Game Development Community

The New Magic Word

by Brett Seyler · 11/12/2009 (4:02 pm) · 289 comments

68.233.5.139/~transfer/brett/oprah-1.pngLast week, Epic Games made a pretty big splash announcing the "UDK" or Unreal Development Kit. UDK is based on the *very expensive* Unreal Engine 3, the most dominant game engine in the big budget console games space. There's been a lot of hyperbolic talk about how this is an "end of days" development for Torque and our friendly Copenhagen competitors, Unity. I want to take a while here to talk about what I think this means for Torque and where we fit in the competitive landscape.

When the announcement showed up, of course I immediately wanted to dig in and find out what was up. I took some time and looked at the license on the UDK site. Many people here downloaded the UDK to play around with it and see what was what. It turns out that the UDK is basically an up to date set of editors for Unreal Engine 3. There's no source code provided. Instead, as with modding, you can do scripting with Epic's Unrealscript. You can package your project for Windows only. There are docs online, but otherwise no dedicated support. So let's be clear. This is NOT Unreal Engine 3. That would kill a huge source of revenue (supported, source code licensing for PC and consoles) for Epic. It *is* a well-tested, rich set of editors for making stuff based on UE3 games or projects.

What's the license like for this? Well, Epic is slapping up the word FREE everywhere and who doesn't love something for FREE right? It's a magic word. The UDK website grants you (for free) a license to make non-commercial works. If you want to make money, or benefit indirectly somehow from using the UDK (think making a demo to advertise or sell something else or a company who wants to train employees with a simulation), you have to pay. The terms of making something commercial with the UDK are actually a bit murky because Epic does not post the license on their site or allow you to purchase a commercial license on thier site. Instead, they give you an email address to hit up and describe the terms of the license structure.

Option A: You benefit (somehow) from using and distributing UDK projects, but there's no revenue. You can pay $2500 / seat annually for this use of the UDK.

Option B: You sell, advertise on, or somehow directly or indirectly, generate revenue from a project made with UDK. You pay $99 up front and you give up 25% of all revenues exceeding $5000 on that project.

68.233.5.139/~transfer/brett/ut3.pngPretty straightforward options! It would be nice to see the license, but assuming it's reasonable, sounds like a pretty fair deal. So what's the catch? How does Epic make money from this? They don't. Not really. This is a loss leader and an evangelism play and it really doesn't cost them much of anything to do. For years you've been able to spend $60 on Unreal Tournament, Gears of War, or other Unreal titles and use the provided editors to modify the game. You can do a lot with mods and people have created really cool stuff. Epic never monetized this practice before. Instead, they used it as a way to create longer tail sales for their games and to recruit new talent from the modder community. By offering the "UDK," Epic is taking the next step by letting people distribute Unreal mods without requiring ownership of the modded Unreal game.

In addition to formalizing what they've always done with the mod communities built around Unreal, Epic is likely to heavily monetize the inevitable step from UDK --> UE3. This is no small step and it will cost small teams as much as Epic can wring out of them, in addition to the 25% royalties they are already on the hook for. My guess is that it will be case by case, but it's guaranteed that most teams will run into barriers not having access to the engine source, just as they do with other binary-only engines.


I'm not going to dismiss this move by Epic. It matters. Here's why...


#1: It's Epic (no pun intended). They are an absolute behemoth in the games industry. They've absolutely demolished all competitors in the AAA console engine space for the last 5 years, essentially since EA acquired Criterion, makers of Renderware, and stopped licensing it to 3rd parties. They have an established business selling very expensive (think 6-7 figures, depending on the royalty rate) licenses for big budget console games and now, they've decided they want indies, amateurs, and hobbyists to use their product too. That's a pretty decent market disturbance.

#2: It's validation. When I wrote about the hyper-competitive, well-served big budget AAA space while discussing the pricing and licensing of Torque 3D back in January, I noted that the AAA middleware market hasn't grown much in the last decade and it continues to be a pretty fixed size market. At the same time, the space Torque and Unity occupy (better accessibility and opportunity via lower licensing costs and more attractive platforms) has grown tremendously. This community here grows by hundreds of users every week. A larger portion of the games industry as a whole is moving away from stagnant AAA console games and targeting super-fast growing platforms like the iPhone, Facebook, and yes, even just regular PC online games. Clearly Epic must see something they like in these markets. They missed the boat on the Wii and they are probably struggling to maintain (let alone grow) revenues in the AAA console space. I'm not sure if this will be a long-lasting commitment on Epic's part, or simply a way to maximize the value of their current tech while the new stuff (UE4) is what they're going to start pushing to high-end clients, right around the corner. Regardless, validation is nice.

