Skip to content

Ludo Atlas · Getting Started · Engine Selection Guide

Getting Started. This page helps you settle on an engine once, and never agonize over the choice again. Conclusion first: any mainstream engine can carry a game to completion, and the cost of switching engines is far lower than the cost of staying in selection mode forever.

1. Answer Four Questions First

  1. Target platform: PC / console / mobile / mini-game / web? Desktop Steam and WeChat mini-games have completely different engineering requirements.
  2. 2D or 3D: Or a mix of both? This is the biggest divide.
  3. Your programming background: Zero experience, a little scripting, or a seasoned programmer?
  4. Team and timeline: One person for three months, or five people for a year?

2. The Decision Path

Walk this chain of checks in order:

  1. Making a visual novel or pure text narrative → start with Ren'Py, don't overthink it.
  2. Pixel art or small-scale 2D, wanting a fast ramp-up → Godot or GameMaker.
  3. 2D with future mobile plans and a need for a large ecosystem → Unity or Godot.
  4. Realistic 3D, large team, aiming for big-studio pipelines → Unreal.
  5. Mid-scale 3D indie game → Unity or Godot (depending on art style).
  6. Only small, browser-playable web games → Phaser / PixiJS; 3D showcase pieces → Three.js / Babylon.js.
  7. Wanting to "hand-code everything" to learn the low level → raylib / LÖVE / Pygame and similar frameworks.
  8. None of the above, or you have non-standard requirements → go back to item 1 and ask yourself again; a custom engine is the last resort.

3. Main Routes Compared

Engine / Framework Positioning Primary language Strengths License and cost notes
Godot All-purpose open-source engine GDScript / C# Balanced 2D/3D, lightweight, fully open source MIT; no revenue share, no royalties
Unity Commercial all-purpose engine C# Largest ecosystem; mature mobile and 2D toolchains A free personal tier exists; commercial terms per the official site
Unreal AAA-grade engine C++ / Blueprints Top-tier visuals; film-grade pipeline Free to download; revenue share above a revenue threshold
GameMaker Rapid 2D development GML Fast prototyping; suited to pixel art and small-scale 2D Free version is limited; commercial release requires a license
RPG Maker RPG-specific Scripting Turn-based RPGs work out of the box Paid software; watch asset licensing
Ren'Py Visual novel-specific Python family Branching narrative; save and rollback out of the box Free and open source
Web engines (Phaser / PixiJS / Three.js / Babylon.js) Browser games JavaScript / TypeScript Zero-install distribution; web 3D Open source; check each engine's own license
Lightweight frameworks (raylib / LÖVE / Pygame) Code-first C / Lua / Python Learn the fundamentals; full control Permissive open-source licenses
Bevy Rust data-driven engine Rust ECS architecture; performance and safety Open source; ecosystem still growing
Custom engine Bespoke Any Full control Very high cost; usually not the first choice

4. Recommendations by Scenario

Scenario First choice Alternative Notes
First game (small-scale 2D) Godot GameMaker Low complexity; plenty of community tutorials
Commercial mobile project Unity Godot Mobile toolchain and plugin ecosystem
Realistic 3D Unreal Unity Rendering and content pipeline advantages
Visual novel Ren'Py Godot + plugins Purpose-built tools save half the work
WeChat / Douyin mini-games Read Mini-Game Development first Depends on the platform plan Unusual constraints on package size and performance
Playable in the browser Phaser (2D) / Babylon.js (3D) Three.js Zero-install sharing
For learning programming raylib / LÖVE Pygame Hand-write the loop; understand every pixel

5. Common Dilemmas, Straight Answers

  • Unity or Godot: For small personal 2D projects, choose Godot; if your goal is industry employment or a commercial mobile project, choose Unity. Knowing both is the ideal state.
  • Is Unity a waste for 2D: No. The 2D toolchain is mature; the only downside is a slightly heavier startup.
  • Can Unreal do 2D: Yes, but the ecosystem and tutorials lean toward 3D, and a 2D project has no need for it.
  • Can web engines ship commercial games: Yes. Web distribution is a real channel for indie games; just set your performance expectations correctly.
  • Is a custom engine worth it: Not unless the engine itself is your product, or your team is large enough to be constrained by commercial engine terms.

6. Discipline After You Choose

  1. Choosing is committing: finish at least one complete, releasable work before you even consider switching.
  2. During the learning phase, use tutorials from a single source only (official documentation first); no hopping between tutorials.
  3. Put version control in place from the very beginning; follow the engine's official template for directory structure.
  4. Treat "switching engines" as a migration, not relearning: the concepts (nodes, components, scenes, lifecycle) carry over across engines.

Further Reading

  • Your First Game: with the engine chosen, make your first project in 30 days.
  • Resources: official entry points, tutorials, and communities for each engine.
  • Programming Handbook: general engineering knowledge inside and outside the engine.