►
From YouTube: Bringing web3 primitives to Unreal Engine - Adam Grodzki
Description
Studio 3S will share their insights around how they're supercharging Unreal Engine with web3 primitives.
A
So
I
constructed
this
3D
gallery
and
to
show
my
presentation
and
I'm
going
to
talk
a
little
bit
about
myself
and
the
studio
that
we
are
running
about,
how
we
introduce
web3
game
development,
solutions
to
Unreal,
Engine,
4
and
5.
all
the
advantages
and
trades
off
of
using
web3
elements
in
the
game
and
the
what?
In
my
opinion
and
in
my
professional
opinion,
knowing
everything
that's
happening
in
this
space
is
going
to
happen
in
the
future.
So
we
are
3S
game
Studio.
A
We
are
small,
indie
game
development
company
established
in
Estonia
this
year,
so
we're
not
even
one
year
old.
Everyone
on
the
company
is
senior
staff
book,
writers,
phds,
evangelists
and
people
who
has
usually
over
a
decade
of
experience
in
game
development
and
usually
similar
experience
in
web
3
development.
We
solve
every
problem
that
we
have
with
code.
A
We
are
lacking,
for
example,
any
stuff
regarding
graphic
design,
so
we
just
learned
how
to
do
Ai,
and
now
we
have
an
amazing
concept,
artist
that
is
also
providing
all
the
backgrounds
for
some
of
the
slides
and
we
are
self-funded
so
we
have
no
external
investors
and
yeah.
We
have
already
delivered
two
products
onto
Unreal,
Engine
Marketplace,
so
they
are
available
throughout
the
public.
We
are
not
developing
tools
that
we
are
only
using
internally.
A
We
also
in
very
good
relations
with
epic
games
and
all
our
products
are
accessible
on
the
marketplace
so
from
the
two
products
that
I
mentioned,
one
of
which
I'm
going
to
talk
really
briefly,
is
the
blockchain
plugin.
So
the
blockchain
plugin
is
a
full
implementation
in
C,
plus
plus
of
the
entire
evm.
A
So
there
are
multiple
Solutions
on
the
market
when
it
comes
down
to
ethereum
or
any
other
evm
blockchain
implementation
into
Unreal
Engine,
but
this
is
the
only
implementation
that
has
full
cryptography
a
key
generation
transaction
signing
and
communication
within
those
directly
from
the
engine.
So
there
is
no
third
party
involved
in
this
communication.
There
is
no
relay
server
that
someone
is
pushing
on
you
as
a
service.
A
It
is
platform
agnostic,
it
works
on
consoles,
it
works
on
mobile,
it
implements
full
math,
256-bit,
math
and
cryptography,
and
all
the
hash
functions
that
you
need
to
run.
Basically
any
blockchain.
The
basic
implementation
uses
evm,
but
it
is
very
simple
to
implement
by
yourself,
for
example,
Bitcoin
or
any
other
blockchain
using
those
tools
we
also
ship
with
full
source,
which
means
that
you
can
do
a
security
audit.
You
can
modify
the
source,
you
can
extend
it.
A
A
So
the
second
product
for
web3
stack
that
we
have
developed
is
ipfs
and,
in
my
personal
opinion,
that
is
more
relevant
and
important
product
to
game
development
overall
and
I'm.
Going
to
tell
you
exactly
why.
A
So
ipfs
what
it
does
and
how
it
works
you
already
know,
but
when
it
comes
down
to
gaming,
it
allows
to
do
some
things.
That
requires
a
lot
and
I
mean
a
lot
of
extra
work
when
it
comes
down
to
building
backhand
for
a
game
in
order
to
solve
issues
that
ipfs
solves
immediately
by
just
the
nature
of
it.
So,
for
example,
you
are
allowed
to
very
easily
share
content
in
between
players
by
just
sharing
cids
of
the
content
created
and
uploaded.
A
You
can
create
in-game,
really
complex
assets
like
entire
buildings.
You
know
character,
design
with
multiple
morphs
and
visual
elements,
selected
store
them
as
just
Json
data
and
distribute
it
through
ipfs.
A
You
can
also
distribute
images
and
you
can
stream
them
and
parse
them
into
2D
texture
directly
to
ipfs,
which
means
that
you
can
use,
render
targets
to
literally
draw
anything
inside
the
game,
then
store
it
as
a
texture
and
share
it
with
other
users.
You
can,
of
course,
download
upload
and
stream
content.
How
you
are
using
ipfs
in
gaming
depends
on
how
the
developer
wants
to
use
it.
A
It
also
allows
to
store
and
share
binary
assets,
which
is
very
important.
So,
for
example,
you
can
store
any
custom
structures
inside
the
game,
references
to
objects
or
references
to
classes
inside
a
save
game
file
and
those
files
already
have
implementation
of
saving
to
disk
and
the
loading
from
it,
and
they
are
highly
compatible
with
even
sharing
content
in
between
games
and
most
important.
You
are
in
control,
you
decide
what
you
want
to
preload
what
you
want
to
unload
what
you
want
to
delete
or
or
store.
