Unreal Tournament (upcoming video game)

Unreal Tournament

Developer(s)| Epic Games
Publisher(s)| Epic Games
Designer(s)|

* Jim Brown

Programmer(s)|

* Steve Polge[1]
* Joe Wilcox[2]
* Peter Knepley

Artist(s)|

* Chris Perna
* Rick Kohler
* Josh Marlow
* Pete Hayes

Composer(s)|

* Michiel van den Bos[3]
* Alexander Brandon[3]

Series| Unreal
Engine| Unreal Engine 4
Platform(s)|

* Microsoft Windows
* OS X
* Linux

Release| TBA
Genre(s)| First-person shooter
Mode(s)| Single-player, multiplayer

Unreal Tournament is a first-person shooter video game developed by Epic Games.[4] It is the ninth installment in the Unreal franchise, and the first main entry in the series since Unreal Tournament 3 (2007). The game utilizes Epic's Unreal Engine 4 and will be released for free on Microsoft Windows, OS X, and Linux.[5][6]

Unreal Tournament's development is crowdsourced and open to contribution from anyone.[7][8] Epic Games has been using forums for discussions and Twitch livestreams for regular updates.[9] The source code of the game is published on GitHub.[10] As of July 2018, there have been no new updates; suggesting that the game's development has been halted or cancelled. The bulk of the developer team has since transitioned to develop and maintain Fortnite Battle Royale.[11][12]

## Contents

* 1 Gameplay
* 2 Development
* 2.1 Business model
* 2.2 Modification
* 3 References
* 4 Further reading
* 5 External links
* 6 History
* 6.1 Potomac Computer Systems (1991–1992)
* 6.2 Epic MegaGames (1992–1999)
* 6.3 Epic Games (1999–present)
* 6.3.1 Unreal and personal computer games (1999–2006)
* 6.3.2 Gears of War and console games (2006–2012)
* 6.3.3 Games as a service and Tencent shareholding (2012–2018)
* 6.3.4 Fortnite success (2018–present)
* 7 Acquisitions
* 8 Products
* 8.1 Video games
* 8.2 Unreal Engine
* 8.3 Epic Games Store
* 8.4 Epic Online Services
* 8.5 Productivity products
* 9 Subsidiaries and divisions
* 9.1 Locations
* 9.2 Subsidiaries
* 9.3 Former
* 10 Legal issues
* 10.1 Litigation with Silicon Knights
* 10.2 Apple and Google disputes
* 10.3 FTC child privacy settlement
* 11 Criticism
* 12 Notes
* 13 References
* 14 Further reading
* 15 External links

## Gameplay

Gameplay will remain largely unchanged from past iterations of the Unreal Tournament series. So far, the confirmed gametypes are:

* Capture the Flag — Players compete to infiltrate the enemy base, capture the enemy flag and deliver it to their base. Competitive teams must use a great deal of teamplay. Both teams must defend the base from incoming attackers and get into the other team's base, take their flag and return to base. This requires that the team protect their flag carrier very well from enemies in order to complete their objective. If the flag carrier is killed, or teleports using a translocator, the flag drops to the ground for anyone to pick up.
* Deathmatch — A classic "every-man-for-himself" player vs. player combat. The objective is to out-frag all opposing players. The player who achieves the frag limit first, wins. Suicidal kills reduce the frag count by one.
* Duel — A one versus one game mode. An addition to the gametype is that when respawning, the player can choose between two random spawnpoints. Typically shares maps with Showdown.
* Showdown — Team game without weapon respawns, where each player picks a spawnpoint before the round starts. Dead players don't respawn and have to wait until the round ends, at which point the surviving team scores. To avoid stalemates, the power-up unique to the game mode, "Overcharge", spawns at 50 seconds before the round time runs out, which grants whoever picks it up double damage, +100 health, and a beacon system for 30 seconds, after which they die. Typically shares maps with Duel.
* Team Deathmatch — Two teams duke it out in a quest for battlefield supremacy. The team with the most total frags wins.
* Blitz — Maps for this gamemode are nowhere close to symmetrical. Each round is 4 minutes. Defense has 5 lives and an additional 20 seconds to prepare for the match. The offense's goal is to eliminate all defenders or get the flag from their base to the defense's. The offense earns points based on the speed of the objective completion. If the defense holds, they earn one point. To give the offense a chance, at 2 minutes, the Redeemer spawns, allowing the offense to deliver the flag through an impossible defensive line.

Other gametypes expected to return are:[13][14]

* Assault — This game type is played with two opposing teams, one assaulting a "base" and the other defending it. The map is set up with a countdown timer and a number of objectives which the attacking team must complete (usually in sequence) such as destroying a power generator, entering an area, triggering a button, etc. The team who first attacks then defends, and attempts to defend for the entire time they attacked. This means one key element: speed. The faster the first team completes their attack, the lesser time they need to defend. If they can defend their base till the last second, they win the map. If the team defending first assaults the base faster than the other team, they win the map. If both teams defend for the maximum amount of time the map is a tie.
* Bombing Run — Each level has a ball that starts in the middle of the playing field. Players score by getting the ball through the enemy team's hoop. They score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed.
* Warfare — Two teams fight a war to destroy the other team's core (which looks like a giant orb) located in their base. To damage the enemy core, the player must first control a series of nodes that link together to form a chain between the two opposing cores. To capture a node controlled by the enemy, he must destroy it with their weapons then touch the platform to create a new node in their color. Nodes behave similarly to unmanned vehicles, in that they can take damage and be repaired using a link gun. When a node has been captured, any nodes connected to it can be captured/destroyed, as well. Once a team controls a chain of nodes leading to the enemy core, players can damage the core by firing on it (the core cannot be repaired), though it requires a lot of damage. The round ends when a team's core has been destroyed. This is very similar to the classic "Onslaught" game type, except that Warfare also includes special orbs that players can carry to a node to instantaneously change it over to their team's color (even if the enemy controls it still) with full health, though it still must be linked to one of their nodes. This game type is less popular due to the initial learning curve, but players who have mastered it often report that it is their favorite game type because it offers much more room for strategy than the other game types. Warfare matches usually have vehicles, as well.

## Development

Unreal Tournament was first teased on May 2, 2014, when Mark Rein, vice president and co-founder of Epic Games, tweeted about a possible reboot, "I love Unreal Tournament - So excited for the comeback! More next week!," resulting in a positive response from the gaming community, specifically the PC gaming demographic that largely grew up playing the previous games.[15][16][17] Paul Meegan, vice president of product development at Epic, followed Rein's tweet with information about the future of Unreal Tournament.[18][19] The game was announced by Epic in a Twitch livestream on May 8, 2014. During the livestream, senior programmer and project lead Steve Polge said that there had been demand for a reboot of the Unreal Tournament and that the release of the Unreal Engine 4, made this the ideal time to do so. He said, "For years, we’ve wanted to reboot Unreal Tournament, but we knew we had to do it in concert with developers and the mod community, and in an environment that sets them up with the proper tools to make it happen. Given the recent launch of UE4, we think this is the right time to move forward."[20] These statements are in contrast to what Tim Sweeney said during the Game Developers Conference in March 2014. "We're not [planning on] shipping an Unreal Tournament game," CEO and founder of Epic Games said. "We have a lot of nostalgia for the game but we're actually not developing anything in the Unreal game universe at all at the moment," he further added.[21] But this might have been an attempt to keep the project a secret and "keep people off the trail", suggested Forbes .[16]

From the very first line of code, the very first art created and design decision made, development will happen in the open, as a collaboration between Epic, UT fans and UE4 developers.

—Steve Polge, writing on the Unreal Engine blog[6]

The development of the game officially began on May 8, 2014, the same day of the announcement.[6] Unreal Tournament is being developed using Unreal Engine 4 in the open in close collaboration between Epic Games and the community.[6] Although an Unreal Engine 4 subscription is required to fully contribute (all the code is accessible in a GitHub repository), Unreal Tournament fans are still able to comment and share ideas on the company's forum.[22] In an interview with PC Gamer, Steve Polge said that Epic "will have a very open and inclusive process for establishing how the core of Unreal Tournament evolves. We'll build consensus and make sure the community buys into the direction we establish together. Design questions will be discussed on the forum and in regular Twitch streams, and the decision process will be inclusive and transparent. Players will be able to make their voice heard, and participate meaningfully in setting the direction of development. We will release playable alpha versions and use those to get hands-on feedback from players as well. Epic realizes that we are ultimately responsible for making sure that the core game is awesome and we'll get there with the contributions of our community."[23] Polge is confident that the opening out of its processes will give Epic a stronger sense of what players want from the game. "A lot of companies spend tens of thousands of hours of development on a game and only then do market research testing to determine what people like," he told Edge magazine. "From that point, it’s hard to pivot. Especially with Unreal Tournament, we have fans that have been passionate about the franchise for years and have valuable insight and opinions about how we should evolve. Getting that from day one is going to help us make a better experience, with them and for them."[24]

During a Twitch livestream held on July 24, 2014, art director Chris Perna showed off a fully rendered but unfinished level in the Unreal Engine editor and talked about the overall look he wants to have in the game, drawing on the Batman films to illustrate his point. "To me, Unreal —and the entire franchise— has always been, I used to use this term a lot, a Tim Burton Batman-type of caricature of itself. And where I'd like to go with the new franchise is more of a Chris Nolan kind of Batman Begins...just something a little more polished, a little more realistic, but without going over the top and doing kind of like what we did with Gears of War or Unreal Tournament 3 and making everything dark and grimy and grungy. I think you can still have detailed environments that look amazing, and add color, and have visual clarity —and have your cake and eat it, too, basically."[25] A video released five days later via Unreal Tournament's YouTube channel, shows early footage of the game, with the development team playing the first round of Team Deathmatch. It is also taken up by discussions of what the development team is working on. This includes adding in almost all of the weapons and more complex levels.[26]

Screenshot of Outpost 23.

A month later, a playable pre-alpha build was released. Originally, the build was only available to UE4 subscribers but thanks to the way the game is being developed, an Unreal community member was able to compile Epic's prototypes and to release them to the public.[27][28][29] According to the development community on the download page, it would be getting weekly updates.[30] On September 5, 2014, Epic hosted an Unreal Tournament event, where several competitive players and enthusiasts from each generation of Unreal Tournament as well as some of the community contributors were invited to play the early prototype version of the game at Epic's headquarters in Cary, North Carolina.[31] The event was meant for providing feedback on the gameplay.[32]

As part of the announcement that Unreal Engine 4 would be now free,[33] a new build of the game was showcased during the 2015 Game Developers Conference, offering its first high-textured map called Outpost 23, which is a new version of the level originally revealed in the game's first-in-engine flythrough in July 2014, a new customized Unreal Editor and new characters.[34][35]

### Business model

Since Unreal Tournament is being in part created by a community of volunteers, the game will be completely free when it is released.[36][37] Epic Games stressed the point that it will be just free not free-to-play, meaning there will not be microtransactions or gameplay-affecting items.[20] To pay for the game, it will eventually create a marketplace where developers, modders, artists, and players can buy and sell mods and content, or just give it away for free.[38] Earnings from this marketplace will be split between the content creator and Epic.[39]

When asked whether the decision to release the game for free was a reflection of a wider industry trend, Steve Polge told Edge: "It's certainly where we are placing our bets and it is our focus at Epic. We like the model because it's fundamentally generous. It allows us to succeed by doing the right thing for the community, and then the value naturally comes back. That's a lot more attractive to us than the old build, ship and pray model."[24]

### Modification

On November 13, 2014, it was announced that the popular ChaosUT mod would return in Unreal Tournament. ChaosUT was selected as one of three mods to be included on the "Game of the Year Edition" of the original Unreal Tournament.[40]