#3: Now everyone can see behind the "AAA" curtain. We've been telling you for years that Torque is top-notch technology. We've said "it's documented up to, and in many cases well beyond the industry standard." Without being able to look at engines like Unreal, that's been a hard claim for you guys to verify. Now you can. Have a look at UDK. Look at the tools. Look at the docs. Test out the support. We think you'll find that Torque 3D stacks up very well in comparison, and all without the licensing burden of big royalties or high-cost access to source. Putting aside source though, it's worth answering the question:

What does Torque currently do better than Unreal?


Rendering - Torque is the first affordable engine with a deferred renderer. You have real-time dynamic lighting and shadows. You can have thousands of dynamic point lights in a scene at almost no hit to performance. You can't do this in Unreal. Torque's Light Pre-pass rendering is the standard for the current era of hardware. CryEngine uses it as do many of the best looking games on the market.

static.garagegames.com/static/pg/productpages/torque-3d/overview_1.jpg

Contrast this with Unreal, which uses a years old forward renderer that does not allow for global dynamic lighting or shadows. In fact, UE3 does not support more than one dynamic light casting shadows on the same object. It will switch shadows automatically to the nearest light. A directional light will allways switch off any light's shadows. With Unreal, all global illumination is baked. Everything you can do in Unreal, you can do with pureLIGHT in Torque 3D, but with Torque, you can combine dynamic global lighting and shadows with beautfully baked static lightmaps that give you realtime iterative results, not an hours long, black box baking process. Looking ahead, we'll probably be the first affordable engine with DX11 support, and I doubt you're going to see that from Unreal until UE4, likely a couple years away from public licensing, at least.

Terrain (editing AND fidelity) - Definitely test out the UDK terrain editors next to Torque 3D's. The UDK terrain tools are several generations behind us. In Torque 3D, you get much nicer terrain fidelity as well. It takes the right artwork to show this (which you'll see with Pacific Demo here in a few weeks), but the advantage for Torque is clear.

high-fi-terrain-880


Networking - Out of the box, Torque 3D will do things that you'll never get UDK to do without source code access and a LOT of work. It's as simple as that.

Platform support - Capable deployment to OSX machines is increasing a very important component to success for small teams. Torque 3D offers a path to every major platform out there (Windows, Mac, Web, Wii, Xbox 360, iPhone, with PS3 and PSP in the works).

static.garagegames.com/static/pg/productpages/torque-3d/overview_5.jpg

static.garagegames.com/static/pg/productpages/torque-3d/worldeditor_2.jpgSpecial purpose tools. - The road and river tools are just the beginning, but there's a lot more coming in 1.1 and 1.2 that you haven't seen before and which you definitely won't find in UDK.

Community resources, add-ons, and extensions. This is such a talent-rich and generous community. We do our very best not to take your contributions for granted. Rather, a major focus, particularly on this website in the next year, will be adding features that make the surfacing, sharing, and vetting of community resources and project much easier and much more powerful. There's really a lot we can do here and you're going to see constant improvement.


Now, UDK has some things not currently in Torque in it's favor as well. Nice features like nav meshes for AI, improved animation tools, etc. are all on our roadmap, but not yet in Torque 3D, so we've still got plenty of work ahead of us to keep up and stay competitive.

We want to take Torque much further, allowing developers to unlock opportunities on the best emerging platforms. That's going to take continued work and investment in the product by us, but we run a pretty lean operation, we reinvest nearly every dollar you spend with us back into product development, and we are moving *super* fast.

'FREE' might just be the new SSAO


We realize that staying ahead of the curve on technology is just part of the equation. The licensing model we choose is important and we're paying attention to all this FREE stuff as much as the rest of you. We want to offer something at a very accessible price, or perhaps for FREE as a good entry to learning and using Torque 3D. Currently, our free option is a demo, limited by the number of objects you can place in your scene. This obviously isn't useful to create an entire game, but it does give you a good feel for what Torque 3D's tool set can do, given that it's not feature limited in any way other than not including the source code.

