My Authors
Read all threads
I spent my Sunday reading all 16,000+ words that @ballmatthew and @JNavok wrote on Epic Games.

It was some of the best writing I've read in my life. I encourage you to go read it.

For those who don't read it, I took detailed notes which you can find below 👇
Part I is titled: Epic's Flywheel & Unreal Engine

The thesis of Essay 1: Epic Game's Unreal Engine, their proprietary game engine, is the driver of most, if not all, the decisions the company makes

matthewball.vc/all/epicprimer1
Introduction to Epic Games

• Epic Games was founded in 1991
• Tim Sweeney, founder, is the majority shareholder while Tencent owns 40%
• 2018 valuation was $15B
Introduction to Epic Games (Part 2)

• Epic has the potential to be one of the most influential tech companies in the world.
• Epic is the creator of Fortnite: Battle Royale, one of the most popular video games in the world.
• Epic's core business is really the Unreal Engine
Introduction to Epic Games (Part 3)

• The success of Fortnite has allowed Epic to scale its business into new areas
• Epic Games Store (EGS), Epic Online Services (EOS) and Epic Games Publishing (EGP)
• Additionally, it purchased Houseparty in 2019 which is now part of EOS
Introduction to Epic Games (Part 4)

• Epic is one of the largest and fastest-growing social networks with 350MM+ users and 2.3B social connections
• Epic's growth has forced revolutionary changes to the video game industry and Hollywood
The Flywheel

• Matthew and Jacob's thesis relies on Epic Games building out the "flywheel"
• If Epic Games can build it out, it will dramatically reshape the digital world and help create Tim Sweeney's long-term vision of the Metaverse Image
Overview of Game Engines

• A game engine is the backbone of a video game and increasingly, other digital simulations
• Most game makers use one to build and operate games
• Disney and Marvel don't build their cameras or editing software, they outsource it. Same idea.
Overview of Game Engines (Part 2)

• This approach allows content and production companies to focus on the creative process
• Unreal Engine is a suite of tools and tech that allows third parties to produce virtual experiences
• Developer can focus on the creative process
Overview of Game Engines (Part 3)

• The better the game engine the easier it is for people to make games and thus less expensive
• Game engines are extremely complex and it's more expensive than ever for companies to make their own
• Thus they are more reliant on outsourcing
What Are the Major Engines?

• Major engines are Unreal and Unity
• Amazon and Valve also offer game engines but aren't widely used
• Unreal is harder to use than Unity, but technically superior
What Are the Major Engines? (Part 2)

• Unity is primarily used for mobile while Unreal is used for console/PCs especially multiplayer games
• Unity is subscription-based while Unreal is a rev share model
• Unity also operates an ad network for game publishers
Who Uses a Third-Party Game Engine?

• Major publishers like Take-Two use their own engine
• Major publishers use their own engines to avoid paying rev share fees and because their engineering team is large enough to support it
Who Uses a Third-Party Game Engine? (Part 2)

• Games like Call of Duty and GTA are built on proprietary game engines
• "Publisher engines" are typically built for a specific game or genre
• Some companies also don't use Unreal because it lacks a feature
Who Uses a Third-Party Game Engine? (Part 3)

• Usage of third-party engines has grown considerably in the past 15 years
• Most newly formed game studios are using Unreal or Unity
• Nearly impossible to build one from scratch and build a new game
Who Uses a Third-Party Game Engine? (Part 4)

• Riot Games, maker of League of Legends, chose to use Unreal
• Riot Games is also owned by Tencent
• However, Riot Games is nearly 15 years old and is a signal to the rest of the industry
Unreal's Technical Advantages

• Game development is complex, multiple platforms and need to support cross-platform play
• Using Unreal eliminates worries if a game will continue to work on different platforms
• Unreal is benefiting from network effects
Unreal's Technical Advantages (Part 2)

• The more developers use Unreal, the more data it has to make better decisions and investments
• The more developers use Unreal, the more data it has to make better decisions and investments
Unreal's Technical Advantages (Part 3)

• It's expanding beyond gaming
• The Mandalorian and Lion King were filmed using Unreal
• Music, architecture, urban planning are all industries that are using Unreal
Unreal's Technical Advantages (Part 4)

• Unreal is now part of the learning curriculum for schools and the military
• Network effects will take place where it'll be easier for virtual goods to transfer across digital worlds
• Eg, an outfit bought in one games go to another
How to Use Unreal

• 3 tiers: Unreal, TwinMotion, and Fortnite Creative Mode
• Unreal is for complex games
• TwinMotion is for professional applications such as auto design
• Creative Mode is for anyone even kids
How to Use Unreal (Part 2)

