

It really comes down to where consumers are going to spend their time and money. We are above all else content creators, but we are very supportive of growing the ecosystems.

Jamie: We are wary about subscription models to be honest because they have a tendency to limit upside for content creators. From a developers perspective, what do you feel about the subscription model (think GamePass, PS Plus) offered by companies? So, we wanted to make sure that we were ready for what’s coming. And then-looking forward-we knew that there will be new hardware and UE5 is designed to support that (current gen consoles like PS5, Xbox Series X/S). It was really important to us in terms of us being performance driven, so it really simplified those parts for my team. As for the difference-the main thing for us was really about virtual humans and the animation production pipeline. And so, you should expect to see the best looking Telltale game that you’ve ever seen. The benefits of UE5 outweighed the time cost. Jamie: Actually yes, that is one of the reasons why we have been a little slow. How does developing with Unreal Engine 5 differ from Unreal Engine 4? Q: You switched to Unreal Engine 5 in the middle of development. Nonetheless, we’re very happy with the progress we are making. We should probably be showing a little bit more of it early next year, but we’re not ready to give a launch date yet. Jamie: The development for The Wolf Among Us 2 is progressing really well. How is the development for ‘The Wolf Among Us 2’ coming along?

The discussion revolved around several topics-including the anticipated release of The Wolf Among Us 2, the challenges and differences in game development between Unreal Engine 5 and Unreal Engine 4, and the burning questions surrounding subscription models like Xbox GamePass and Sony’s PS Plus.