## References

1. ↑ Grayson, Nathan (May 16, 2014). "Interview: How Will Unreal Tournament 2014 Work? Can It". Archived from the original on September 28, 2014. https://web.archive.org/web/20140928082432/http://www.rockpapershotgun.com/2014/05/16/unreal-tournament-2014-interview/. Retrieved October 2, 2014.
2. ↑ Chalk, Andy (August 7, 2014). "Unreal Tournament's CTF mode tweaked for better e-sports presentation". Future US. Archived from the original on November 29, 2014. https://web.archive.org/web/20141129012724/http://www.pcgamer.com/unreal-tournaments-ctf-mode-tweaked-for-better-e-sports-presentation/. Retrieved November 14, 2014.
3. ↑ 3.0 3.1 Karmali, Luke (May 12, 2014). "Original Unreal Tournament composers on board for reboot". IGN Entertainment. Archived from the original on July 19, 2014. https://web.archive.org/web/20140719194926/http://www.ign.com/articles/2014/05/12/original-unreal-tournament-composers-on-board-for-reboot. Retrieved July 24, 2014.
4. ↑ Dyer, Mitch (May 8, 2014). "Epic Games Reveals Free, Crowdsourced Unreal Tournament". IGN Entertainment. Archived from the original on August 21, 2016. https://web.archive.org/web/20160821154242/http://www.ign.com/articles/2014/05/08/epic-games-reveals-free-to-play-unreal-tournament. Retrieved May 8, 2014.
5. ↑ Makuch, Eddie (May 8, 2014). "New Unreal Tournament in development, and it'll be absolutely free". CBS Interactive. Archived from the original on April 26, 2016. https://web.archive.org/web/20160426030640/http://www.gamespot.com/articles/new-unreal-tournament-in-development-and-it-ll-be-absolutely-free/1100-6419511/. Retrieved September 27, 2014.
6. ↑ 6.0 6.1 6.2 6.3 Polge, Steve (May 8, 2014). "The Future of Unreal Tournament Begins Today". Epic Games. Archived from the original on May 8, 2014. https://web.archive.org/web/20140508210852/https://www.unrealengine.com/blog/the-future-of-unreal-tournament-begins-today. Retrieved May 8, 2014.
7. ↑ Villapaz, Luke (May 8, 2014). "'Unreal Tournament' 2014 Details: Epic Games To Release 'UT' For Free, Development To Be Open To Input From Developers And Gamers". IBT Media. Archived from the original on December 21, 2014. https://web.archive.org/web/20141221130617/http://www.ibtimes.com/unreal-tournament-2014-details-epic-games-release-ut-free-development-be-open-input-1581965. Retrieved January 29, 2015.
8. ↑ Maiberg, Emanuel (May 8, 2014). "New Unreal Tournament game will be free, developed by Epic and UT community". Future US. Archived from the original on September 15, 2014. https://web.archive.org/web/20140915165011/http://www.pcgamer.com/2014/05/08/new-unreal-tournament-game-will-be-free-developed-by-epic-and-ut-community/. Retrieved September 27, 2014.
9. ↑ Mlot, Stephanie (May 9, 2014). "Epic Games Crowdsources Free Unreal Tournament Revival". IGN Entertainment. Archived from the original on November 27, 2014. https://web.archive.org/web/20141127154426/http://www.pcmag.com/article2/0,2817,2457817,00.asp. Retrieved November 15, 2014.
10. ↑ "Getting Started With Unreal Tournament". Epic Games. Archived from the original on April 15, 2016. https://web.archive.org/web/20160415102316/https://wiki.unrealengine.com/Getting_Started_With_Unreal_Tournament. Retrieved October 9, 2016.
11. ↑ Duggan, James (April 17, 2018). "How Fortnite Became The Biggest Game In The World". IGN. Archived from the original on April 18, 2018. https://web.archive.org/web/20180418032815/http://www.ign.com/articles/2018/04/17/how-fortnite-became-the-biggest-game-in-the-world-ign-expert-mode. Retrieved April 17, 2018.
12. ↑ Davenport, James (March 22, 2018). "Fortnite Battle Royale was developed in just two months, wasn't originally free-to-play". PC Gamer. Archived from the original on March 22, 2018. https://web.archive.org/web/20180322204912/https://www.pcgamer.com/fortnite-battle-royale-was-developed-in-just-two-months-and-wasnt-originally-going-to-be-free-to-play/. Retrieved March 22, 2018.
13. ↑ "Unreal Tournament Programming - Trello". Archived from the original on October 22, 2014. https://web.archive.org/web/20141022051643/https://trello.com/b/Q07L4mSS/unreal-tournament-programming. Retrieved November 30, 2014.
14. ↑ "Official UT Gametypes Design". Archived from the original on August 22, 2016. https://web.archive.org/web/20160822060456/https://www.epicgames.com/unrealtournament/forums/showthread.php?5562-UT-Gametypes-Design.
15. ↑ Albert, Brian (May 2, 2014). "Epic VP Teases Unreal Tournament 'comeback'". IGN Entertainment. Archived from the original on August 8, 2014. https://web.archive.org/web/20140808043822/http://www.ign.com/articles/2014/05/02/epic-games-co-founder-teases-unreal-tournament-comeback. Retrieved August 1, 2014.
16. ↑ 16.0 16.1 Evangelho, Jason (May 2, 2014). "Classic PC Shooter 'Unreal Tournament' Poised For A Comeback Next Week". Archived from the original on October 7, 2014. https://web.archive.org/web/20141007010845/http://www.forbes.com/sites/jasonevangelho/2014/05/02/classic-pc-shooter-unreal-tournament-poised-for-a-comeback-next-week/. Retrieved October 4, 2014.
17. ↑ Fenlon, Wes (May 2, 2014). "Epic announces livestream to reveal "future of Unreal Tournament" on May 8". Future US. Archived from the original on January 15, 2015. https://web.archive.org/web/20150115092437/http://www.pcgamer.com/epic-announces-livestream-to-reveal-future-of-unreal-tournament-on-may-8/. Retrieved January 20, 2015.
18. ↑ Tach, Dave (May 2, 2014). "Unreal Tournament's future may be revealed next week". Vox Media. Archived from the original on September 20, 2014. https://web.archive.org/web/20140920170604/http://www.polygon.com/2014/5/2/5676414/unreal-tournament-first-blood-announcement-epic-games-twitch-stream. Retrieved September 26, 2014.
19. ↑ Bhat, Aditya (May 6, 2014). "Unreal Tournament Likely to Return, Hints Developer". IBT Media. Archived from the original on November 29, 2014. https://web.archive.org/web/20141129014745/http://www.ibtimes.co.in/unreal-tournament-likely-to-return-hints-developer-551356. Retrieved November 15, 2014.
20. ↑ 20.0 20.1 Tach, Dave (May 8, 2014). "The new Unreal Tournament will be free moddable and developed with players". Vox Media. Archived from the original on August 11, 2014. https://web.archive.org/web/20140811130748/http://www.polygon.com/2014/5/8/5695404/unreal-tournament-new-2014-free-unreal-engine-4-epic-games. Retrieved August 1, 2014.
21. ↑ Karmali, Luke (March 20, 2014). "GDC: Epic Games not working on new Unreal Tournament title". IGN Entertainment. Archived from the original on November 18, 2014. https://web.archive.org/web/20141118152649/http://www.ign.com/articles/2014/03/20/gdc-epic-games-not-working-on-new-unreal-tournament-title. Retrieved November 15, 2014.
22. ↑ Hollister, Sean (May 8, 2014). "The next 'Unreal Tournament' will be completely free and developed by you". Vox Media. Archived from the original on May 9, 2014. https://web.archive.org/web/20140509052051/http://www.theverge.com/2014/5/8/5695780/the-next-unreal-tournament-will-be-completely-free-and-developed-by. Retrieved May 8, 2014.
23. ↑ PC Gamer (May 21, 2014). "Unreal Tournament interview: on transparent development, the best UT guns and "pure, fast action"". Future US. Archived from the original on October 6, 2014. https://web.archive.org/web/20141006095853/http://www.pcgamer.com/unreal-tournament-interview/. Retrieved October 2, 2014.
24. ↑ 24.0 24.1 Edge (May 14, 2014). "Epic ‘placing its bets’ on releasing games for free as work begins on the next Unreal Tournament". Future US. Archived from the original on December 14, 2014. https://web.archive.org/web/20141214104031/http://www.edge-online.com/features/epic-placing-its-bets-on-releasing-games-for-free-as-work-begins-on-the-next-unreal-tournament/. Retrieved January 10, 2015.
25. ↑ Pereira, Chris (July 24, 2014). "New Unreal Tournament's Slick-Looking Concept Level Shown Off in New Video". CBS Interactive. Archived from the original on December 13, 2014. https://web.archive.org/web/20141213050233/http://www.gamespot.com/articles/new-unreal-tournaments-slick-looking-concept-level/1100-6421292/. Retrieved December 25, 2014.
26. ↑ Newhouse, Alex (July 29, 2014). "Check Out New Unreal Tournament Team Deathmatch Footage". CBS Interactive. Archived from the original on January 12, 2015. https://web.archive.org/web/20150112231718/http://www.gamespot.com/articles/check-out-new-unreal-tournament-team-deathmatch-fo/1100-6421374/. Retrieved January 25, 2015.
27. ↑ Dingman, Hayden (August 13, 2014). "You can play Epic's new Unreal Tournament for free, right now". International Data Group. Archived from the original on October 2, 2014. https://web.archive.org/web/20141002112030/http://www.pcworld.com/article/2464034/you-can-play-epics-new-unreal-tournament-for-free-right-now.html. Retrieved October 8, 2014.
28. ↑ Savage, Phil (August 13, 2014). "Unreal Tournament pre-alpha build appears online, can be played right now". Future US. Archived from the original on October 11, 2014. https://web.archive.org/web/20141011041442/http://www.pcgamer.com/unreal-tournament-pre-alpha-build-appears-online-can-be-played-right-now/. Retrieved October 8, 2014.
29. ↑ Barret, Ben (August 13, 2014). "Unreal Tournament 2014 Playable, Free To All". Archived from the original on October 14, 2014. https://web.archive.org/web/20141014203242/http://www.rockpapershotgun.com/2014/08/13/unreal-tournament-2014-playable-free-to-all/. Retrieved October 8, 2014.
30. ↑ Mahardy, Mike (August 13, 2014). "You Can Play Unreal Tournament 2014 Right Now". IGN Entertainment. Archived from the original on October 13, 2014. https://web.archive.org/web/20141013135341/http://www.ign.com/articles/2014/08/13/you-can-play-unreal-tournament-2014-right-now. Retrieved October 8, 2014.
31. ↑ Conley, Stacey (October 23, 2014). "VIDEO: Unreal Tournament September Community Event". Epic Games. Archived from the original on October 25, 2014. https://web.archive.org/web/20141025140559/http://www.unrealtournament.com/blog/video-unreal-tournament-september-community-event/. Retrieved October 25, 2014.
32. ↑ jnelson (September 5, 2014). "Epic Games Hosting Unreal Tournament Event". Archived from the original on October 6, 2014. https://web.archive.org/web/20141006095227/http://emptylighthouse.com/epic-games-hosting-unreal-tournament-event-1059312229. Retrieved October 2, 2014.
33. ↑ Sirani, Jordan (March 2, 2015). "Unreal Engine 4 Is Free For Everyone". IGN Entertainment. Archived from the original on March 14, 2015. https://web.archive.org/web/20150314224919/http://www.ign.com/articles/2015/03/02/unreal-engine-4-is-free-for-everyone. Retrieved March 5, 2015.
34. ↑ Philips, Tom (March 3, 2015). "Unreal Tournament's first high-textured map shown off". Gamer Network. Archived from the original on March 5, 2015. https://web.archive.org/web/20150305160829/http://www.eurogamer.net/articles/2015-03-03-unreal-tournaments-first-high-textured-map-shown-off. Retrieved March 5, 2015.
35. ↑ Savage, Phil (March 3, 2015). "Unreal Tournament update adds first high-res textured map". Future US. Archived from the original on March 5, 2015. https://web.archive.org/web/20150305155641/http://www.pcgamer.com/unreal-tournament-update-adds-first-high-res-textured-map/. Retrieved March 5, 2015.
36. ↑ Evangelho, Jason (May 8, 2014). "New 'Unreal Tournament' Will Be Free, Crowd-Sourced, May Include Oculus Rift Support". Archived from the original on December 17, 2014. https://web.archive.org/web/20141217214123/http://www.forbes.com/sites/jasonevangelho/2014/05/08/new-unreal-tournament-will-be-free-crowd-sourced-and-include-support-for-oculus/. Retrieved December 17, 2014.
37. ↑ Moore, Bo (May 12, 2014). "The Next Unreal Will Officially Be Made by Modders". Condé Nast. Archived from the original on January 7, 2015. https://web.archive.org/web/20150107175941/http://www.wired.com/2014/05/epic-unreal-mod-free/. Retrieved January 17, 2015.
38. ↑ Gilbert, Ben (May 8, 2014). "Remember Unreal Tournament? Epic's making a new one and it's free". AOL. Archived from the original on February 24, 2015. https://web.archive.org/web/20150224193450/http://www.engadget.com/2014/05/08/unreal-tournament/. Retrieved January 17, 2015.
39. ↑ Schreirer, Jason (May 8, 2014). "New Unreal Tournament Announced, Will Be Totally Free". Gawker Media. Archived from the original on April 2, 2015. https://web.archive.org/web/20150402102236/http://kotaku.com/new-unreal-tournament-announced-will-be-free-to-play-1573565515. Retrieved January 17, 2015.
40. ↑ Conley, Stacey (November 13, 2014). "The Return of Chaos!". Epic Games. Archived from the original on November 16, 2014. https://web.archive.org/web/20141116032106/http://www.unrealtournament.com/blog/the-return-of-chaos/. Retrieved November 15, 2014.

