Q&A with Gökhan Uras

One of the most important (and complicated) tasks during the development process of Mount & Blade II: Bannerlord was to develop our engine. Using a proprietary engine instead of licensing an existing one might look like an unnecessary complication, but it’s actually vital for what we want Bannerlord to be. For a start, the game would not be a moddable as it is going to be without it! Our engine programmer Gökhan Uras explains a bit more about the engine of Bannerlord in this week’s dev blog.

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