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Game engines: Unity and Unreal

Animation / VFX / Game Design (B.Sc / B.Des) · VFX and games · free study notes for exams, placements and interviews

In short

A game engine is a reusable software framework that supplies rendering, physics, animation, audio, input, UI, scripting, asset management and build tooling so a team builds a game or interactive product instead of writing an engine. Unity (C#, GameObject-Component model) and Unreal Engine 5 (C++ plus Blueprints, Actor model) together hold most of the Indian studio market and are the two engines named in almost every AVGC job advertisement. The topic is examined in B.Sc Animation / B.Des game-design papers as "game engine architecture and pipeline" and tested in placement rounds at Ubisoft Pune/Mumbai, Rockstar India (Bengaluru), Zynga, SuperGaming, Nazara/Nodwin, Dream11, Lakshya Digital (Keywords Studios), Technicolor/Prana, Sumo Video Games and XR firms like Tata Elxsi and Infosys/TCS metaverse units. Marks and interview time go mostly to the component model, the frame budget and the optimisation levers (draw calls, LODs, texture memory), not to tool clicking.

Explained

What an engine is, and its subsystems

Unity: architecture and workflow

Unreal Engine 5: architecture and workflow

Rendering and performance - the shared engineering core

Physics, animation, audio, input, UI

Pipeline, platforms and production practice

Key points

Formulas and examples

Frame time t = 1000 / FPS (t in milliseconds, FPS in frames per second)
Physics steps per frame n = Δt / h (Δt = frame delta time in s, h = fixed timestep in s), clamped by the maximum allowed timestep
Frame-rate independent motion: Δs = v × Δt (v in units/s, Δt in s)
Linear interpolation: Lerp(a, b, t) = a + (b − a)·t, with 0 ≤ t ≤ 1
Uncompressed texture memory M = w × h × (bpp / 8) bytes; with a full mipmap chain M_total ≈ M × 4/3
Triangle throughput = triangles per frame × FPS (triangles per second)
Lightmap texels for a surface = area (m²) × (texels per metre)²
CPU draw-call cost ≈ number of draw calls × cost per call (ms)
Unreal royalty R = 0.05 × (lifetime gross revenue − USD 1,000,000), only if positive
AspectUnity 6Unreal Engine 5
ScriptingC# (Mono / IL2CPP), Visual ScriptingC++ plus Blueprints (visual bytecode)
Object modelGameObject + Components; ECS via DOTSUObject / Actor + Components
Units, axes1 unit = 1 m, Y-up1 uu = 1 cm, Z-up
Geometry and GILOD groups, baked lightmaps, APV, SSGINanite, Lumen, Virtual Shadow Maps
Render pathsBuilt-in, URP, HDRPDeferred / Forward (+ mobile renderer)
Asset filesText/YAML-friendly, mergeableBinary .uasset, needs exclusive locking
StreamingAddressables, Scene streamingWorld Partition, Data Layers, Level Instances
Commercial modelFree Personal tier; paid seats above a revenue thresholdFree; 5% royalty above USD 1 m lifetime gross; seat licence for non-game
Typical fit2D, mobile, AR/VR, rapid prototyping, adsPhotoreal 3D, AAA, multiplayer, virtual production, archviz

Where it is used

Interview questions

Common mistakes

Related topics

Game design fundamentals · VFX: compositing, rotoscoping and matchmoving · UX research and usability · 3D modelling, texturing and PBR materials · Rigging, skinning and character animation · Real-time rendering and shader programming

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