## Further reading

* Grayson, Nathan (May 16, 2014). "Interview: How will Unreal Tournament 2014 work? Can it?". http://www.rockpapershotgun.com/2014/05/16/unreal-tournament-2014-interview/.
* PC Gamer (May 21, 2014). "Unreal Tournament interview: on transparent development, the best UT guns and "pure, fast action"". Future plc. http://www.pcgamer.com/unreal-tournament-interview/.
* Partridge, Jon (June 12, 2014). "Unreal Tournament: Why the arena shooter is back". http://www.redbull.com/en/esports/stories/1331658445562/unreal-tournament-why-the-arena-shooter-is-back.
* Starkey, Daniel (March 10, 2015). "Anyone can help build the next Unreal Tournament, even you". Designtechnica Corporation. http://www.digitaltrends.com/gaming/epic-games-unreal-tournament-2015-interview/.
* Dunsmore, Kevin (March 19, 2015). "Unreal Tournament: How Epic Games and the Community are Creating Something Special". http://www.hardcoregamer.com/2015/03/19/unreal-tournament-how-epic-games-and-the-community-are-creating-something-special/139833/.
* Petitte, Omri (April 17, 2015). "The new Unreal Tournament is free and fun, but still primitive". Future plc. http://www.pcgamer.com/unreal-tournament-2015-preview/.
* Parrish, Kevin (May 8, 2015). "We Played 'Unreal Tournament' At Epic Games And Loved It". Purch. http://www.tomshardware.com/news/unreal-tournament-epic-games-community,29073.html.
* Barret, Ben (June 23, 2015). "How The Community Is Building Unreal Tournament". http://www.rockpapershotgun.com/2015/06/23/making-of-unreal-tournament/.
* GamesTM (July 2015). "Fail, Improve, Repeat — The Story of the new Unreal Tournament". Imagine Publishing. http://www.gamestm.co.uk/features/fail-improve-repeat-the-story-of-the-new-unreal-tournament/.
* Weber, Sebastian (February 26, 2016). "Unreal Tournament: Lessons In Open Development". http://www.makinggames.biz/features/unreal-tournament-lessons-in-open-development,10264.html.
* Fenlon, Wes (September 2, 2016). "It's time to pay attention to the new Unreal Tournament". Future plc. http://www.pcgamer.com/its-time-to-pay-attention-to-the-new-unreal-tournament/.

## External links

Epic Games, Inc.

Logo used since 2015

Headquarters in Cary, North Carolina, 2016

Formerly|

* Potomac Computer Systems
* (1991–1992)
* Epic MegaGames, Inc.
* (1992–1999)

Type| Private
Industry| Video games
Founded| 1991; 35 years ago (1991) in Potomac, Maryland, US
Founder| Tim Sweeney
Headquarters|

Cary, North Carolina

Area served

| Worldwide

Key people

* Tim Sweeney (CEO)
* Kim Libreri (CTO)
* Mark Rein (VP)
* Adam Sussman (president)
* Charlie Wen (CCO)

Products|

* Unreal Engine
* Bink Video
* Epic Games Store
* Unreal series
* Gears of War series
* Fortnite

Revenue| US$6 billion (2022)[1]
Owners|

* Tim Sweeney (41.4%)
* Tencent (28%)[2]
* The Walt Disney Company (9%)[3]
* Sony (5.4%)
* Mark Rein (4%)[4]
* Kirkbi (3.2%)

Number of employees

| 4,000+ (2026[5])
Subsidiaries| See § Subsidiaries and divisions
Website| epicgames.com
Footnotes / references
[6][7][8]

Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, Maryland. Following its first commercial video game release, ZZT (1991), the company became Epic MegaGames, Inc. in early 1992 and brought on Mark Rein, who has been its vice president since. After moving the headquarters to Cary in 1999, the studio changed its name to Epic Games.

Epic Games developed Unreal Engine, a commercially available game engine which also powers its internally developed video games like Fortnite and the Unreal, Gears of War, and Infinity Blade series. In 2014, Unreal Engine was named the "most successful videogame engine" by Guinness World Records.[9] Epic Games owns the game developers Psyonix, Mediatonic, and Harmonix, and operates studios in multiple locations around the world. While Sweeney remains the controlling shareholder, Tencent acquired a 48.4% outstanding stake, equating to 40% of total Epic, in the company in 2012, as part of an agreement aimed at moving Epic towards a games as a service model. Following the release of the popular Fortnite Battle Royale in 2017, the company gained additional investments that enabled it to expand its Unreal Engine offerings, establish esports events around Fortnite, and launch the Epic Games Store. As of April 2022, the company has a US$32 billion equity valuation.

## History

### Potomac Computer Systems (1991–1992)

Potomac Computer Systems was founded by Tim Sweeney in 1991.[10] At the time, Sweeney was studying mechanical engineering and living in a dorm at the University of Maryland. He frequently visited his parents, who lived in nearby Potomac, Maryland, where his personal computer, used for both work and leisure, was situated.[10] Out of this location, Sweeney started Potomac Computer Systems as a computer consulting business but later figured that it would be too much work he would have to put into keeping the business stable, and scrapped the idea.[10]

After finishing his game ZZT, Sweeney opted to re-use the Potomac Computer Systems name to release the game to the public in January 1991.[10][11] It was only with the unexpected success of ZZT, caused in most part by the easy modifiability of the game using Sweeney's custom ZZT-oop programming language,[12] that made Sweeney consider turning Potomac Computer Systems into a video game company.[10] ZZT was sold through bulletin board systems, while all orders were fulfilled by Sweeney's father, Paul Sweeney.[13] The game sold several thousand copies as of May 2009, and Paul Sweeney still lived at the former Potomac Computer Systems address at the time, fulfilling all orders that eventually came by mail.[10][13] The final copy of ZZT was shipped by Paul Sweeney in November 2013.[13]

### Epic MegaGames (1992–1999)

Epic Games founder and CEO Tim Sweeney

In early 1992, Sweeney found himself and his new-found video game company in a business where larger studios, such as Apogee Software and id Software, were dominant, and he had to find a more serious name for his.[10] As such, Sweeney came up with "Epic MegaGames", a name which incorporated "Epic" and "Mega" to make it sound like it represented a fairly large company (such as Apogee Software), although he was its only employee.[10] Sweeney soon underwent searching for a business partner, and eventually caught up with Mark Rein, who previously quit his job at id Software and moved to Toronto, Ontario.[12][10] Rein worked remotely from Toronto, and primarily handled sales, marketing and publishing deals; business development that Sweeney found to have significantly contributed to the company's growth.[10] Some time this season, the company soon had 20 employees consisting of programmers, artists, designers and composers.[14] Among them was the 17-year old Cliff Bleszinski, who joined the company after submitting his game Dare to Dream to Sweeney.[15] The following year, they had over 30 employees.[16]

In 1996, Epic MegaGames produced a shareware isometric shooter called Fire Fight, developed by Polish studio Chaos Works. It was published by Electronic Arts.[17] By 1997, Epic MegaGames had 50 people working for them worldwide.[18] In 1998, Epic MegaGames released Unreal, a 3D first-person shooter co-developed with Digital Extremes, which expanded into a series of Unreal games. The company also began to license the core technology, the Unreal Engine, to other game developers.[19]

### Epic Games (1999–present)

#### Unreal and personal computer games (1999–2006)

In February 1999, Epic MegaGames announced that they had moved their headquarters to a new location in Cary, North Carolina, and would henceforth be known as simply Epic Games.[20] Rein explained that "Unreal was first created by developers who were scattered across the world, eventually, the team came together to finish the game and that's when the real magic started. The move to North Carolina centralizes Epic, bringing all of the company's talented developers under one roof."[20] Furthermore, Sweeney stated that the "Mega" part of the name was dropped because they no longer wanted to pretend to be a big company, as was the original intention of the name when it was a one-man team.[10] The follow-up game, Unreal Tournament, shipped to critical acclaim the same year,[21] at which point the studio had 13 employees.[22]

The company launched the Make Something Unreal competition in 2004, aiming to reward video game developers who create mods using the Unreal game engine. Tripwire Interactive won US$80,000 in cash and computer hardware prizes over the course of the contest in the first contest in 2004.[23][24]

#### Gears of War and console games (2006–2012)

Around 2006, the personal computer video game market was struggling with copyright infringement in the form of software piracy, and it became difficult to make single-player games, elements that had been part of Epic's business model to that point. The company decided to shift focus into developing console systems, a move which Sweeney called the start of the third major iteration of the company, "Epic 3.0".[25] In 2006, Epic released the Xbox 360 shooter Gears of War, which became a commercial success for the company, grossing about $100 million off a $12 million budget.[26][25] A year later, the company released Unreal Tournament 3 for PC and acquired a majority share in People Can Fly.[27][28]

In 2008, Epic Games released Gears of War 2,[29] selling over three million copies within the first month of its release.[30]

Epic Games released Epic Citadel on September 1, 2010 as a tech demo to demonstrate the Unreal Engine 3 running on Apple iOS, within Adobe Flash Player Stage3D and using HTML5 WebGL technologies. It was also released for Android on January 29, 2013. Epic Games worked on an iOS game, Infinity Blade,[31] which was released on December 9, 2010.[32] The third game in the series, Gears of War 3, came out in 2011.[33]

In 2011, Epic's subsidiary Titan Studios was dissolved.[34] At the 2011 Spike Video Game Awards, Epic Games announced their new game Fortnite.[35] In March 2012, Epic Games China became independent from Epic as Ying Pei Games (Chinese: 英佩游戏), developing Mercenary Ops at the time, while Epic still retained a minority stake.[36]

In June 2012, Epic announced that it was opening up a new studio, Epic Baltimore, made up of members of 38 Studios' Big Huge Games.[37] Epic Baltimore was renamed to Impossible Studios in August 2012.[38] However, the studio ended up closing its doors in February 2013.[39][40]

Epic fully acquired People Can Fly in August 2012, rebranding them as Epic Games Poland in November 2013 as they began work on Fortnite alongside Epic.[41] Epic alongside People Can Fly made one last game in the Gears of War series that served as a prequel to the other games, Gears of War: Judgement, which was released in 2013. At this point, Epic had considered developing a fourth main title for Gears of War, but estimated that its budget would be at least $100 million.[26] Additionally, they had suggested the idea of a multiplayer-only version of Gears of War that featured improved versions of maps based on user feedback, similar to the concept behind Unreal Tournament, but Microsoft rejected this idea. Epic recognized the troubles of being held to the business objectives of a publisher and began to shift the company again.[25]

#### Games as a service and Tencent shareholding (2012–2018)

File:GitHub OctoTales - Epic Games.webm Coupled with their desire to move away from being beholden to a publisher, Epic Games observed that the video game industry was shifting to a games-as-a-service model (GaaS). Sweeney stated, "There was an increasing realization that the old model wasn't working anymore and that the new model was looking increasingly like the way to go."[25] In an attempt to gain more GaaS experience, they made an agreement with Chinese Tencent, who had several games under their banner (including Riot Games' League of Legends) operating successfully as games as a service.[42] In exchange for Tencent's help, Tencent acquired approximately 48.4% of Epic then issued share capital, equating to 40% of total Epic – inclusive of both stock and employee stock options, for $330 million in June 2012. Tencent Holdings has the right to nominate directors to the board of Epic Games and thus counts as an associate of the Group.[7] However, Sweeney stated that Tencent otherwise has very little control on the creative output of Epic Games.[25] Sweeney considered the partial acquisition by Tencent as the start of "Epic 4.0", the fourth major iteration of the company, allowing the company to be more agile in the video game marketplace.[25][6]

Around this point, Epic had about 200 employees.[25] A number of high-profile staff left the company months after the Tencent deal was announced for various reasons. Some notable departures included:[43]