By comparison, UDK also gives you everything for free, no features limited by the free version other than the source code, but you cannot use it to make anything commercial without payment. The cost, at minimum, is $99 + 25% of your revenues (after $5k total). Unity strips a great deal of their features out of their free version. These can drastically handicap development for some teams, but there's no reason why you couldn't finish some games with it either. The license is liberal, so it's a good stepping stone to make your first game, solo, if you're willing to live with some of the feature limitations.


68.233.5.139/~transfer/brett/torque-free_compare.png


So where does Torque 3D fit in all of this? Our "Professional" version, which includes source code, access to beta builds, private forums, etc is just $1000 / seat. We don't currently have an option between this and our free demo, but we want one. I think the recent developments by Unity and Epic and all the new developers trying their hand at 3D games warrants a low-priced option for Torque 3D, as well.

At the end of September, when we released Torque 3D 1.0, I included a poll contemplating an full-featured, binary-only version of Torque 3D to go for $500 / seat. Though the results were overwhelmingly in favor of this option, I think we can do better. In the past, I've been really happy with the feedback you've given us making decisions like this, so I want to enlist your help again.

What should we do?
What would you be happy with?
What do you think would be best for the community the future of the product?
Do we want a more elite, experienced community of programmers here?
Do we want to create a more balanced mix of great artists too?

I have my instincts on these questions, and we've discussed them a great deal internally, but I've always come back to this community as one of the big reasons to choose Torque for a new developer. It's one of kind and I want to keep it together and help it grow as much as possible. That won't happen if we don't have a competitive offering in Torque. This means we need enough income to feed the developers and keep the product blazing ahead full speed. But at the same time, if every new beginner cuts their teeth on UDK or Unity because they have viable free option and Torque doesn't, well, I don't like the position that puts us in for the long run either.

So please, let us know what you think! I promise I'll listen and weigh all feedback carefully. I hope to make a decision on this by the end of the month, so let fly with the suggestions and opinions. It's all welcome.

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.

#201
11/16/2009 (6:42 pm)
I'd also like to see the editor been able to be released with the titles, so people can create maps for the game. This is important for anyone wanting to make a FPS title.

AI, it's been said again and again AI is important and we have nothing. Yes a couple of addons and packs are been made. But we should have a base AI with an AI Editor. The problem with addons and packs is that there so different you can't have the features from both of them, we need a base AI and then the packs will go on top of it and will provide extra features and different game type AI.

If packs could be made sure that they integrate more nicely that would be good. Also a lot of packs are so old and unsupported that there useless. GMK is a good example of a pack that is supported and professionally done.

Torque seems to look great again and again in demos but when it comes out it seems those features shown in the demos aren't there and it takes ages for them to be made available - a la pacific demo.
#202
11/16/2009 (6:54 pm)
Not quite sure what my slanderous post was, as it is impossible to slander somebody in a post. Now, libel would be something that is written.

Slander = Spoken
Libel = Written

Anyway, I never accused him of being a liar. I either said he doesn't know the facts or he is misrepresenting them. I said he 'could' be one, not that he 'is' one.
#203
11/16/2009 (8:01 pm)
Edited: Stay on topic please. - SB

Anyway to the topic in hand, it seems to me the answer to unity free and UDK has already been running around the rumour mill anyway... OSS TGE. As far as I know TGE works fine on vista and even windows 7 so releasing this under the vile, demonic and restrictive GPL license, in fact theres a point i guess where you could do the same with TGEA but maintain the ability to sell indie and commercial licenses maybe even add a new royalty license to the mix to mirror the UDK version. Maybe GG could even offer a distribution license so that all games made must be sold through GG store. Ive no doubt covered only about 10% of the options already considered by GG anyway :p but still, a free/restricted TGE/TGEA using the previously mentioned vile and demonic GPL License, would do at least 2 things.
1) it would put torque in the hands of every wanna be game designer on the planet
2) because of 1) it would create a whole world full of torque familiar developers ready to buy T3D.

after all this is why unreal made UDK, and why autodesk doesnt care about pirated 3ds max.

As far as T3D is concerned, i'm part of the group that feels somewhat let down and misled by GG in many respects, i feel like i was shown around a mansion but then sold 1 million bricks, i can build the mansion myself or i can pay for all the 'addons'.

