DayZ creator Dean Hall says “our industry is rotting from its core” because of big-company “greed”, aiming shots at Epic’s Unreal and Unity
Dean Hall, creator of DayZ and Icarus, says game developers have given too much control to companies whose interests may not align with theirs. He has launched Brutal, a free, open-source framework, as one way to give developers more choice amid what he sees as unsustainable industry practices.
Brutal can be used to build a game or alongside another engine, and is available for commercial use with attribution and no royalties. Hall’s criticism focuses in part on Unreal and Unity; he says Unreal lacks sufficient accountability and questions its five per cent royalty on revenue above its licensing threshold. He does not expect developers to abandon established engines, but argues that cheaper alternatives could shift the balance of power.
- Dean Hall says developers have ceded too much control to game companies.
- His studio has released the free, open-source Brutal framework.
- Hall argues alternatives could give developers more choice.
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Game engines are the software tools developers use to build games, handling tasks such as graphics, sound and physics. Unreal, made by Epic Games, and Unity are widely used, while Dean Hall is a game developer known for creating DayZ and Icarus.
Brutal is a free, open-source framework Hall has launched for making games or working alongside another engine. It allows commercial use with attribution and no royalties. His argument is that giving developers more options could reduce their reliance on large companies and the terms those companies set.
Both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Hall’s argument is that developers’ reliance on a few large engine companies leaves them exposed to changing terms and decisions made in the companies’ interests. An open-source option such as Brutal could give studios more control, reduce costs and strengthen their bargaining position, even if they continue using established engines.
The case against
Established engines can offer mature tools, support and broad adoption that a new framework may struggle to match, making them a practical choice for many studios. Licensing fees can also help fund continued development, and developers can weigh those costs against the time and risk of adopting or maintaining alternatives.