* Cliff Bleszinski, then the design director, announced he was leaving Epic Games in October 2012 after 20 years with the company. His official reason was "It's time for a much-needed break".[44] Bleszinski later stated that he had become "jaded" about the gaming industry in the lead-up to Tencent's involvement. After Tencent's investment, Bleszinski attempted to renegotiate his contract but failed to come to terms, making him think about retirement instead. He opted to stop coming to work, spending his time at his beach house, eventually leading Sweeney to come down and have a heart-to-heart discussion with Bleszinski on the new direction Epic was going, and asking him to make a firm decision regarding his commitment to Epic. Bleszinski opted to write his resignation letter the next day.[45] After about two years, Bleszinski started Boss Key Productions in 2014. * President Mike Capps announced his retirement in December 2012, and cited as reasons the birth of a baby boy he was having with his wife and his plans to be a stay-at-home dad.[46] He subsequently announced quitting his advisory role as well as his affiliation with the company in March 2013.[47]
* Rod Fergusson, who had been a lead developer for the Gears of War series, left Epic in August 2012. Fergusson stated that he had seen the direction that the Tencent acquisition would have taken the company, and was not interested in the free-to-play style of games but instead wanted to continue developing a "AAA, big-narrative, big-story, big-impact game".[48] Fergusson briefly joined Irrational Games, owned by 2K Games, to help complete BioShock Infinite. While there, Fergusson talked with 2K about potentially continuing the Gears of War series, leading to talks between 2K Games, Epic, and Microsoft.[25] As a result, Microsoft acquired the rights to Gears of War on January 27, 2014, eventually assigned those to Microsoft Game Studios; Fergusson moved to Black Tusk Studios, owned by Microsoft Game Studios, to take on lead development for a new Gears title, with the studio being rebranded as The Coalition. The first game since the acquisition, Gears of War 4, was released in October 2016.[49][50]
* Adrian Chmielarz, the founder of People Can Fly, who joined Epic when his studio was acquired earlier in 2012, decided to leave after Tencent's acquisition, stating that he and other former People Can Fly members did not believe the free-to-play games as a service direction fit their own personal vision or direction they wanted to go. Chmielarz and these others left Epic in late 2012 to form The Astronauts.[45]
* Lee Perry, a lead designer on both Unreal and Gears of War series, felt that Epic has started to grow too large to maintain a role as an eccentric game developer. Coupled with the studio's need for more management to support the games as a service model, Perry felt that their creative freedom would become limited. He and five other senior people left Epic to form a new studio, Bitmonster.[45]

Epic continued its goal to deliver games as a service following these departures. Fortnite was to serve as their testbed for living games, but with the shifts in staff, and its engine from Unreal Engine 3 to 4, its release suffered some setbacks. Epic started additional projects; the free-to-play and community-developed Unreal Tournament, first announced in 2014,[51][52] and the free-to-play multiplayer online battle arena game Paragon, launched in 2016 for Microsoft Windows and PlayStation 4.[53] Epic also released a remastered version of Shadow Complex for newer consoles and computers in 2015,[54][55] and their first foray into virtual reality with the release of Robo Recall for the Oculus Rift.[56][57]

The investment infusion from Tencent allowed Epic Games to relicense the Unreal Engine 4 engine in March 2015 to be free for all users to develop with, with Epic taking 5% royalties on games developed with the engine.[58]

In June 2015, Epic agreed to allow Epic Games Poland's departure from the company and sold its shares in the studio; the studio reverted to their former name, People Can Fly. The Bulletstorm IP was retained by People Can Fly who has since launched a remastered version called Bulletstorm: Full Clip Edition on April 7, 2017, published by Gearbox Software.[59][60]

#### Fortnite success (2018–present)

Epic's Fortnite exhibition space at E3 2018

By July 2017, Fortnite was finally in a state for public play.[61] Epic launched the title through a paid early access then, with a full free-to-play release expected in 2018.[62] Following on the popularity of PlayerUnknown's Battlegrounds, a battle royale game released earlier in 2017, Epic developed a variant of Fortnite called Fortnite Battle Royale, which was released in September 2017[63] as a free-to-play title across computer, console, and mobile platforms. Fortnite Battle Royale quickly gained an audience, amassing over 125 million players by May 2018 with estimates of having earned over $1 billion by July 2018 through microtransactions, including its battle pass system. Epic Games, which had been valued at around $825 million at the time of Tencent's acquisition, was estimated to be worth $4.5 billion in July 2018 due to Fortnite Battle Royale, and expected to surpass $8.5 billion by the end of 2018 with projected growth of the game.[64] Player count continued to expand when Epic broke new ground by convincing Sony to change its stance on cross-platform play allowing players on any device to compete with each other in Fortnite Battle Royale.[65] Fortnite has drawn nearly 250 million players as of March 2019.[66]

Fortnite's commercial success enabled Epic to make several changes to its other product offerings. In July 2018, it reduced the revenue cut that it took for assets sold on the Unreal Engine Marketplace from 30% to 12%.[67] Epic launched the Epic Games Store digital storefront to compete with services like Steam and GOG.com, not only taking a 12% cut of revenue compared to the industry standard of 30%, but also eliminated the 5% cut for games using the Unreal engine sold via the storefront.[68] However the company also refocused its development efforts to provide more support for Unreal and Fortnite by ending support for Paragon[69] and Unreal Tournament.[70]

The financial success of Fortnite brought additional investment into Epic Games. Epic Games was one of eleven companies selected to be part of the Disney Accelerator program in 2017, providing Epic equity investment and access to some of Disney's executives, and potential opportunity to work with Disney in the future. Disney had selected both Epic and aXiomatic as potential leads in the growing esports arena.[71]

Epic's has used its windfall to support its products. In January 2019, following a dispute between Improbable and Unity Technologies over changes to the acceptable uses of the Unity game engine, Epic announced it was partnering with Improbable to launch a $25 million fund to help bring developers they believe affected by these changes towards solutions that are more open and would have fewer service compatibilities.[72] Epic launched a $100 million prize pool in February 2019 for Fortnite-related esports activities that it plans to run from 2019 onward.[73] To expand its esports initiatives, Epic Games hired Nate Nanzer from Blizzard Entertainment and their commissioner of the Overwatch League in May 2019.[74] At the 2019 Game Developers Conference, Epic announced it was launching a $100 million MegaGrants initiative, allowing anyone to apply for up to $500,000 in funding to support game development using the Unreal Engine or for any project, even if not directly games-related, that would benefit the Unreal Engine.[75] One of the first major funded entities under this was the Blender Foundation in July 2019, having received $1.2 million from the MegaGrants funding, to help them to improve and professionalize their Blender tools for 3D art creation.[76]

Epic Games was given the British Academy of Film and Television Arts Special Award in June 2019 for its past and continuing developments for the Unreal Engine,[77] a software which also earned it the Engineering Excellence Award from the Hollywood Professional Association.[78]

Epic announced in March 2020 it was establishing a new multi-platform publishing label, Epic Games Publishing. Alongside this, the label had announced three deals with developers Remedy Entertainment, Playdead and GenDesign in which Epic would fully fund development and publishing (including employee salaries, quality assurance, localization, and marketing) of one or more games from each studio, but leaving full creative control and IP rights to the studio, and sharing profits, following Epic's recouping of its investment, 50/50 with the studio.[79][80] The company expanded their publishing options in October 2021 with Spry Fox and Eyes Out.[81]

Unreal Engine 5 was announced on May 13, 2020, with plans for an early 2022 release. Alongside this announcement, Epic released its Epic Online Services, a free SDK toolset for online matchmaking and other similar cross-platform play support features based on Fortnite. Epic further waived all Unreal license fees retroactively for games up through the first $1 million in revenue, regardless of how they were published, retroactively starting from January 1, 2020.[82]

Bloomberg reported that Epic was nearing a $17 billion valuation in June 2020 once it had completed a new $750 million investing round from its previous investors and newcomings T. Rowe Price Group Inc. and Baillie Gifford.[83] The company partnered with Christopher Nolan and Warner Bros. to acquire distribution rights for Inception, Batman Begins and The Prestige as part of "Movie Nite" on Fortnite's "Party Royale" island. The film live streams were based on a user's country.[84]

Across July and August, Epic raised an additional $1.78 billion in capital investment, bringing the company's post-money equity valuation to $17.3 billion.[85][86] This included a $250 million investment from Sony, approximately a 1.4% stake in the company. The deal continues the two companies' technology collaboration after they had worked together on the development of Unreal Engine 5, but does not commit Epic to any exclusivity to the Sony PlayStation platform.[87][88] Sweeney said that Sony had started talking with Epic about investing following the demonstration of the Unreal Engine 5 in May 2020.[89]

Epic purchased Cary Towne Center in Cary, North Carolina, in January 2021, which had been scheduled to be closed and demolished after 2020, to be their new headquarters and campus, with the conversion to be complete by 2024.[90] All of the existing mall's structure, with the exception of a section housing the Belk department store, was razed. However, after no further actions, the Town of Cary revoked Epic's zoning application on December 6, 2024, declaring it "inactive".[91]

Epic unveiled its MetaHuman Creator project in February 2021. Based on the technology from 3Lateral, Cubic Motion, and Quixel, the MetaHuman Creator is a browser-based application to allow game developers to create realistic human characters within a short amount of time starting from various presets, and then can be exported as pre-made models and animation files ready for use in Unreal Engine.[92]

Epic announced a partnership with Cesium in March 2021 to bring its 3D geospatial data as a free add-on into the Unreal Engine.[93]

In April 2021, Epic completed another $1 billion round of funding to support the company's "long-term vision for the metaverse", putting the company's valuation at $28.7 billion. The round of funding included another $200 million strategic investment from Sony.[94][95] Sweeney remains the controlling shareholder with these additional investments.[94]

The Information reported that Epic Games was launching a new scripted entertainment division in October 2021, bringing on three former executives from Lucasfilm to manage it, with initial plans for a Fortnite film.[96]

In February 2022, Epic Games announced that at least half a billion accounts have been created on its platform.[97]

Epic released the initial beta version of RealityScan, a mobile app that uses the tools from Capturing Reality and Quixel, in April 2022. RealityScan allows users to create 3D models that can be imported into Sketchfab using photos taken by the user.[98]

Epic received another $1 billion each from Sony and from Kirkbi, the parent company of The Lego Group, in April 2022 for continued support of building out Epic's metaverse.[99] These investments gave Kirkbi 3% ownership and increased Sony's to 4.9%.[100] With these investments, Epic had an estimated valuation of $32 billion.[101] Epic and Lego also announced their partnership to build a child-friendly space in the metaverse that same month.[102]

On February 9, 2023, Epic released the Postparty application.[103] Postparty is a gameplay clipping software designed for people who do not have access to clipping software or who require a way to share gaming videos and highlights (it is frequently used on gaming consoles) clipped (30 seconds max), edited to the user's preference (using the in-app editing tools and other editing software), and then posted to social media.[104][105][106] It is most commonly associated with creating and sharing video clips in Fortnite, but it is also associated with clipping other applications created by Epic, such as Rocket League. It was released on iPhone and Android devices.[107][108]

Although it was already possible to share clips and other data across many devices, Postparty provided an additional clipping method. Clips from many platforms, including Xbox, Nintendo Switch, PlayStation, and PC, were combined into a single main application. After sharing their first Fortnite clip using the Postparty app, players will earn the Post That! Wrap and Postparty Confetti Spray cosmetic items.[109][110][111]

The company announced in September 2023 that it was laying off 870 employees, along with divesting in Bandcamp to Songtradr and spinning off SuperAwesome into its own company. Sweeney said this move was needed to rein in spending, and did not anticipate there would be further layoffs in the future.[112] Mediatonic reported a significant number of layoffs from their team, but remained part of Epic.[113] Following these cuts, the company had over 4000 employees.[114]

On February 7, 2024, Epic Games received a $1.5 billion investment from the Walt Disney Company. Pending regulatory approval, Disney will acquire a 9% stake. Disney plans to co-develop new games and an "entertainment universe" encompassing its properties with Epic.[115][116] Part of this involved bringing more of the Disney properties to Fortnite; while Fortnite had already featured numerous cosmetics based on Marvel Comics and Star Wars, Disney announced new plans to bring its classic animated characters and those from Pixar properties to the game.[117]

In July 2024, the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA), an actor labor union of which numerous video game voice actors are members, would initiate a labor strike against a number of video publishers, including Epic Games, over concerns about lack of A.I. protections related to not only video game actors, but also the use of A.I to replicate an actor's voice, or create a digital replica of their likeness.[118][119]

Epic launched Fab, a unified marketplace for Unreal Engine Marketplace, Sketchfab, ArtStation Marketplace, and Quixel assets, on October 22, 2024.[120][121]

Following an investigation by the Department of Justice, the two Tencent board members stepped down, as they were also board members on Riot Games, which was seen as a violation of the Sherman Act by the department.[122]

Epic announced they would be laying off over 1,000 employees in March 2026 as a result of waning engagement in Fortnite since 2025, as well as achieving a cost saving of $500 million with changes in contracting. The company would be left with more than 4,000 staff following these layoffs.[123][5] Alongside the layoffs, Epic announced it was discontinuing various Fortnite modes that had low engagement, including Rocket Racing, Fortnite Ballistic and the Fortnite Festival Battle Stage, as well as removing Horizon Chase and Horizon Chase Turbo, both developed by Epic studio Aquiris, from its storefront and from mobile app stores, though the sequel Horizon Chase 2 will remain available.[124]