A
So
you
can
patch
a
game
literally
in
middle
of
a
session
and
even
change
the
balance
of
weapons
without
users,
knowing
about
it
and
without
the
need
of
restarting
the
client
and
doing
the
entire
patching
process.
I,
don't
know
how
many
of
you
ever
launched
a
game
on
Steam
but
making
a
build.
That
is
an
incremental,
build
and
patching
it
on
Steam.
A
It
is
asynchronous
in
its
nature,
so
it's
not
really.
An
impact
on
performance
and
assets
are
being
loaded
on
clients,
which
is
very
important
for
multiplayer
games
where
number
of
data
how
much
data
you
are
thinking
in
between
clients
and
server
and
then
multicasting
to
all
clients
is
very
important.
So
if,
instead
of
sharing
very
large
amount
of
data,
you
can
just
share
a
CID
that
is
pointing
to
our
data
that
can
be
recreated
on
each
client
locally.
Then
you
are
saving
a
lot
of
bind
width
which
is
especially
important
for
large-scale
multiplayer
games.
A
A
In
most
cases,
you
can
pre-load
all
the
assets,
while
all
the
players
are
still
in
the
lobby
waiting
for
the
match
to
enter
to
start-
and
this
is
a
fast
process,
but
you
just
have
to
keep
it
in
mind
when
designing
the
game
and
upload
usually
is
a
lot
slower
than
downloads
of
those
assets,
and
this
is
not
only
the
fault
of
ipfs,
it's
mostly
on
the
internet
service
providers,
but
most
of
the
assets
that
you
do
download
are
pre-generated
by
the
game
developers.
So
this
is
not
really
that
much
of
an
issue.
A
Multiple
unique
artists,
assets,
increase
drug
costs,
so
why
it
means
that
the
more
assets
that
are
unique
and
created
by
users
you
call
into
the
game
the
bigger
the
performance
hit
will
be
because
you
can't
instance
all
of
this
at
the
same
time-
and
you
just
have
to
keep
in
mind
the
size
of
the
texture
streaming
and
what
is
the
memory
impact
of
the
entire
game
have
once
again?
A
So
you
will
have
an
issue
with
in
inappropriate
images
and
copyright
infringement,
but
I
know
that
there
are
multiple
teams
working
in
ipfs
that
are
focusing
on
creating
unappropriate
content
for
the
network
itself,
and
currently
the
limit
of
uploaded
content
from
the
client
size
in
our
implementations
is
100
megabytes,
but
download
size
is
of
any
size.
So
you
can
generate
a
very
minimalistic
installation
file
for
the
game
that
you
are
developing
and
then
the
rest
of
the
game
can
download,
as
it
goes.
A
So,
for
who
is
this
product
really?
First
of
all,
of
course,
for
metaverse
and
web3
multiplayer
games?
This
is
obvious.
We
started
developing
the
two
tools
that
we
have
delivered
on
the
market
because
we
needed
them
ourselves,
and
there
was
nothing
that
was
even
close
to
it
currently
on
the
web.
I
know
that
there
is
a
lot
of
really
great
tools
that
are
being
developed
right
now
for
different
engines
and
different
use
cases,
but
yeah
that
this
greatly
improves
the
speed
that
you
can
develop
web3
games.
A
It
also
helps
you
to
Port
web
2
classic
multiplayer
games
into
web3
space.
Implementations
of
those
assets
is
really
easy
and
it
is
also
helping
single
player
user-driven
games,
for
example,
if
you
have
a
game
that
is
similar
to
Sims,
and
you
have
some
way
of
building
houses
or
decorating
Interiors
or
creating
really
complex
game
assets,
and
you
want
to
share
them
in
between
players.
A
We
also
need
to
introduce
ipns
and
some
other
cool
feature
of
ipfs
technological
stack
that
will
allow
to
deep
version
and
really
allow
easier
distribution
of
incremental
content
and
the
last
part
that
we
are
working
on
right
now
and
we
already
have
a
working
version.
But
we'll
still,
you
know
fine-tune
the
details
is
a
pack
loader
automation.
A
So
this
is
great
for
modding
support,
because
that
means
you
can
just
make
a
guideline
of
how
to
mod
your
game
and
create
a
trim
down
version
of
the
entire
project
to
ship
just
for
testing
for
people
and
then
can
generate
pack
files
for
your
game
specific
as
a
mod
without
you
having
the
need
of
shipping
the
entire
game
for
the
modeling
tool.
A
But
this
is
exactly
what
we
did
in
a
demo
where
we
had
over
two
gigabytes
of
content
that
we
were
able
to
trim
down
to
39
megabytes
and
the
rest
of
the
content
was
downloaded
or
streamed.
On
Demand
only
when
certain
map
or
certain
assets
were
required.
So
the
installation
imprint
of
the
entire
game
was
greatly
reduced.
A
So
about
the
pack
loader
and
okay,
so
Android
5
also
introduced
something
really
cool,
which
is
called
the
modular
gameplay
features.
Modular
gameplay
features
is
the
new
way
of
making
games
when
all
their
content
packs
are
encapsulated
in
itself
and
they
don't
really
refer
to
other
content
packs
when
you
are
building
a
game.
