{"id":66290,"date":"2026-05-07T23:00:00","date_gmt":"2026-05-07T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=66290"},"modified":"2026-05-07T15:47:59","modified_gmt":"2026-05-07T06:47:59","slug":"even-from-a-developers-perspective-wuthering-waves-use-of-unreal-engine-is-borderline-perverse-a-ue4-game-decked-out-in-custom-technology","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/column\/even-from-a-developers-perspective-wuthering-waves-use-of-unreal-engine-is-borderline-perverse-a-ue4-game-decked-out-in-custom-technology\/","title":{"rendered":"Even\u00a0from a\u00a0developer\u2019s\u00a0perspective,\u00a0Wuthering Waves\u2019\u00a0use of Unreal Engine is\u00a0borderline perverse.\u00a0A UE4 game decked out in\u00a0custom technology\u00a0"},"content":{"rendered":"\n<p>Whether it be&nbsp;the&nbsp;elaborate character models or&nbsp;the&nbsp;scenic environments,&nbsp;it&nbsp;doesn\u2019t&nbsp;take an expert to&nbsp;tell&nbsp;that Kuro Games\u2019&nbsp;<strong>Wuthering Waves<\/strong>&nbsp;is a beautiful looking game.&nbsp;But the average player&nbsp;probably doesn\u2019t&nbsp;know&nbsp;what makes its&nbsp;level of quality&nbsp;so impressive&nbsp;in a technical sense.&nbsp;<\/p>\n\n\n\n<p>With that in mind,\u00a0AUTOMATON Japan\u00a0spoke to Masahiko Nakamura,\u00a0head of Indie-us Games and a technical artist well-versed in Unreal Engine,\u00a0to break down the strengths of Wuthering Waves.\u00a0From the perspective of a\u00a0game\u00a0developer, we explore what makes the\u00a0live-service RPG\u00a0so remarkable,\u00a0and the mechanisms behind it. This article focuses\u00a0specifically on\u00a0how Unreal Engine, the\u00a0game\u00a0engine\u00a0Wuthering Waves is built in,\u00a0is actually put to use in the game.\u00a0<\/p>\n\n\n\n<p>Incidentally, Indie-us Games is currently developing a new action title,&nbsp;<a href=\"https:\/\/store.steampowered.com\/app\/2088020\/UNDEFEATED_Genesis\/\" target=\"_blank\" rel=\"noreferrer noopener\">UNDEFEATED: Genesis<\/a>,&nbsp;in&nbsp;Unreal Engine. Those interested may want to check it out.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"what-it-means-to-build-a-mobile-compatible-game-with-unreal-engine\"><strong>What it means to build a mobile-compatible game with Unreal Engine<\/strong>&nbsp;<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-001-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66293\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-001-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-001-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-001-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014Since you lead a studio specializing in Unreal Engine (hereafter UE),&nbsp;I&#8217;d&nbsp;like to&nbsp;take a look&nbsp;at&nbsp;Wuthering Waves\u2019 technology from your perspective.&nbsp;To get us started, please introduce yourself.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Masahiko Nakamura (hereafter Nakamura):<\/strong>&nbsp;<br>I\u2019m Masahiko Nakamura, head of Indie-us Games.&nbsp;Thanks&nbsp;for having me. I&nbsp;wasn\u2019t&nbsp;involved in the development of Wuthering Waves, so what&nbsp;I\u2019ll&nbsp;be sharing&nbsp;here&nbsp;is speculation&nbsp;about how&nbsp;the developers may have&nbsp;pulled off certain things, based on my experience with UE.&nbsp;So please take it&nbsp;with a grain of salt&nbsp;(laughs).&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Understood!&nbsp;You come from a technical&nbsp;artist&#8217;s&nbsp;background, so&nbsp;I take it&nbsp;you have a grasp of both graphics and systems?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Yes.&nbsp;I\u2019m a technical artist, and I handle a wide range of areas, including core&nbsp;game&nbsp;systems.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I notice you often post on social media about the high quality of Chinese-developed games.&nbsp;What\u2019s&nbsp;your impression of Wuthering Waves in that&nbsp;respect?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Speaking personally, I see it as a frontrunner among anime-style games built&nbsp;in&nbsp;UE,&nbsp;both as a mobile game and as a PC game.&nbsp;It uses a number of very high-end graphical techniques and&nbsp;is&nbsp;cutting edge while still maintaining compatibility as a mobile title, which is amazing.