat with community members, GamesBeat staff, and other guests on our Discord
  • And maybe even a fun prize or two
  • Presentations to like-minded parties

Become a member


Comments are closed.