A
A
A
A
A
A
Skeletal
meshes
are
the
most
complicated
assets
to
be
shared
in
between
games,
which
means
there's.
You
know,
skin
meshes
so
characters
weapons
stuff
like
that
mostly
characters.
So
all
the
characters
being
used
in
game
development
in
general
are
actually
following
only
38
skeleton
archetypes
that
are
being
commonly
used.
It
can
be,
you
know
from
blender
it
can
be
Maya
Advanced,
humanoid
trick.
A
If
you
know
the
schema
of
metadata
of
any
metaverse
asset
that
has
a
Json
data,
it's
just
the
way
that
you
interpret
it
inside
your
game.
That
can
be
different
from
interpretation
inside
another
game,
but
it's
still
very
much
doable
and
the
loading
external
assets
is
like
loading.
Mods
modding
game
is
not
a
New
Concept.
It
exists
for
a
very
long
time
and
we
are
already
doing
it
so
saying
that
it's
impossible
to
to
maintain
is
simply
not
true
and
yeah.
A
You
can
either
prepare
assets
separately
for
unreal
and
unity,
or
you
can
load
basically
anything
with
certain
file
standards
like
the
GL
TF
runtime.
So
you
have
the
gltf
or
glb
files,
which
are
binary
files
that
can
hold
basically
the
entire
character,
textures
and
PBR
materials
on
in
a
single
file,
and
they
can
be
hot
loaded
into
the
game
directly
and
a
good
example
of
who
is
doing.
That
is
ready,
player
me
and
those
characters
can
be
used
in
any
engine.
So
it
is
very
much
doable.
A
But
you
just
have
you
just
have
a
monthly
payment
that
allows
you
to
download
and
play
games
that
are
in
the
service
and
we're
going
to
see
more
and
more
of
that.
Definitely
when
it
comes
out
to
the
metaverse
race,
there
is
actually
already
the
metaverse
that
is
like
the
metaverse
of
all
metaverses,
which
is
called
the
Omniverse
it's
created
by
Nvidia,
and
this
is
an
amazing
tool
that
allows
multiple
people,
collaborate
on
a
project
that
can
develop
and
ship
elements
that
are
being
built
in
completely
separate
pipelines.
A
So
one
person
can
work
on
characters
in
let's
say
re-election,
Pipeline
and
another
person
can
make
other
elements
visual
like
the
scenes
or
lighting
inside
Unreal,
Engine
or
maybe
inside
blender,
and
they
all
can
come
together
in
in
Omniverse.
So
it's
a
very
omnipotent
tool
and
it
sees
more
and
more
implementations
into
different
external
applications.
As
with
as
we
see
and
yeah
I
think
that
we
will
see
a
lot
more
AR
features
because
everyone
has
a
phone
in
their
pocket
and
VR
might
share
the
fate
of
3D
television.
A
A
And
we're
going
to
see
a
lot
of
crossing
of
Brands,
which
we
already
see
so
basically,
if
something
exists,
it
probably
has
some
features
in
fortnite
right,
like
I'm
I'm,
not
up
to
date
exactly
with
fortnite,
but
any
celebrity
any
pop
culture
reference
and
any
TV
series,
or
a
movie
basically
has
its
Second
Life
in
fortnite.
We
currently
also
see
Crossing
of
products
that
we've
never
seen
before,
like,
for
example,
Magic.
A
The
Gathering
Crossing
with
Warhammer,
which
are
being
driven
by
two
competiting
companies
who
are
in
you
know,
fantasy
tabletop
gaming
for
a
few
decades
they
never
cross
their
products.
They
were
very
you're,
very
careful
about
how
they
are
using
their
brands,
and
now
they
are
crossing
in
between
each
others,
and
we
see
a
lot
of
physical
brands
that
are
being
introduced
into
metaverse
space
and
with
the
content
sharing
in
between
games.
We're
going
to
see
a
lot
of
rare
usability
of
those
metaverse
content,
as
it
goes.
A
So
for
everyone
who
is
developing
a
game
in
web3,
please
remember:
you
are
making
something
that
is
part
of
entertainment,
you're,
not
creating
a
virtual
job
and
play
to
earn
model
as
a
whole.
It's
not
the
best
model,
because
if
you
spend
eight
hours
in
your
job,
the
last
thing
you
want
to
do
when
you
come
back
home
is
to
spend
another
eight
hours
in
a
virtual
job.
You
want
to
just
relax.
A
You
want
to
have
fun,
you
want
to
escape
from
this
world
that
is
being
harder
and
harder
to
live
on,
and
you
want
to
escape
into
something
that
is
just
cool
and
amazing,
and
you
want
to
spend
time
mostly
with
your
friends
that
you
meet
online
and
we
have
lost
a
lot
of
that
when
the
first
web3
games
were
developed,
but
I
know
about
many
products
that
are
being
in
development
right
now
that
are
emphasizing
on
game
first
and
monetization,
and
everything
else.
Just
second,
like
web3,
is
a
great
stock
for
developing
games.