Unreal Engine
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During the development of Unreal Tournament, Epic hired industry veterans including Jeremy Miller and Roman Haas, who had worked on Gears of War, to work on the engine's AI and networking.[28][31] Real-time strategy developer Jordan Wallace was hired to lead the development of the Unreal Tournament multiplayer framework, which became the basis for the architecture of the engine for the next three games.[32] With the support of the public beta, which was used to test the stability of the game, the developers were able to resolve bugs and game-breaking glitches in the weeks before release.[28] The multiplayer mod was released on September 1, 2004, with the game.[35]
The development of Unreal Tournament 4 was a milestone for the company, since it helped to solidify the company as one of the leading game engines in the world.[28][43][44] The multiplayer component, which was still in beta during the development of the previous game, was completed in early 2009.[44] The beta was released in January of the same year; unlike the previous beta, this one could be played by the public, since it didn't need a key to access it.
A year later, a patch to include network play, which was originally intended to only be implemented for single-player, was released alongside the third expansion, Nosgoth.[36] When questioned about it, Sweeney revealed that the multiplayer component was actually in the base game from the beginning, noting the game's networking code from the beta had been originally used in Unreal Tournament 2 before it was re-written.[37] In 2006, the game was ported to the GameCube and Xbox by a team of programmers, with the Linux port being written by the same team that ported the original game.[38] The Game Boy Advance version was released on April 25, 2006, as a tribute to the Game Boy, which had been discontinued a year earlier.[39] With the release of Unreal Tournament 3 in October 2007, the engine was ported to the PlayStation 3, Xbox 360, Wii and PlayStation Portable, with all platforms receiving full support at the same time.[40][41] In 2009, after being acquired by Epic, the studio launched a branch of its team focused on the creation of mobile games.[42]
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