Why the Time Has Come for an Open Source Game Engine


Denis Dyack
Apocalypse Studios, CEO

Denis Dyack, a video game industry veteran of more than 30 years, is the Founder and CEO of Apocalypse, a cloud-first game development studio. Currently working on Deadhaus Sonata, a Narrative Driven Action RPG where you play the Undead fighting the living.

Denis created and led an unprecedented string of video game hits such as Blood Omen: Legacy of Kain, Eternal Darkness: Sanity’s Requiem, and Metal Gear: Solid Twin Snakes.  A Canadian Game Developers Hall of Fame inductee, Denis was awarded the Outstanding Achievement in Character or Story Development by the AIAS for Eternal Darkness. A firm believer in ties between academia and industry, Denis served on several advisory boards such as MIT, University of Waterloo, Sheridan College, Wilfred Laurier University, Brock University, McMaster University, and many others.

Denis has a B. in Physical Education, H. BSc in Computer Science, M. Sc in Computer Science. A recent graduate from Miskatonic University, with full honours in Quantum Theory, believing one can never be educated enough to deal with the unknown.

Dean Takahashi
GamesBeat, Lead Writer

Game engines are a critical part of developing games that can run on many platforms, but they’re owned by companies with their own strategic interests. That’s why a group of developers has converted Amazon’s Lumberyard engine into the Open 3D Engine. Denis Dyack, CEO of Apocalypse Studios,  has made the transition from Amazon’s Lumberyard to the Open 3D Engine, a game engine that is already getting contributions from many developers. We’ll talk about why this is strategically important to developer freedom and how it makes games better.