## Acquisitions

In 2008, Epic acquired Utah based Chair Entertainment, developer of Undertow.[125][126] Summer 2009 saw the launch of Chair's Shadow Complex, an adventure game inspired by the Metroid series.[127]

Epic announced in October 2018 that it had acquired $1.25 billion in investment from seven firms: KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners. The firms join Tencent, Disney, and Endeavor as minority shareholders in Epic.[128][129] With the investment, Epic Games was estimated to have a nearly $15 billion valuation in October 2018.[130]

Besides expanding support for Fortnite and the Epic Games Store, these investments allowed Epic to acquire additional firms. In January 2018, it was announced that Epic had acquired Cloudgine, a developer of cloud-based gaming software.[131] The company also announced the acquisition of Kamu, a firm that offered anti-cheat software called Easy Anti-Cheat, in October 2018.[132][133] A year later, in January 2019, Epic acquired 3Lateral and Agog Labs. 3Lateral is known for its "digital human" creations, using a combination of digital technology, motion capture, and other tools to create photo-realistic human subjects in real-time. Epic plans to add some of 3Lateral's features to the Unreal Engine.[134] Agog had developed SkookumScript, a platform for scripting events in video games; on the announcement of this acquisition, Agog stated they will stop the development of SkookumScript to work more on Unreal Engine scripting support.[135]

Epic acquired Psyonix, the developer of Rocket League, in May 2019. Epic and Psyonix have had a past history, as Psyonix was originally founded a few miles from Epic's headquarters and had contributed to Epic's Unreal Tournament.[136][137] Besides ongoing support for Rocket League, Psyonix developed an arcade-style car racing game inside of Fortnite, named Rocket Racing, which was added in December 2023.[138]

Epic acquired the Twinmotion visualization tool used in architectural design in May 2019 from Abvent, and which they plan to expand and incorporate into their Unreal Engine offerings.[139][140] Epic acquired Life on Air, the developers behind Houseparty, a social networking service, in June 2019. The monetary terms of the acquisition were not disclosed.[141] Epic later shuttered Houseparty's app in October 2021, though the team behind it was continuing to develop social apps for Epic's platforms.[142]

In November 2019, Epic acquired Quixel, the world's largest photogrammetry asset library which makes 3D models of objects based on real-world high-definition photography. Epic plans to open Quixel's existing library of models to users of Unreal Engine, while the Quixel staff will continue to build out its assets within Epic.[143][144] The company acquired Cubic Motion, a studio that provides highly detailed digital facial animations for both films and video games, in March 2020.[145]

Epic acquired SuperAwesome, a firm that has developed services to support children-safe games and services around games, in September 2020, as to incorporate these elements more into Epic's portfolio and to offer to other developers, particularly for games built around Epic's vision of metaverse games.[146][147]

Epic acquired the digital facial animation firm Hyprsense in November 2020.[148]

In January 2021, Epic acquired RAD Game Tools, a company that makes a variety of middleware solutions for video game development which Epic plans to incorporate into the Unreal Engine. RAD's tools will still remain available outside of Unreal as well.[149]

In March 2021, Epic announced it was acquiring the Tonic Games Group, which includes developers Mediatonic and Fortitude Games. Mediatonic's Fall Guys, a major success during 2020, would remain available on Steam while Epic would help to bring it to additional platforms.[150] Epic buying Tonic Games Group falls under the company's broader plans of creating its own metaverse.[151] Additionally in March, Epic acquired Capturing Reality, the developers of RealityCapture, a photogrammetry suite that can create 3D models from numerous photographs. Epic plans to integrate RealityCapture into the Unreal Engine.[152]

Epic Games acquired ArtStation, a professional artists' marketplace, in April 2021. As part of the acquisition, ArtStation members would gain access to Epic's tools and support such as the Unreal Engine, while the ArtStation marketplace will reduce its take on purchases from 30% to 12%.[153] In July 2021, Epic acquired Sketchfab, a marketplace for 3D models. As with ArtStation, the acquisition allowed Sketchfab to reduce its pricing structure, lowering its revenue cut on purchases to 12% and making their Sketchfab Plus level of membership free.[154]

In November 2021, Epic Games acquired Harmonix, a music game developer, for undisclosed terms.[155] Harmonix continued to support their existing games including Rock Band 4 and Fuser while building out Fortnite's musical experiences, adding a Fortnite Festival mode that mimics the note-matching gameplay of Rock Band in December 2023,[138] and Epic's larger metaverse plans.[156]

Epic acquired the indie music platform Bandcamp in March 2022. Bandcamp was expected to remain independently operated under Epic while gaining the benefits of Epic's backend services.[157][158] In April 2023, Epic acquired Brazilian developer Aquiris Game Studio, developer of Horizon Chase, and changed its name to Epic Games Brasil, with the intention to be used in Fortnite.[159] In September 2023, Epic sold Bandcamp to music licensing company Songtradr.[160]

## Products

### Video games

### Unreal Engine

Main article: Unreal Engine

Epic is the proprietor of the Unreal game engine. Originally developed for the Unreal and Unreal Tournament game series, Unreal Engine has a complete feature set of graphical rendering, sound processing, and physics. The engine is licensed to third party game developers who can modify the software to fit their needs. Epic also provides support to the Unreal marketplace, a digital storefront for creators to sell Unreal assets to other developers. Further, since 2019, Epic has provided support for filmmakers which have utilized the Unreal Engine to create virtual sets for productions such as The Mandalorian,[161] and will be backing major animated feature film production using Unreal, starting with Gilgamesh with studios Hook Up, DuermeVela and FilmSharks.[162]

### Epic Games Store

Epic announced its own Epic Games Store, an open digital storefront for games on Windows, on December 4, 2018, which launched a few days later with The Game Awards 2018 presentation. Differing from Valve's Steam storefront, which takes 30% of revenues (30/70 revenue-sharing agreement) from the sale of a game, the Epic Game Store will take 12%, as well as foregoing the 5% for games developed in the Unreal Engine, anticipating that these lower revenue-sharing agreements will draw developers to it.[163][164] Epic opened a version of the store for Android devices worldwide and for iOS devices in Europe in January 2025 as a result of legal victories, one based on its suit against Google, and the second from the European Union's enforcement of remedies towards Apple under the Digital Markets Act.[165][166]

### Epic Online Services

Epic Online Services is a free SDK based on Epic's Fortnite code that allows developers to implement cross-platform play features in their games, including matchmaking, friends lists, leaderboards, and achievements, with support for Windows, macOS, PlayStation 4, Xbox One, Nintendo Switch, iOS, and Android systems. It was first released for all in May 2020.[82] Support for anti-cheat and voice chat was added in June 2021.[167]

### Productivity products

Other productivity products include ArtStation, Sketchfab, Twinmotion, RealityCapture, RealityScan and Quixel. Epic and Autodesk partnered in September 2022, making Twinmotion available to Revit subscribers.[168]

The MetaHuman Creator is a project based on technology from three companies acquired by Epic—3Lateral, Cubic Motion, and Quixel—to allow developers to quickly create realistic human characters that can then be exported for use within Unreal.[169] Through partnership with Cesium, Epic plans to offer a free plugin to provide 3D geospatial data for Unreal users, allowing them to recreate any part of the mapped surface of Earth.[93] Epic will include RealityCapture, a product it acquired with its acquisition of Capturing Reality that can generate 3D models of any object from a collection of photographs taken of it from multiple angles,[152] and the various middleware tools offered by Epic Game Tools.

## Subsidiaries and divisions

### Locations

Name  | Location  | Founded  | Acquired  | Ref(s).

|
|
|
|

Epic Games Australia  | Burwood, Australia  | 2018  | —  | [170]
Epic Games Brasil  | Porto Alegre, Brazil  | 2007  | 2023  | [171]
Epic Games China[lower-alpha 1] | Shanghai, China  | 2006  | —  | [172]
Epic Games Germany  | Berlin, Germany  | 2016  | [173][174]
Epic Games Japan  | Yokohama, Japan  | 2010  | [175][176][177]
Epic Games Korea  | Seoul, South Korea  | 2009  | [178][179]
Epic Games Montreal  | Montreal, Canada  | 2018  | [180]
Epic Games Publishing  | —  | 2020  | [181]
Epic Games Seattle  | Bellevue, Washington, US  | 2012  | [182][183][184]
Epic Games Sweden  | Stockholm, Sweden  | 2018  | [185]
Epic Games San Francisco  | San Francisco, California, US  | 2012  |
Epic Games UK[lower-alpha 2] | Sunderland, England  | 2014  | [186][187][188]

### Subsidiaries

Name  | Area  | Location  | Founded  | Acquired  | Ref(s).

|
|
|
|
|

3Lateral  | Motion capture digitization  | Novi Sad, Serbia  | 2008  | 2019  | Template:Centered
ArtStation  | Professional artist marketplace  | Montreal, Canada  | 2014  | 2021  | Template:Centered
Capturing Reality  | Photogrammetry software  | Bratislava, Slovakia  | 2015  | 2021  | Template:Centered
Cubic Motion  | Facial animation  | Manchester, England  | 2009  | 2020  | Template:Centered
Harmonix | Music game developer  | Boston, Massachusetts  | 1995  | 2021  | Template:Centered
Psyonix | Video game development  | San Diego, US  | 2000  | 2019  | Template:Centered
Quixel  | Photogrammetry assets  | Uppsala, Sweden  | 2011  | 2019  | Template:Centered
Epic Game Tools (formerly RAD Game Tools)  | Game middleware  | Bellevue, Washington  | 1988  | 2021  | [149]
Sketchfab | 3D model marketplace  | Paris, France  | 2012  | 2021  | Template:Centered
Tonic Games Group (Mediatonic)  | Video game development  | London, England  | 2005  | 2021  | Template:Centered

### Former

Name  | Location  | Founded  | Acquired  | Divested  | Fate  | Ref.

|
|
|
|
|
|

Agog Labs  | Vancouver, Canada  | 2013  | 2019  | Software development moved internally to Epic Games.  | Template:Centered
Bandcamp  | Oakland, US  | 2008  | 2022  | 2023  | Sold to Songtradr  | Template:Centered
Chair Entertainment | Salt Lake City, US  | 2005  | 2008  | Unknown  | Closed  |
Cloudgine | Edinburgh, Scotland  | 2012  | 2018  | Software development moved internally to Epic Games.  | Template:Centered
Hyprsense  | Burlingame, California  | 2015  | 2020  | Software development moved internally to Epic Games.  |
Impossible Studios  | Baltimore, US  | 2012  | —  | 2013  | Closed  | Template:Centered
Kamu  | Helsinki, Finland  | 2013  | 2018  | Software development moved internally to Epic Games.  |
Life on Air  | San Francisco, US  | 2012  | 2019  | Software development moved internally to Epic Games.  |
People Can Fly (Epic Games Poland)  | Warsaw, Poland  | 2002  | 2012  | 2015  | Sold to management | Template:Centered
RAD Games Tools  | Kirkland, Washington, US  | 1988  | 2021  | Software development moved internally to Epic Games.  |
SuperAwesome  | London, England  | 2013  | 2020  | 2023  | Spun off | Template:Centered
Titan Studios  | Seattle, Washington, U.S.  | 2008  | —  | May 2011  | Closed

## Legal issues

### Litigation with Silicon Knights

On July 19, 2007, Canadian game studio Silicon Knights sued Epic Games for failure to "provide a working game engine", causing the Ontario-based game developer to "experience considerable losses".[189] The suit alleged that Epic Games was "sabotaging" Unreal Engine 3 licensees. Epic's licensing document stated that a working version of the engine would be available within six months of the Xbox 360 developer kits being released. Silicon Knights claimed that Epic missed this deadline and that when a working version of the engine was eventually released, the documentation was insufficient. The game studio also claimed Epic had withheld vital improvements to the game engine, claiming they were game-specific, while also using licensing fees to fund the development of its own titles rather than the engine itself.[190]

In August 2007, Epic Games counter-sued Silicon Knights, alleging the studio was aware when it signed on that certain features of Unreal Engine 3 were still in development and that components would continue to be developed and added as Epic completed work on Gears of War. Therefore, in a statement, Epic said that "SK knew when it committed to the licensing agreement that Unreal Engine 3 may not meet its requirements and may not be modified to meet them".[191] Additionally, the counter-suit claimed that Silicon Knights had "made unauthorized use of Epic's Licensed Technology" and had "infringed and otherwise violated Epic's intellectual property rights, including Epic's copyrighted works, trade secrets, know how and confidential information" by incorporating Unreal Engine 3 code into its own engine, the Silicon Knights Engine.[191] Furthermore, Epic asserted the Canadian developer broke the contract when it employed this derivative work in an internal title and a second game with Sega,[192] a partnership for which it never received a license fee.[193]