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What makes developing mobile-compatible&nbsp;games in UE&nbsp;challenging?&nbsp;I&nbsp;notice&nbsp;there&#8217;s&nbsp;a common&nbsp;perception&nbsp;that Unity is better suited for mobile.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Fundamentally, it\u2019s not really true that Unity is inherently superior to UE for mobile development.&nbsp;Whether&nbsp;it\u2019s&nbsp;graphics or in-game mechanics, Unity&nbsp;doesn\u2019t&nbsp;necessarily have an advantage.&nbsp;<\/p>\n\n\n\n<p>So why&nbsp;then,&nbsp;is Unity more commonly used&nbsp;and&nbsp;generally&nbsp;seen&nbsp;as&nbsp;a&nbsp;stronger&nbsp;engine&nbsp;for mobile? Historically, many Unity titles have targeted mobile platforms,&nbsp;and as a result, a&nbsp;community&nbsp;of developers focusing on mobile development&nbsp;grew around&nbsp;it.&nbsp;There\u2019s&nbsp;now a huge amount of information, support resources, and third-party frameworks and libraries available for mobile development in Unity. Given&nbsp;these circumstances,&nbsp;it\u2019s&nbsp;only natural that Unity&nbsp;has&nbsp;emerged&nbsp;as&nbsp;the&nbsp;popular choice when making mobile games.&nbsp;<\/p>\n\n\n\n<p>UE also has strong technical advantages,&nbsp;but it does&nbsp;lag behind&nbsp;in terms of available information and supporting libraries. That relative lack of resources&nbsp;likely contributes&nbsp;to the&nbsp;perception&nbsp;that&nbsp;UE&nbsp;isn\u2019t&nbsp;quite as&nbsp;suited for mobile development.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"rich-visuals-created-by-bringing-ue5-tech-into-ue4\"><strong>Rich&nbsp;visuals created&nbsp;by bringing UE5 tech into UE4<\/strong>&nbsp;<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-002-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66295\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-002-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-002-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-002-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014What\u2019s&nbsp;your impression of Wuthering Waves\u2019&nbsp;graphics?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Firstly, I think most players&nbsp;can&nbsp;feel&nbsp;that the game successfully combines anime-style characters with beautiful background graphics&nbsp;\u2013&nbsp;the&nbsp;environments look&nbsp;stunning, and the character&nbsp;designs&nbsp;feel&nbsp;lavishly&nbsp;detailed.&nbsp;<\/p>\n\n\n\n<p>At the same time,&nbsp;it\u2019s&nbsp;not just&nbsp;a&nbsp;simple anime style.&nbsp;If you look at recently added characters, the range of&nbsp;expression&nbsp;is incredibly diverse, with a lot of care and detail packed into each one.&nbsp;<s>&nbsp;<\/s>We\u2019re seeing&nbsp;more and more&nbsp;presentation&nbsp;that&nbsp;goes&nbsp;a step beyond what&nbsp;you\u2019d&nbsp;call a traditional anime style.&nbsp;<\/p>\n\n\n\n<p>As for the&nbsp;environments, the game incorporates many techniques from PC gaming, including the use of Lumen, a UE5 technology. However, since Wuthering Wave<em>s<\/em>&nbsp;runs on UE4,&nbsp;they\u2019ve&nbsp;ported those features from UE5 into UE4 and are using them as core technology. Thanks to&nbsp;these efforts,&nbsp;even though&nbsp;it\u2019s&nbsp;technically a UE4 game, it looks as&nbsp;sophisticated&nbsp;as something from the UE5 generation.&nbsp;<\/p>\n\n\n\n<p>I think the way&nbsp;they\u2019ve&nbsp;blended anime-style characters into these richly detailed, realistic environments is particularly impressive.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What stood out most to you&nbsp;from a technical standpoint?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>\u00a0<br>Their proactive efforts\u00a0to integrate\u00a0new technologies\u00a0into UE4. Wuthering Waves currently isn\u2019t in a position to migrate to UE5,\u00a0likely for the same reasons as the Final Fantasy VII Remake series\u00a0(<a href=\"https:\/\/automaton-media.com\/en\/interviews\/final-fantasy-7-remake-trilogys-third-entry-is-progressing-very-smoothly-we-ask-director-naoki-hamaguchi-why-the-team-chose-not-to-switch-to-unreal-engine-5\/\" target=\"_blank\" rel=\"noreferrer noopener\">related article<\/a>).\u00a0However, in their determination to achieve rich graphics within UE4, the technology\u00a0they\u2019ve\u00a0developed to bring over UE5 features is\u00a0truly impressive.