The one piece of flaming i'm going to here is one i'm not going to apologise for, and its about those who talk about how much a hobby costs and how T3d is cheap for a hobbyist... i have one word for that.. and it comes out the rear end of a bull... sure T3d is $1000, and then you add purelight, forest kit, MACK, FACK, yack pack, content packs, and pretty soon your hitting a set of numbers that require full time employment not just some spare cash to persue your interests, not to mention the other stuff that you need that arent GG and torque related, PC hardware, and some of the other software you need on top of that, not all the free tools are good tools. i guess that was more of a rant than intended, but theres a bunch of people that i believe have been pushed away by the decisions and indecisions done and not done by GG, and i think this should be at least considered imo
#204
11/16/2009 (9:23 pm)
Off topic discussions have been edited. Let's get this thread back on track.

Don't be surprised to see more off topic posts edited later when I take a second pass after I grab some dinner.

If you have any further questions or comments about website moderation, please contact moderators@torquepowered.com
#205
11/16/2009 (9:38 pm)
Personally, I hate having to integrate everything each time a new Torque version comes, then again when a new AFX version appears, then when a new XXXX middleware appears...

Torque should buy those technologies from those guys and definitively integrate that codebase into the engine. AFX is a must, it provides so many improvements and good tools that indeeds improves the overall experience.

I really dont know if the Game Mechanics Kit has any code modifications but if it does, then it really should be integrated.

Verve is another tool which should be default in the engine.

And the list goes on... in fact my question is... why are there so many scattered add ons? If Torque is to be considered a AAA then it should have all those add ons already integrated.

Luck!
Guimo



#206
11/16/2009 (9:52 pm)
Every engine out there has 3rd party tools. It is a fine line of balance between offering what you need to supply your customers and another keeping 3rd part developers happy. Kind of like anytime Microsoft includes something in their OS. That being said, some deeper hooks from more popular products would be nice so when things get changed those hooks/APIs get changed along with the engine.

On the other hand what gets included? What if there are 2 3rd party developers with the same technology but do it in 2 drasticly different ways? Always a fine line as the first statement I made.
#207
11/16/2009 (10:05 pm)
Quote:And the list goes on... in fact my question is... why are there so many scattered add ons?

Well.. over the years people developed something for/from their projects that they felt other's might be interested in. GG saw a void for such things and allowed for people to bring their work to others. Works pretty good for everyone.. creator can market themselves and their work, people get a chance to get their hands on something they might have difficulties creating themselves, and GG get's a cut for their troubles.

That's not to say GG would be interested in the incorporation of all peoples "add ons" though. I would think just because something is ok to sell to others does not translate into ok to become a permanent part of the code base.

@Novack
Quote:Andrew, I dont think the understanding of "royalty" works as you describe, but anyway, thats not the point, really.

Some people here describes 25% as a good deal, and David is explaining why its not, as Epic does not distribute.

Yes it very much can, though as I stated, I am less than 100% certain in this instance. And yes, I understand that was David's aim, and that's exactly why it could be the point.
#208
11/17/2009 (12:03 am)
What should we do? have an indie and commercial price

What would you be happy with? Upgrade options

What do you think would be best for the community the future of the product? keep moving forward, no royalties, work on a couple of thing the community would like to see, such as the artist end.

Do we want a more elite, experienced community of programmers here? I would Aim towards both the Artist and the Programming end.

Do we want to create a more balanced mix of great artists too? yes
#209
11/17/2009 (12:20 am)
Wish list?

Hmm.

For me, it's all about having more control in the scripting engine.

More shaders would be nice, but having a clear and easy way for the scripting engine to communicate variables to shaders would be even better. I could do some really, really nice effects with that which'd be harder for me to code in as shaders. (E.g., a light who's hue depends on its orientation around the world Z axis plus a script-defined offset. Just because I want one, that's why... You never know how useful it will be until you actually get to try it in action...)

Might already exist and I just missed it, since I'm still backlogged on work for the day-job?

More generally, though, I just am going to like to see T3D pro upgraded continually. And what isn't in there that I want I intend to get around to making. That's kinda the point for me. So you're already good by me.
#210
11/17/2009 (12:30 am)
Quote:I'd also like to see the editor been able to be released with the titles

+1 for this for the FPS/RTS folks

Quote:The problem with addons and packs is that there so different you can't have the features from both of them, we need a base AI and then the packs will go on top of it and will provide extra features and different game type AI.