• Epic wants everyone to one day be able to create amazing games regardless of technical skills
• No-code platforms are increasingly popular like Roblox
• No-code platforms aren't viable competitors to Unreal yet
Strategic Value and Influence of Unreal

• Game engines influence game developers
• The decisions that Epic makes can have ramifications across the industry
• For example, if Unreal decides to invest in VR, more developers will make VR games and more people will buy them
Strategic Value and Influence of Unreal (Part 2)

• Game engines can also accelerate other businesses
• For example, Unity built an ad network to support game developers
• It's hard for game developers to switch engines. High switching costs.
Strategic Value and Influence of Unreal (Part 3)

• Many future games plan to use Unreal and many developers are trained on it
• People are reluctant to switch
• Amazon's game engine is free and developers still aren't adopting it
I'm only allowed so many tweets in a thread. Posting the rest now.
Part II & III is titled: Epic Games Store & Epic Games Publishing (Essays are published together)

The thesis of Part II: Epic Games Store is to shift value creation to game developers and eliminate market share from Steam

matthewball.vc/all/epicprimer2
What Are Game Stores?

• Today, more than 50% of game sales occur digitally
• Mobile and console games are bought through the proprietary stores of the platform
• Typically 30% fee
What Are Game Stores? (Part 2)

• PC is different. So many different types of hardware.
• Tons of problems with downloading PC game so in 2003 Valve launched a store called Steam
• Ease to use, social features and easy to find new games
What Are Game Stores? (Part 3)

• Best of all, games would automatically be patched
• Steamworks was Valve's online services
• It used Steam account system to act as a social network to connect with other players
What Are Game Stores? (Part 4)

• Services were free to consumer and publisher
• Even offered to games not sold on Steam because the user would still be required to make an account
• More customers and data for Steam to analyze
What Are Game Stores? (Part 5)

• 30% fee, but it was different than other platform stores like Apple App Store b/c you could buy the game from other stores
• No one can launch a competing online store on console or mobile
The Hegemony of Steam's PC Store

• In 2015, Steam was generating $2B in profit per year
• Other companies tried to launch stores and failed (Eg, EA Origin)
• Steam had 75% market share by the time competition arrived
The Hegemony of Steam's PC Store (Part 2)

• Steamwork had significant network effects that made it difficult to get players to leave the service
• New platform meant new friends list
• Publishers were frustrated at 30% fee
The Hegemony of Steam's PC Store (Part 3)

• Valve didn't sell hardware or create an OS like Apple and Sony
• What justified their high fee?
• Players and publishers are beginning to shift away from Steam
The Epic Games Store Strategy

• Tim Sweeney was a huge critic of the 30% fee for all stores
• Charging too much $$$ and taking revenue away from game developers
• Epic decides to launch its own store
The Epic Games Store Strategy (Part 2)

• Epic could piggyback off of Fortnite which was installed on millions of devices
• EGS only charged 12% commission
• If your game was developed using Unreal the fee was 7%
The Epic Games Store Strategy (Part 3)

• Low fees are critical to the health of the ecosystem
• Epic began offering exclusive distribution deals to publishers
• EGS lacked many core features like a shopping cart (intentional decision)
EGS's Struggle

• Most PC gamers were happy with Steam
• Consumers thought lower fees would lead to lower prices, but an MFN clause from Steam prevented this
• Attempted to launch on Android, but failed
The Value of EGS to Epic

• EGS's goal was to steal market share from Steam or have Valve drop its rate
• Epic was willing to end its EGS store if Valve changed the fee structure of Steam
• EGS would be valuable to Epic because of consumer data and increased user base
The Value of EGS to Epic (Part 2)

• EGS's would increase Epic's influence across the ecosystem
• EGS would make the best game developers its customers as well as users who didn't play Epic games
The Value of EGS to Epic (Part 3)

• Lastly, this would all be part of Tim Sweeney's grand plan of interoperability and creating the Metaverse
I'm having issues extending this thread. I'll publish it as a blog post on my site. Stay tuned.
Here's the blog post. arilewis.com/aris-posts/not…
Missing some Tweet in this thread? You can try to force a refresh.

Enjoying this thread?

Keep Current with Ari Lewis

Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

Twitter may remove this content at anytime, convert it as a PDF, save and print for later use!

Try unrolling a thread yourself!

how to unroll video

1) Follow Thread Reader App on Twitter so you can easily mention us!

2) Go to a Twitter thread (series of Tweets by the same owner) and mention us with a keyword "unroll" @threadreaderapp unroll

You can practice here first or read more on our help page!

Follow Us on Twitter!

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3.00/month or $30.00/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!