On May 30, 2012, Epic Games defeated Silicon Knights' lawsuit and won its counter-suit for $4.45 million on grounds of copyright infringement, misappropriation of trade secrets, and breach of contract,[194] an injury award that was later doubled due to prejudgment interest, attorneys' fees and costs.[195] Consistent with Epic's counterclaims, the presiding judge, James C. Dever III, stated that Silicon Knights had "deliberately and repeatedly copied thousands of lines of Epic Games' copyrighted code, and then attempted to conceal its wrongdoing by removing Epic Games' copyright notices and by disguising Epic Games' copyrighted code as Silicon Knights' own".[195] Dever stated that evidence against Silicon Knights was "overwhelming", as it not only copied functional code but also "non-functional, internal comments Epic Games' programmers had left for themselves".[195]

As a result, on November 7, 2012, Silicon Knights was directed by the court to destroy all game code derived from Unreal Engine 3, all information from licensee-restricted areas of Epic's Unreal Engine documentation website, and to permit Epic Games access to the company's servers and other devices to ensure these items have been removed. In addition, the studio was instructed to recall and destroy all unsold retail copies of games built with Unreal Engine 3 code, including Too Human, X-Men Destiny, The Sandman, The Box/Ritualyst, and Siren in the Maelstrom (the latter three titles were projects never released, or even officially announced).[196]

On May 16, 2014, Silicon Knights filed for bankruptcy and a Certificate of Appointment was issued by the office of the Superintendent of Bankruptcy, with Collins Barrow Toronto Limited being appointed as trustee in bankruptcy.[197]

### Apple and Google disputes

Since as early as 2017, Tim Sweeney had questioned the need for digital storefronts like Valve's Steam, Apple's iOS App Store, and Google Play, to take a 30% revenue sharing cut, and argued that when accounting for current rates of content distribution and other factors needed, a revenue cut of 8% should be sufficient to run any digital storefront profitably.[198] When Epic brought Fortnite Battle Royale to mobile devices, the company initially offered a sideloaded package for Android systems to bypass the Google Play store, but eventually also made it a store app.[199][200][201]

On August 13, 2020, Epic Games updated Fortnite across all platforms, including the iOS and Android versions, to reduce the price of "V-Bucks" (the in-game currency) by 20% if they purchased directly from Epic. For iOS and Android users, if they purchased through the Apple or Google storefront, they were not given this discount, as Epic said they could not extend the discount due to the 30% revenue cut taken by Apple and Google.[202] Within hours, both Apple and Google had removed Fortnite from their storefronts stating the means of bypassing their payment systems violated both storefronts guidelines.[203][204] Epic immediately filed separate lawsuits against Apple and Google for antitrust and anticompetitive behavior in the United States District Court for the Northern District of California.[205] Epic did not seek monetary damages in either case but instead was "seeking injunctive relief to allow fair competition in these two key markets that directly affect hundreds of millions of consumers and tens of thousands, if not more, of third-party app developers."[206] In comments on social media the next day, Sweeney said that they undertook the actions as "we're fighting for the freedom of people who bought smartphones to install apps from sources of their choosing, the freedom for creators of apps to distribute them as they choose, and the freedom of both groups to do business directly. The primary opposing argument is: 'Smartphone markers [sic] can do whatever they want.' This is an awful notion. We all have rights, and we need to fight to defend our rights against whoever would deny them."[207]

Apple responded to the lawsuit that it would terminate Epic's developer accounts by August 28, 2020, leading Epic to file a motion for a preliminary injunction to force Apple to return Fortnite to the App Store and prevent them from terminating Epic's developer accounts, as the latter action would leave Epic unable to update the Unreal Engine for any changes to iOS or macOS and leave developers that relied on Unreal at risk.[208][209] The court granted the preliminary injunction against Apple from terminating the developer accounts as Epic had shown "potential significant damage to both the Unreal Engine platform itself, and to the gaming industry generally", but refused to grant the injunction related to Fortnite as "The current predicament appears of [Epic's] own making."[210] In September 2020, Epic Games, together with thirteen other companies, launched the Coalition for App Fairness, which aimed for better conditions for the inclusion of apps into app stores.[211]

U.S. District Court Judge Yvonne Gonzalez Rogers issued her first ruling in Epic Games v. Apple on September 10, 2021.[212] Rogers found in favor of Apple on nine of ten counts brought up against them in the case, including Epic's charges related to Apple's 30% revenue cut and Apple's prohibition against third-party marketplaces on the iOS environment.[213] Rogers did rule against Apple on the final charge related to anti-steering provisions, and issued a permanent injunction that, in 90 days from the ruling, blocked Apple from preventing developers from linking app users to other storefronts from within apps to complete purchases or from collecting information within an app, such as an email, to notify users of these storefronts.[214][215] Rogers' ruling was upheld at the Ninth Circuit on appeals, and the Supreme Court of the United States declined to hear the case, leaving Rogers' order against Apple in place.[216] Though Apple did adjust its policies for third-party storefront, Epic argued these failed to achieve the goals set further. In April 2025, Rogers ruled in Epic's favor that Apple's changes were not sufficient. Rogers blocked Apple from taking fees from third-party stores or restrict how they are shown in apps, subsequently leading Epic to bring the Epic Games Store back to iOS within a week.[217][218]

Google initially sought to negotiate with Epic but later filed their own countersuit against Epic for breach of contract. The Google case was set as a jury trial, held in November and December 2023. Prior to this, other groups had filed their own lawsuits against Google for similar reasons as Epic, including a coalition of states and the Match Group, but these were settled just ahead of the trial.[219][220] The jury found for Epic on all claims made, determining that Google maintained a monopoly on the Android marketplace by how it managed the Play Store and used its leverage as a big tech firm to make deal with partners, including some deals made as a result of the earlier settlements. A second phase of this trial to determine remedies is scheduled to occur in January 2024.[221][needs update]

### FTC child privacy settlement

In December 2022, Epic Games was fined a combined $520 million after the Federal Trade Commission accused the company of separate accounts related to Fortnite, one for violating COPPA related to children's privacy by collecting personal data without parent or guardian consent, exposing children and teens to potential harassment, and a second related to misleading users into making unwanted purchases while playing the game.[222][223][224][225] Epic Games said "No developer creates a game with the intention of ending up here. The laws have not changed, but their application has evolved and long-standing industry practices are no longer enough. We accepted this agreement because we want Epic to be at the forefront of consumer protection and provide the best experience for our players. Over the past few years, we've been making changes to ensure our ecosystem meets the expectations of our players and regulators, which we hope will be a helpful guide for others in our industry."[226] Epic ultimately settled with the FTC, agreeing to pay $245 million in December 2024 in relation to the use of dark patterns it used to drive users to buy V-bucks, with $72 million being issued as refunds by the FTC to more than 600,000 users that had filed claims in the case.[227]

## Criticism

Since the partial investment by the Chinese company Tencent, some consumers have become wary of Epic Games' reliability and use of their data, particularly in relationship with the Epic Games Store. These concerns have been connected to broader issues of general distrust of the Chinese government and Chinese corporations among some Western video game players. Epic has stated that Tencent does not have access to any of this private data nor provides this to the Chinese government.[228][229]

In late March 2020, accusations began circulating on social media that the Epic Games social networking app Houseparty led to other services such as Netflix and Spotify being hacked. However, both Epic and Life on Air claimed this was a smear campaign against its product and offered a $1 million bounty for anyone able to substantiate their claim.[230][231][232]

On August 13, 2020, Epic released a version of Fortnite that included a permanent discount on V-bucks across all platforms (except iOS and Android devices) if they purchased directly through Epic, bypassing Apple and Google's storefronts. Both Apple and Google immediately delisted the game for violating the storefronts' terms of service by including their own storefront, which led Epic to file lawsuits against both companies the same day, accusing them of antitrust behavior in how they operate their app stores. While Apple was ultimately victorious in a bench trial in September 2021 and upheld through appeals, Google's actions were found to be monopolistic by a jury trial in December 2023.

## Notes

1. ↑ Additional studio in Suzhou
2. ↑ Additional studios in Guildford, Leamington Spa and Newcastle