That's possible only if you want to limit what people can do with their AI. While I agree that there should be some simple and adjustable AI in the game examples, the fact of the matter is that there are very bright people in AI who cannot come to an agreement on how AI should be done. There was a session at GameX in Philly that stated that it wouldn't happen any time soon. For GG to then say "okay, all AI packs and resources need to go through this AI layer" would be severe folly.

The fact that different AI works in different ways is just reflecting how different developers find different ways to accomplish things, and there is no right way to implement AI. This also goes towards the whole "GG should buy out the 3rd party developers". I'm sorry, but that's the worst best-looking idea ever. Sure, GG can buy them out- but what if they say no? Strong-arm them? What if they walk away? Now GG has no 3rd party support. And if you think that won't happen, check where Caligari is today. They didn't even strong-arm the 3rd party devs, just ignored them and took some of the best ideas and made them integrated features, and the devs walked.

And as a matter of fact, for many addons, you really can have the features coexist, but it needs to be worked on. 3rd party devs can't ensure that everything works with everything, it's up to the game developer to be able to make his game work. Of course it's not perfect, but perfect doesn't exist unless it's a closed box, and then you're limited in what you can do.

Quote:Torque should buy those technologies from those guys and definitively integrate that codebase into the engine

But what if they refuse to sell? Or set the price way high because they know they're losing (in some 3rd party's cases) their whole product line and income?

I understand the want for features, but the repercussions to decisions like that (and I don't think GG is thinking about doing it) are far-reaching.
#211
11/17/2009 (2:21 am)
I definitely vote for a lower priced "Indie" version, ala the TGE days. There needs to be something for us lone-wolf types, that don't necessarily have the money to buy a $1000 product.

Now that I've used the T3D demo, I can't seem to go back to TGEA, and I'm not going to be happy when I hit the item limit! But alas, I cannot afford T3D.

Is it possible to trade in my licenses for all previous engines for a T3D license???
#212
11/17/2009 (2:36 am)
IMHO, the simple fact that there are so many community fixes and addons point to a basic problem that the engine is missing some polish.

My point in my previous post is that some tools are sometimes so distinct one to the other that trying to integrate everything again and again is a pain in my tender parts and in fact I have better things to do writing my game than continuously trying to keep updating the engine. Worse yet, sometimes some add ons are so different to the core engine that it is just impossible to go back and install any official core engine update.

Now, I will make some questions to analyze the flexibility of the engine. Given the three engines in discussion, T3D, UE3 and Unity, just binary and tools, NO SOURCE CODE at all and NO ADD ONS. Also, you may use a 3D art tool of choice and a free code editor.

a. Which engine will be easier to work with?
b. Which one will allow you to write a complete game in less time and with best quality.
c. Which engine will give you all the tools required to complete the job?

My point is, no doubt T3D has great tools but some tools provided by the other engines are more appropriate for the job. Just take a look at the Unity editor... T3D has an editor but not with the same quality. And I havent used the UE3 but just in this thread people is requesting many of those tools. And if GG want to deny it then it would be like being too proud or too fool... make your pick.

Lets say everything Brett mentioned in his post is true and T3D is really way more advanced internally than the other engines and can run circles around the UE3 renderer... unfortunately in the current time that is not enough. A modern game engine requires tools and if GG is relying in third party developers to create something that may or may not work or may or may now have a good quality, and may or may nor be supported then we are in trouble.

If you allow me to make an analogy, for all I have read (as I dont have a license but follow all the possible discussions) right now T3D is like programming C++ using a mediocre IDE. You have the most powerful tool on your fingertips but you cannot tap all that power because the tool limits you. And worse yet, GG is waiting for third party companies to improve the IDE and expect all pieces to work fine.

Thinking that way, then I guess I cannot expect a quality product.

And before anybody starts with the common -Then go and pay 10k 100k 1000k for those other engines- or anything else, please note that I'm not arguing in this or any other of my posts about the T3D price point. I have written a couple of game engines to understand that $1000 is just a steal and would gladly pay a higher price. I'm not arguing either about buying some add ons to complement the engine. It is the GG decision to set a price for their products and place their own market strategies as they prefer. But once the price is set, I expect a good product for my money.

