A little discouraged

Thing is, who is it for then? If you say you’re a big studio go for an “in-house” engine, than what’s logically left from a commercial standpoint is small indies and one man bands. Which means smaller ranges of skillsets, certainly less time to spend on anything but the game they’re trying to develop and it’s to a point where fancy rendering features and advanced this and that mean nothing. Because all they’ll be concerned with is not getting overwhelmed and getting a game released before the lights turn out, trying to get the art pipeline done and core mechanics is time consuming enough…

Personally I’m fine with UE, I fully agree it does seem tacked on a bit to an old framework. I don’t believe it’s “that” difficult to use, if you’ve ever used CryEngine or Torque / XNA it’s refreshing to use a top tier grade engine that’s not a complete waste of time.

But I bet most “indies” will stick to Unity tbh!, it’s simply much easier to get stuff done. Even if the end result will be inferior, it doesn’t matter because really a good game is a good game.