## References

1. ↑ Craig, Matt (November 10, 2023). "Epic Games' Unreal Money Engine". Forbes. https://www.forbes.com/sites/mattcraig/2023/11/10/epic-games-unreal-engine-fortnite-game-developers-sypherpk/.
2. ↑ Blake, Vikki (March 4, 2026). "Trump Administration Debating Allowing Chinese Company Tencent to Keep Its Stakes in U.S. Gaming Companies Such as Fortnite Maker Epic and League Dev Riot". https://www.ign.com/articles/trump-administration-debating-allowing-chinese-company-tencent-to-keep-its-stakes-in-us-gaming-companies-such-as-fortnite-maker-epic-and-league-dev-riot. Retrieved March 5, 2026.
3. ↑ Gordon, Brian (March 20, 2024). "What is Epic Games now worth? And who owns the Cary company after its Disney deal?". https://www.newsobserver.com/news/business/article285472467.html.
4. ↑ Eanes, Zachery (2021-05-05). "Another Epic Games exec joins the ranks of Triangle billionaires, testimony reveals". https://www.newsobserver.com/news/business/article251169884.html.
5. ↑ 5.0 5.1 Maas, Jennifer (March 24, 2026). "Epic Games to Lay Off 1,000 Staffers and Cut $500 Million in Costs Amid ‘Fortnite’ Downturn". Variety. https://variety.com/2026/gaming/news/epic-games-layoff-1000-fortnite-downturn-500-million-1236697837/. Retrieved March 24, 2026.
6. ↑ 6.0 6.1 Crecente, Brian (July 25, 2018). "How a 2012 Decision Helped 'Fortnite' Make Epic Games a Billion Dollar Company". https://variety.com/2018/gaming/news/fortnite-epic-games-billion-dollar-decision-1202884194/.
7. ↑ 7.0 7.1 Crecente, Brian (March 21, 2013). "Tencent's $330M Epic Games investment absorbed 40 percent of developer [Updated"]. https://www.polygon.com/2013/3/21/4131702/tencents-epic-games-stock-acquisition.
8. ↑ Crecente, Brian (March 29, 2019). "'Fortnite' Creator Sees Epic Games Becoming as Big as Facebook, Google". https://variety.com/2019/gaming/features/fortnite-creator-sees-epic-games-becoming-next-facebook-google-1203175916/.
9. ↑ "Most successful videogame engine". https://www.guinnessworldrecords.com/world-records/most-successful-game-engine.
10. ↑ 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 Edwards, Benj (May 25, 2009). "From The Past To The Future: Tim Sweeney Talks". https://www.gamedeveloper.com/design/from-the-past-to-the-future-tim-sweeney-talks.
11. ↑ "ZZT and Epic Newsletter Scans". https://museumofzzt.com/article/515/zzt-and-epic-newsletter-scans.
12. ↑ 12.0 12.1 Plante, Chris (October 1, 2012). "Better with age: A history of Epic Games". https://www.polygon.com/2012/10/1/3438196/better-with-age-a-history-of-epic-games.
13. ↑ 13.0 13.1 13.2 Pitcher, Jenna (November 21, 2013). "Epic Classics ships last copy of ZZT". https://www.polygon.com/2013/11/21/5128872/epic-classics-ships-last-copy-of-zzt.
14. ↑ Sweeney, Tim (1992). "Epic MegaGames Newsletter – Spring 1992". https://museumofzzt.com/article/265/epic-megagames-newsletter.
15. ↑ Bissell, Tom (November 3, 2008). "The Grammar of Fun". The New Yorker. https://www.newyorker.com/magazine/2008/11/03/the-grammar-of-fun. Retrieved December 24, 2014.
16. ↑ Epic MegaGames Catalog – Winter & Spring 1993
17. ↑ "Kicks Arson". Next Generation Two (21 (September 1996)): 154. https://archive.org/stream/nextgen-issue-021/Next_Generation_Issue_021_September_1996#page/n157/mode/2up. Retrieved April 18, 2018.
18. ↑ "Epic MegaGames Author Info Pack". January 9, 2017. https://www.slideshare.net/VinceCavin/epic-games-author-info-pack-vince-cavin-web.
19. ↑ Lightbown, David (January 9, 2018). "Classic Tools Retrospective: Tim Sweeney on the first version of the Unreal Editor". https://www.gamedeveloper.com/design/classic-tools-retrospective-tim-sweeney-on-the-first-version-of-the-unreal-editor.
20. ↑ 20.0 20.1 "Epic Sets up Shop". February 4, 1999. https://www.ign.com/articles/1999/02/04/epic-sets-up-shop.
21. ↑ "Unreal Tournament". https://www.metacritic.com/game/unreal-tournament-1999/critic-reviews/?platform=pc.
22. ↑ Herz, J. C. (December 2, 1999). "Game Theory; For Game Maker, There's Gold in the Code". ISSN 0362-4331. https://www.nytimes.com/1999/12/02/technology/game-theory-for-game-maker-there-s-gold-in-the-code.html.
23. ↑ Graves, Lucas (April 2006). "How the Reds Conquered Unreal". Wired. https://www.wired.com/wired/archive/14.04/reds.html. Retrieved July 7, 2013.
24. ↑ IGN Staff (April 3, 2008). "Intel and Epic Games Launch '$1 Million Intel Make Something Unreal Contest'". https://www.ign.com/articles/2008/04/03/intel-and-epic-games-launch-1-million-intel-make-something-unreal-contest.
25. ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 Crecente, Brian (May 5, 2016). "The four lives of Epic Games". https://www.polygon.com/a/epic-4-0/the-four-lives-of-epic-games.
26. ↑ 26.0 26.1 Frank, Allegra (May 2, 2016). "Gears of War 4 would have cost over $100M to make – and could have killed Epic Games". https://www.polygon.com/2016/5/2/11565868/gears-of-war-4-100-million-budget-epic-games-sale.
27. ↑ Foster, Lisa (November 7, 2007). "Unreal Tournament 3 to blast in on November 23rd". https://www.mcvuk.com/unreal-tournament-3-to-blast-in-on-november-23rd/.
28. ↑ Rea, Jared (August 20, 2007). "Epic believes People Can Fly, acquires majority stake". https://www.engadget.com/2007/08/20/epic-believes-people-can-fly-acquires-majority-stake/.
29. ↑ Laughlin, Andrew (October 13, 2008). "Epic's 'Gears Of War 2' goes gold". https://www.digitalspy.com/videogames/a132547/epics-gears-of-war-2-goes-gold/.
30. ↑ Gibson, Ellie (December 9, 2008). "Gears of War 2 sales hit 3 million mark". https://www.eurogamer.net/articles/gears-of-war-2-sales-hit-3-million-mark.
31. ↑ Buchanan, Levi (November 2, 2010). "Project Sword Becomes Infinity Blade". https://www.ign.com/articles/2010/11/03/project-sword-becomes-infinity-blade.
32. ↑ McWhertor, Michael (September 1, 2010). "Play With The Unreal Engine On Your iPhone With Epic Citadel". https://kotaku.com/play-with-the-unreal-engine-on-your-iphone-with-epic-ci-5627701.
33. ↑ Reilly, Jim (October 1, 2010). "Gears of War 3 Delayed to Fall 2011". https://www.ign.com/articles/2010/10/01/gears-of-war-3-delayed-to-fall-2011.
34. ↑ Sliwinski, Alexander (July 5, 2011). "Carbon Games formed by Fat Princess devs". https://www.engadget.com/2011/07/05/carbon-games-formed-by-fat-princess-devs/.
35. ↑ Langshaw, Mark (December 11, 2011). "'Fortnite' revealed by Epic Games". https://www.digitalspy.com/videogames/a355417/fortnite-revealed-by-epic-games/.
36. ↑ Plante, Chris (2012-03-07). "Epic Games China now YingPei Games, no longer part of Epic Games" (in en-US). https://www.polygon.com/gaming/2012/3/7/2852141/epic-games-china-now-ying-pei-games-no-longer-part-of-epic-games.
37. ↑ Sliwinski, Alexander (June 3, 2012). "Big Huge Games members picked up for Epic Baltimore". https://www.engadget.com/2012/06/03/big-huge-games-members-picked-up-for-epic-baltmore/.
38. ↑ Sliwinski, Alexander (August 9, 2012). "Epic Baltimore now Impossible Studios, working on Infinity Blade: Dungeons". https://www.engadget.com/2012/08/09/epic-baltimore-now-impossible-studios-working-on-infinity-blade/.
39. ↑ Corriea, Alexa Ray (February 8, 2013). "Epic Games is closing Impossible Studios, Infinity Blade Dungeons on hold". https://www.polygon.com/2013/2/8/3968500/epic-impossible-studios-closed-infinity-blade-dungeons-delay.
40. ↑ Moriarty, Colin (February 8, 2013). "Epic Games Closes Its Newest Studio, Impossible Games". https://www.ign.com/articles/2013/02/08/epic-games-closes-its-newest-studio-impossible-games.
41. ↑ Sarkar, Samit (November 1, 2013). "People Can Fly now known as Epic Games Poland". Polygon. https://www.polygon.com/2013/11/1/5055008/people-can-fly-now-known-as-epic-games-poland.
42. ↑ Peel, Jeremey (June 8, 2017). "Why has Fortnite taken so long?". https://www.pcgamesn.com/fortnite/why-has-fortnite-taken-so-long.
43. ↑ Makuch, Eddie (March 21, 2013). "Chinese Internet company owns 40 percent of Epic Games". https://www.gamespot.com/articles/chinese-internet-company-owns-40-percent-of-epic-games/1100-6405749/.
44. ↑ McWhertor, Michael (October 3, 2012). "'Gears of War' design director Cliff Bleszinski leaves Epic Games". https://www.polygon.com/2012/10/3/3451812/gears-of-war-design-director-cliff-bleszinski-leaves-epic-games.
45. ↑ 45.0 45.1 45.2 Crecente, Brian (May 5, 2016). "Epic luminaries on why they left". https://www.polygon.com/a/epic-4-0/epic-luminaries-on-why-they-left.
46. ↑ Makuch, Eddie (December 4, 2012). "Epic Games president retiring". https://www.gamespot.com/articles/epic-games-president-retiring/1100-6401056/.
47. ↑ Gaston, Martin (March 8, 2013). "Former Epic Games president Mike Capps parts ways with studio". https://www.gamespot.com/articles/former-epic-games-president-mike-capps-parts-ways-with-studio/1100-6405042/.
48. ↑ Crecente, Brian (August 1, 2014). "The fixer: Why Rod Fergusson returned to Gears of War". https://www.polygon.com/2014/8/1/5958879/gears-of-war-black-tusk-rod-fergusson.
49. ↑ McWhertor, Michael (January 27, 2014). "Microsoft acquires Gears of War from Epic, hires series producer Rod Fergusson". https://www.polygon.com/2014/1/27/5345342/gears-of-war-xbox-one-microsoft-epic-games-rod-fergusson.
50. ↑ Orland, Kyle (January 27, 2014). "Microsoft buys Gears of War franchise from Epic Games". https://arstechnica.com/gaming/2014/01/microsoft-buys-gears-of-war-franchise-from-epic-games/.
51. ↑ Dyer, Mitch (May 8, 2014). "Epic Games Reveals Free, Crowdsourced Unreal Tournament". https://www.ign.com/articles/2014/05/08/epic-games-reveals-free-to-play-unreal-tournament.
52. ↑ Makuch, Eddie (July 25, 2014). "New Unreal Tournament in development, and it'll be absolutely free". https://www.gamespot.com/articles/new-unreal-tournament-in-development-and-it-ll-be-absolutely-free/1100-6419511/.
53. ↑ Moscaritolo, Angela (November 4, 2015). "Epic Games Teases New PC Shooter 'Paragon'". https://uk.pcmag.com/gaming-1/72774/epic-games-teases-new-pc-shooter-paragon.
54. ↑ Romano, Sal (December 3, 2015). "Shadow Complex Remastered announced for PS4, Xbox One, and PC". https://gematsu.com/2015/12/shadow-complex-remastered-announced-ps4-xbox-one-pc.
55. ↑ Shive, Chris (August 9, 2016). "Shadow Complex Gets Physical Release". https://www.hardcoregamer.com/2016/08/09/shadow-complex-gets-physical-release/220412/.
56. ↑ Wawro, Alex (October 6, 2016). "Born out of Bullet Train, Epic's first commercial VR game is Robo Recall". https://www.gamedeveloper.com/business/born-out-of-i-bullet-train-i-epic-s-first-commercial-vr-game-is-i-robo-recall-i-.
57. ↑ Stapleton, Dan (March 1, 2017). "Robo Recall Review". https://www.ign.com/articles/2017/03/01/robo-recall-review.
58. ↑ Gaudiosi, John (March 3, 2015). "Why Epic Games is giving away its game technology". https://fortune.com/2015/03/03/epic-games-unreal-tech-free/.
59. ↑ Hall, Charlie (June 24, 2015). "People Can Fly returns, no longer owned by Epic Games". https://www.polygon.com/2015/6/24/8838307/people-can-fly-returns-no-longer-owned-by-epic-games.
60. ↑ Dornbush, Jonathon (December 1, 2016). "Bulletstorm Remastered Edition Revealed, Release Date Announced". https://www.ign.com/articles/2016/12/02/bulletstorm-remastered-edition-revealed-released-date-announced.
61. ↑ Amenabar, Teddy; Lee, Jonathan. "'Fortnite': Battle royale, concert venue and, maybe, the start of the metaverse" (in en). Washington Post. https://www.washingtonpost.com/video-games/interactive/2022/fortnite-anniversary-epic-games/.
62. ↑ Hall, Charlie (June 8, 2017). "Fortnite announces early access release, hands-on the unfinished game". https://www.polygon.com/e3/2017/6/8/15761278/fortnite-early-accessrelease-date-ps4-xbox-one-pc-mac-price-preview.
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169. ↑ Kerr, Chris (February 10, 2021). "Epic Games' new MetaHuman Creator will let devs everywhere build high fidelity humans". Game Developer. https://www.gamedeveloper.com/design/epic-games-new-metahuman-creator-will-let-devs-build-hi-fi-humans.
170. ↑ Kidwell, Emma (October 24, 2018). "Epic Games to establish new office in Australia and New Zealand". https://www.gamedeveloper.com/business/epic-games-to-establish-new-office-in-australia-and-new-zealand.
171. ↑ "Epic Games has acquired Horizon Chase studio Aquiris to work on Fortnite" (in en-GB). 2023-04-19. https://www.videogameschronicle.com/news/epic-games-has-acquired-horizon-chase-studio-aquiris-to-work-on-fortnite/.
172. ↑ Martin, Matt (September 25, 2006). "Epic Games forms Shanghai-based outsourcing division". https://www.gamesindustry.biz/articles/epic-games-forms-shanghai-based-outsourcing-division.
173. ↑ Sinclair, Brendan (April 12, 2016). "Epic opens Berlin outpost". https://www.gamesindustry.biz/articles/2016-04-12-epic-opens-berlin-outpost.
174. ↑ Kerr, Chris (April 12, 2016). "Epic expands European publishing operations with new Berlin office". https://www.gamedeveloper.com/business/epic-expands-european-publishing-operations-with-new-berlin-office.
175. ↑ Schramm, Mike (April 12, 2010). "Epic Games planning gala celebration to open Tokyo office". https://www.engadget.com/2010/04/12/epic-games-planning-gala-celebration-to-open-tokyo-office/.
176. ↑ Tito, Greg (April 13, 2010). "Epic Games Opens Japan Office". https://v1.escapistmagazine.com/news/view/99946-Epic-Games-Opens-Japan-Office.
177. ↑ "Epic Games". https://www.epicgames.com/about.
178. ↑ Sinclair, Brendan (June 29, 2009). "Epic Games opens Korean shop". https://www.gamespot.com/articles/epic-games-opens-korean-shop/1100-6212694/.
179. ↑ Ashcraft, Brian (June 30, 2009). "Epic Games In South Korea". https://kotaku.com/epic-games-in-south-korea-5304091.
180. ↑ Benessaieh, Karim (November 3, 2018). "Fortnite atterrit à Montréal". https://www.lapresse.ca/affaires/economie/quebec/201811/03/01-5202830-fortnite-atterrit-a-montreal.php.
181. ↑ Handrahan, Mathrew (March 26, 2020). "Epic launches publishing label with Remedy, Playdead and GenDesign onboard". GamesIndustry.biz. https://www.gamesindustry.biz/articles/2020-03-26-epic-launches-publishing-label-with-remedy-playdead-and-gendesign-onboard.
182. ↑ Williams, Mike (September 6, 2012). "Epic Seattle created for Unreal Engine 4 development". https://www.gamesindustry.biz/articles/2012-09-06-epic-seattle-created-for-unreal-engine-4-development.
183. ↑ Peel, Jeremy (September 6, 2012). "Epic Games to launch new Seattle studio, hiring engineers for Unreal Engine 4". https://www.pcgamesn.com/epic-games-launch-new-seattle-studio-hiring-engineers-unreal-engine-4.
184. ↑ Jenkins, Brittan (March 28, 2017). "$1 Billion Lincoln Square Expansion in Bellevue is Almost Fully Leased". https://news.theregistryps.com/1-billion-lincoln-square-expansion-in-bellevue-is-almost-fully-leased/.
185. ↑ "Epic Games Sweden, AB - Företagsinformation" (in sv). https://bizzdo.se/foretag/5591537724/Epic-Games-Sweden-AB.
186. ↑ Batchelor, James (August 5, 2014). "Epic Games opens UK studio". http://www.develop-online.net/news/epic-games-opens-uk-studio/0196087.
187. ↑ Pitbull Bytes: From humble beginnings. December 6, 2013. http://www.develop-online.net/interview/pitbull-bytes-from-humble-beginnings/0186959. Retrieved January 22, 2018.
188. ↑ Ford, Coreena (October 9, 2017). "Computer games firm Epic takes offices in Newcastle city centre". https://www.chroniclelive.co.uk/business/business-news/computer-games-firm-epic-takes-13736943.
189. ↑ Crecente, Brian (July 19, 2007). "Silicon Knights: Epic Sabotaged Us". http://kotaku.com/280491/silicon-knights-epic-sabotaged-us.
190. ↑ Carless, Simon (July 19, 2007). "Breaking: Silicon Knights Files Lawsuit Against Epic". https://www.gamedeveloper.com/game-platforms/breaking-silicon-knights-files-lawsuit-against-epic.
191. ↑ 191.0 191.1 Brightman, James (August 9, 2007). "Mark Rein: Epic Games Did Nothing Wrong; Silicon Knights is Stealing". http://www.gamedaily.com/articles/features/mark-rein-epic-games-did-nothing-wrong-silicon-knights-is-stealing/70780/.
192. ↑ Sinclair, Brendan (August 9, 2007). "Epic Games countersues Silicon Knights". https://www.gamespot.com/articles/epic-games-countersues-silicon-knights/1100-6176435/.
193. ↑ Graft, Kris (October 31, 2007). "Epic's Motion to Dismiss UE3 Case Denied". http://www.next-gen.biz/index.php?option=com_content&task=view&id=7750&Itemid=2.
194. ↑ Totilo, Stephen (May 30, 2012). "Epic Says Epic Has Won Lawsuit Battle With Silicon Knights [UPDATE: Epic Awarded $4.45 Million"]. https://kotaku.com/epic-says-epic-has-won-lawsuit-battle-with-silicon-knig-5914326.
195. ↑ 195.0 195.1 195.2 Nunneley, Stephany (November 9, 2012). "Epic judgment doubled, Silicon Knights ordered to pay over $9 million". https://www.vg247.com/2012/11/09/epic-judgment-doubled-silicon-knights-ordered-to-pay-over-9-million/.
196. ↑ Sawyer, D. (November 7, 2012). "Silicon Knights, Inc. v. Epic Games, Inc.". https://docs.justia.com/cases/federal/district-courts/north-carolina/ncedce/5:2007cv00275/89570/862.
197. ↑ "Silicon Knights Inc.". May 16, 2014. http://www.collinsbarrow.com/en/toronto-ontario/silicon-knights-inc.
198. ↑ Jones, Richard-Scott (August 23, 2017). "Steam could be profitable with an 8% cut rather than 30%, says Tim Sweeney". PCGamesN. https://www.pcgamesn.com/steam-revenue-cut-tim-sweeney.
199. ↑ Statt, Nick (August 3, 2018). "Fortnite for Android will ditch Google Play Store for Epic's website". https://www.theverge.com/2018/8/3/17645982/epic-games-fortnite-android-version-bypass-google-play-store.
200. ↑ Statt, Nick (April 21, 2020). "Epic gives in to Google and releases Fortnite on the Play Store". The Verge. https://www.theverge.com/2020/4/21/21229943/epic-games-fortnite-google-play-store-available-third-party-software.
201. ↑ Statt, Nick (May 18, 2018). "Fortnite is coming to Android this summer". https://www.theverge.com/2018/5/18/17368348/fortnite-android-mobile-release-date-new-features-voice-chat.
202. ↑ Cox, Kate (August 13, 2020). "Fortnite launches new payment system to cut Apple, Google out". Ars Technica. https://arstechnica.com/tech-policy/2020/08/epic-gives-fortnite-players-discounts-for-skirting-apple-google-fees/.
203. ↑ Statt, Nick (August 13, 2020). "Apple just kicked Fortnite off the App Store". The Verge. https://www.theverge.com/2020/8/13/21366438/apple-fortnite-ios-app-store-violations-epic-payments.
204. ↑ Bohn, Dieter (August 13, 2020). "Fortnite for Android has also been kicked off the Google Play Store". The Verge. https://www.theverge.com/2020/8/13/21368079/fortnite-epic-android-banned-google-play-app-store-rule-violation.
205. ↑ Nicas, Jack; Browning, Kellen; Griffith, Erin (August 13, 2020). "Fortnite Creator Sues Apple and Google After Ban From App Stores". The New York Times. https://www.nytimes.com/2020/08/13/technology/apple-fortnite-ban.html.
206. ↑ Statt, Nick (August 14, 2020). "Epic Games is suing Apple". The Verge. https://www.theverge.com/2020/8/13/21367963/epic-fortnite-legal-complaint-apple-ios-app-store-removal-injunctive-relief.
207. ↑ Statt, Nick (August 14, 2020). "Epic CEO Tim Sweeney says Apple fight is about 'basic freedoms of all consumers and developers'". The Verge. https://www.theverge.com/2020/8/14/21369622/epic-ceo-tim-sweeney-apple-fortnite-lawsuit-ban-basic-freedoms-developers.
208. ↑ Valentine, Rebekah (August 17, 2020). "Apple terminating Epic developer accounts, tools access". GamesIndustry.biz. https://www.gamesindustry.biz/articles/2020-08-17-apple-terminating-epic-developer-accounts-tools-access.
209. ↑ McWhertor, Michael (August 17, 2020). "Apple threatens to cut off Epic Games from iOS, Mac dev tools". Polygon. https://www.polygon.com/2020/8/17/21372502/fortnite-apple-pulling-epic-games-ios-mac-dev-tools.
210. ↑ Brandom, Russell; Hollister, Sean; Peters, Jay (August 24, 2020). "Epic judge will protect Unreal Engine — but not Fortnite". The Verge. https://www.theverge.com/2020/8/25/21400240/epic-apple-ruling-unreal-engine-fortnite-temporary-restraining-order.
211. ↑ Amadeo, Ron (2020-09-24). "Epic, Spotify, and others take on Apple with "Coalition for App Fairness"" (in en-us). https://arstechnica.com/gadgets/2020/09/epic-spotify-and-others-take-on-apple-with-coalition-for-app-fairness/.
212. ↑ Takahashi, Dean (2021-09-10). "Epic Games wins injunction favoring alternative payments in antitrust lawsuit against Apple" (in en-US). https://venturebeat.com/games/epic-games-wins-injunction-favoring-alternative-payments-in-antitrust-lawsuit-against-apple/.
213. ↑ Nicas, Jack; Browning, Kellen (September 10, 2021). "Judge Orders Apple to Ease Restrictions on App Developers". The New York Times. https://www.nytimes.com/2021/09/10/technology/epic-apple-app-developers.html.
214. ↑ Leswing, Kif (September 10, 2021). "Apple can no longer force developers to use in-app purchasing, judge rules in Epic Games case". CNBC. https://www.cnbc.com/2021/09/10/epic-games-v-apple-judge-reaches-decision-.html.
215. ↑ "A comprehensive breakdown of the Epic v. Apple ruling". September 12, 2021. https://www.theverge.com/2021/9/12/22667694/epic-v-apple-trial-fortnite-judge-yvonne-gonzalez-rogers-final-ruling-injunction-breakdown.
216. ↑ Chung, Andrew (Jan 16, 2024). "U.S. Supreme Court snubs Epic Games legal battle with Apple". https://www.reuters.com/legal/us-supreme-court-snubs-epic-games-legal-battle-with-apple-2024-01-16/. Retrieved January 16, 2024.
217. ↑ Peters, Jay (April 30, 2025). "A judge just blew up Apple's control of the App Store". The Verge. https://www.theverge.com/news/659246/apple-epic-app-store-judge-ruling-control. Retrieved April 30, 2025.
218. ↑ Leswing, Kif (April 30, 2025). "Court finds Apple, executive lied under oath in Epic Games trial". CNBC. https://www.cnbc.com/2025/04/30/court-finds-apple-executive-lied-under-oath.html. Retrieved April 30, 2025.
219. ↑ Grant, Nico; McCabe, David (December 18, 2023). "Google Allows More App Payment Options in Antitrust Deal With States". The New York Times. https://www.nytimes.com/2023/12/18/technology/google-app-payment-antitrust-settlement.html. Retrieved January 21, 2024.
220. ↑ Fung, Brian (November 1, 2023). "Tinder owner Match Group settles antitrust claims against Google's app store". CNN. https://www.cnn.com/2023/11/01/tech/tinder-match-group-google-lawsuit/index.html. Retrieved January 21, 2024.
221. ↑ Grant, Nico (December 11, 2023). "Google Loses Antitrust Court Battle With Makers of Fortnite Video Game". The New York Times. https://www.nytimes.com/2023/12/11/technology/epic-games-google-antitrust-ruling.html. Retrieved January 20, 2024.
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223. ↑ Fung, Brian (2022-12-19). "'Fortnite' maker Epic Games to pay $520 million in record-breaking FTC settlement | CNN Business" (in en). https://www.cnn.com/2022/12/19/tech/fortnite-epic-ftc-settlement/index.html.
224. ↑ Needleman, Sarah E.; Tilley, Aaron; Kendall, Brent (2022-12-19). "Epic Games, Maker of 'Fortnite,' to Pay $520 Million to Resolve FTC Allegations" (in en-US). https://www.wsj.com/articles/epic-games-maker-of-fortnite-to-pay-520-million-to-resolve-ftc-allegations-11671456744.
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227. ↑ Cerullo, Megan (December 9, 2024). "Fortnite and other Epic Games customers are about to get a $72 million refund. Here's why.". CBS News. https://www.cbsnews.com/news/epic-games-fortnite-ftc-refund/. Retrieved December 9, 2024.
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## Further reading