Luck!
Guimo

#213
11/17/2009 (2:48 am)
Andrew, that is exactly why I refuse to download the UDK. I'm afraid I'm going to like it. (I already made the mistake with Unity! The island demo was so gorgeous! Millions of grass replications and no lag! I fell off the world when I went swimming in the sea though, swimming is apparently not recommended. And the editor was weird, it would take me a while to learn how to use it.) LOL And I've done my research on cost of game production and managing an MMOG, and I don't think I can afford the 25% off the top for UDK, and I don't want to fall in love with it. I also can't afford T3D, but TGEA is working for us so far. I would really like to have access to that River tool, but unless they open up the license to be more friendly to volunteer teams, we just can't do T3D. Might be wonderful and all that for funded companies, or bachelors who don't have a family to support, but $1000 per seat for Indie volunteers, it's just not even in our same town, much less our ballpark. It might as well be $500,000 for all we can afford it. If they would make it more volunteer team friendly, so that our quest writers, artists, and worldbuilders didn't all have to fork over $1000 each we could consider it. But until then... TGEA will do just fine thanks! It's much more team friendly. And we're familiar with the tools, and we already have the artwork in Torque format, and we already have some code in Torque script, so this suits us best right now. If we were starting out at square one, I would definitely be looking more intently at the free engines (which as I understand it is why GG is asking what we think about those free engines?), but we've already had to start over with our terrain 3 times due to major engine upgrades with Torque. I'm not ready to start over again just yet.

Anyway... a 3D Jellyfish is demanding my attention... I must finish it's LOD and animations tonight. And I'm already yawning, very tired. Thanks for sharing!

-Sparkling
#214
11/17/2009 (3:27 am)
I think the best way for GG to put an end to this thread would be to release the T2D beta, or at least a new T2D blog post with lots of juicy details about the editors etc....

The simple truth is, you trade raw power for ease of use. If you want something that can produce any game under the sun with every special effect known to man, grab Visual C++ and the DirectX SDK (or OpenGL) and get going. If you want something simpler, start the tradeoff...
#215
11/17/2009 (4:00 am)
Whoa...215 comments! I love that you all are here and willing to share your (constructive) thoughts on this. Despite some accusations, we definitely have not made up our mind and we are listening. I think you'll all have your answer before the end of the month. Black Friday perhaps??? Anyway, we've got cool product development news coming before that, so keep a sharp eye :) Many improvements in the pipe.
#216
11/17/2009 (9:02 am)
Quote:I'd also like to see the editor been able to be released with the titles
Yes, that is also something really important that went under radar, and with not much explanation about it.

In general terms the work done has been awesome, but we definitively feel this losses:

  • A low entry modable binary
  • Beeing able to ship the editors
About the first point, a lot has been said here (and for the comment from Brett above, it seems our thoughts doesnt go so well with the company's thoughts). Edit: the comment between parethesis was due to a misinterpretation of "black friday"; I whish the forums BB code had strike.

For the second, maybe an option to include some of the editors would be feasible? I never found a proper explanaiton about why now the editors cant be redistributed, so is little what I can offer in matter of ideas.
#217
11/17/2009 (9:49 am)
Nice post, but in all due respect, saying

Quote:
Networking - Out of the box, Torque 3D will do things that you'll never get UDK to do without source code access and a LOT of work. It's as simple as that.

without any proof to back it up is a toothless argument. Could you post a comparison between the 2 engines to back it up?
#218
11/17/2009 (9:57 am)
@Govert, he likely did not went into much explanaiton, as the networking is one of the most recognized Torque strengths, and needs no presentation.

You can easily found more info by yourself on the topic.
#219
11/17/2009 (10:51 am)
@Govert: TNL was used for Auto Assault, which is no small statement seeing that it was an MMO and was physics heavy and very "chatty" network-wise...
#220
11/17/2009 (11:51 am)
Nobody licenses Unreal's networking; instead they have to license Raknet (or TNL) to make Unreal take an acceptable level of multiplayer action.

If you are more interested in what is still the best game networking technology on the planet, you can check out the:
GDC 2000 presentation
The GPL'd Torque Network Library

TNL has been used by AAA games since Auto Assault, but I am not sure of the licensing terms, so someone else will have to fill in those details. People pay for white-label for a reason :)