White photorealism refers to the phenomenon where photorealistic graphics in games, particularly in the Unreal Engine, are often benchmarked against white skin tones, which are rendered more dynamically and appealingly than non-white skin tones. This reflects a broader cultural bias rooted in cinematic and photographic traditions, where white representation has historically been prioritized. The Unreal Engine's MetaHuman Creator Project, for example, struggles to render non-white skin with the same translucency and visual appeal, perpetuating a legacy of racial bias in visual media.
The Unreal Engine's relationship with the U.S. military began with the development of 'America's Army,' a recruitment and propaganda tool. This collaboration not only provided the military with a technically advanced platform for creating first-person shooters but also allowed them to tap into the cultural cachet of commercial game development. For Epic Games, the partnership was financially lucrative and helped consolidate the Unreal Engine as a singular product. This entanglement highlights how game engines are not neutral tools but are deeply embedded in political and cultural power structures.
The platform studies framework often relies on a 'layers model,' which implies that each layer of game production (hardware, software, user interfaces, narrative) is dependent on the layer beneath it, potentially privileging technical aspects over social or narratological ones. Malazita critiques this model for its implicit reductionism and masculinist bias, arguing instead for a sociotechnical approach that sees technology and society as co-constitutive. His work challenges the idea that platforms like the Unreal Engine are fixed entities, emphasizing their multiplicity and the role of human practices in shaping them.
The Unreal Engine's use in military simulation, civil engineering, and other fields underscores its role as a versatile technological tool with significant cultural and political implications. Its adoption by the U.S. military for projects like 'America's Army' demonstrates how game engines can serve as both technical and cultural artifacts, shaping and being shaped by broader societal forces. This cross-industry use highlights the engine's capacity to influence not just entertainment but also areas like national defense and infrastructure, reflecting its embeddedness in global power dynamics.
Epic Games' status as a privately owned company, under the control of founder Tim Sweeney, allows it to make creative and business decisions without the pressure of quarterly profits or shareholder demands. This independence has enabled Epic to focus on long-term innovation and maintain a unique position in the game engine market. Unlike publicly traded competitors like Unity, Epic can prioritize technical and creative goals over immediate financial returns, which has contributed to the Unreal Engine's evolution and its widespread adoption across industries.
An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself.
In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms: Feminist Technoscience and the Unreal Engine)* *(MIT Press, 2024) takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself.
The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author's depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine's entanglement with the US military and American masculinity in America's Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, department lead for Games at Swiss culture magazine Titel kulturmagazin, editor of “DiGRA D-A-CH Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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