* Keighley, Geoffrey. "Blinded By Reality: The True Story Behind the Creation of Unreal". http://www.gamespot.com/features/makeunreal/.
* Berardini, César A. (June 30, 2005). "Everything You Wanted to Know About Unreal". http://features.teamxbox.com/xbox/1199/Everything-You-Wanted-to-Know-About-Unreal/p1/.
* Porter, Will (October 26, 2007). "The Epic tradition". https://www.gamesradar.com/the-epic-tradition/.
* Blancato, Joe (May 13, 2008). "Epic's Rainmakers". http://v1.escapistmagazine.com/articles/view/video-games/issues/issue_149/4896-Epic-s-Rainmakers.
* Edwards, Benj (May 25, 2009). "From The Past To The Future: Tim Sweeney Talks". https://www.gamedeveloper.com/design/from-the-past-to-the-future-tim-sweeney-talks.
* Totilo, Stephen (December 7, 2011). "The Quiet Tinkerer Who Makes Games Beautiful Finally Gets His Due". https://kotaku.com/the-quiet-tinkerer-who-makes-games-beautiful-finally-ge-5865951.
* Plante, Chris (April 2, 2012). "Better with age: A history of Epic Games". https://www.polygon.com/2012/10/1/3438196/better-with-age-a-history-of-epic-games.
* Freeman, Will (August 12, 2013). "Development Legends: An Unreal tale". https://www.mcvuk.com/development-legends-an-unreal-tale/.
* Crecente, Brian (May 1, 2016). "Their future is Epic: The evolution of a gaming giant". https://www.polygon.com/a/epic-4-0.
* Huddleston, Tom Jr. (August 9, 2018). "'Fortnite' launched battle royale a year ago today – here's how the company behind the billion-dollar game was founded by a college kid". https://www.cnbc.com/2018/06/12/epic-games-company-behind-fortnite-was-founded-by-a-college-kid.html.
* Griffith, Erin (August 25, 2020). "To Fight Apple and Google's Grip, Fortnite Creator Mounts a Crusade". https://www.nytimes.com/2020/08/25/technology/fortnite-creator-tim-sweeney-apple-google.html.

## External links

* Official website

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