Article 62PZ5 How W4 Plans To Monetize the Godot Game Engine Using Red Hat's Open Source Playbook

How W4 Plans To Monetize the Godot Game Engine Using Red Hat's Open Source Playbook

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BeauHD
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An anonymous reader quotes a report from TechCrunch: A new company from the creators of the Godot game engine is setting out to grab a piece of the $200 billion global video game market -- and to do so, it's taking a cue from commercial open source software giant Red Hat. Godot, for the uninitiated, is a cross-platform game engine first released under an open source license back in 2014, though its initial development pre-dates that by several years. Today, Godot claims some 1,500 contributors, and is considered one of the world's top open source projects by various metrics. Godot has been used in high-profile games such as the Sonic Colors: Ultimate remaster, published by Sega last year as the first major mainstream game powered by Godot. But Tesla, too, has apparently used Godot to power some of the more graphically intensive animations in its mobile app. Among Godot's founding creators is Juan Linietsky, who has served as head of development for the Godot project for the past 13 years, and who will now serve as CEO of W4 Games, a new venture that's setting out to take Godot to the next level. W4 quietly exited stealth last week, but today the Ireland-headquartered company has divulged more details about its goals to grow Godot and make it accessible for a wider array of commercial use cases. On top of that, the company told TechCrunch that it has raised $8.5 million in seed funding to make its mission a reality, with backers including OSS Capital, Lux Capital, Sisu Game Ventures and -- somewhat notably -- Bob Young, the co-founder and former CEO of Red Hat, an enterprise-focused open source company that IBM went on to acquire for $34 billion in 2019. [...] "Companies like Red Hat have proven that with the right commercial offerings on top, the appeal of using open source in enterprise environments is enormous," Linietsky said. "W4 intends to do this very same thing for the game industry." In truth, Godot is nowhere near having the kind of impact in gaming that Linux has had in the enterprise, but it's still early days -- and this is exactly where W4 could make a difference. [...] W4's core target market will be broad -- it's gunning for independent developers and small studios, as well as medium and large gaming companies. The problem that it's looking to solve, ultimately, is that while Godot is popular with hobbyists and indie developers, companies are hesitant to use the engine on commercial projects due to its inherent limitations -- currently, there is no easy way to garner technical support, discuss the product's development roadmap, or access any other kind of value-added service. [...] "W4 will offer console ports to developers under very accessible terms," Linietsky said. "Independent developers won't need to pay upfront to publish, while for larger companies there will be commercial packages that include support." Elsewhere, W4 is developing a range of products and services which it's currently keeping under wraps, with Linietsky noting that they will most likely be announced at Game Developers Conference (GDC) in San Francisco next March. "The aim of W4 is to help developers overcome any problem developers may stumble upon while trying to use Godot commercially," Linietsky added. It's worth noting that there are a handful of commercial companies out there already, such as Lone Wolf Technology and Pineapple Works, that help developers get the most out of Godot -- including console porting. But Linietsky was keen to highlight one core difference between W4 and these incumbents: its expertise. "The main distinctive feature of W4 is that it has been created by the Godot project leadership, which are the individuals with the most understanding and insight about Godot and its community," he said.

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