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-003-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66296\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-003-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-003-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-003-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>\u2014<strong>Why can\u2019t they simply transition from UE4 to UE5?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Keepn in mind that this is just speculation, but&nbsp;when development of&nbsp;Wuthering Waves began, UE4 was still the dominant engine.&nbsp;It&nbsp;wasn\u2019t&nbsp;until around the time they released Punishing: Gray Raven (built in Unity), which launched before Wuthering Waves, that I suspect they might have started researching UE.&nbsp;I believe they&nbsp;spent a lot of time studying it and became&nbsp;very familiar&nbsp;with UE4. Then, as development work on Wuthering Waves continued, UE4 would have been heavily customized.&nbsp;<\/p>\n\n\n\n<p>Even with all those customizations, it would&nbsp;probably be&nbsp;possible to move to UE5 in theory. However,&nbsp;UE5 is now&nbsp;at&nbsp;version 5.7, while Wuthering Waves uses UE4.26. You might think you can just jump straight from 4.26 to 5.7, but&nbsp;that\u2019s&nbsp;extremely difficult.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Why is that?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Version&nbsp;upgrades have to be&nbsp;executed&nbsp;in stages.&nbsp;For example, from 4.26 to 4.27, then 5.0, 5.1, 5.2.&nbsp;With some luck,&nbsp;it&nbsp;might be possible&nbsp;to skip 5.4,&nbsp;but basically,&nbsp;versions&nbsp;are updated one&nbsp;at a time, moving on to 5.5, 5.6, and so on.&nbsp;<\/p>\n\n\n\n<p>If you&nbsp;don\u2019t, the features&nbsp;you\u2019ve&nbsp;built&nbsp;will&nbsp;start breaking&nbsp;one after another.&nbsp;Considering the risks, jumping multiple versions at once is&nbsp;essentially impossible.&nbsp;This is the main&nbsp;reason why, even in titles&nbsp;I\u2019ve&nbsp;worked on in the past, we could only skip one major update at most. So, given the scale of Wuthering Waves right now, if they were to update one version at a time,&nbsp;there\u2019s&nbsp;a possibility&nbsp;the process&nbsp;wouldn\u2019t&nbsp;be finished even after a full year.&nbsp;That\u2019s&nbsp;just my approximation, though.&nbsp;<\/p>\n\n\n\n<p>Not only that, but when you consider spending over a year on updates, and then having to handle all the custom modifications made&nbsp;internally&nbsp;without any support\u2026 my view is that it simply&nbsp;wouldn\u2019t&nbsp;be&nbsp;worth the cost.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I suppose&nbsp;that\u2019s&nbsp;especially the case&nbsp;for a live-service game, where&nbsp;new&nbsp;content&nbsp;is continuously being&nbsp;made.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Exactly.&nbsp;In such cases,&nbsp;I think most developers&nbsp;choose not to maintain&nbsp;compatibility, but&nbsp;rather draw&nbsp;the line at a certain point and start over as&nbsp;a completely separate&nbsp;project. Back in the day, Blade &amp; Soul also updated to the next&nbsp;generation&nbsp;UE, but I recall that they had to rebuild&nbsp;a significant portion&nbsp;of&nbsp;the game.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014From a player\u2019s perspective, engine updates&nbsp;don\u2019t&nbsp;seem that impactful, but for developers it sounds extremely risky.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>UE4 and UE5 may&nbsp;be part of the same UE&nbsp;family, but&nbsp;they\u2019re&nbsp;practically&nbsp;treated like&nbsp;different engines, so you&nbsp;can\u2019t&nbsp;just&nbsp;\u201cpush an upgrade button.\u201d&nbsp;It takes time, and for live-service titles, stability is critical, which&nbsp;complicates&nbsp;things&nbsp;further.&nbsp;You really need the same level of commitment as if you were launching an entirely new title.&nbsp;<\/p>\n\n\n\n<p><strong>Decked out UE4 customization means limited support from Epic<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What UE5 features have been incorporated into Wuthering Waves, as far as you can tell?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>The game appears to implement a&nbsp;custom&nbsp;ray tracing&nbsp;system&nbsp;based on&nbsp;Lumen\u2019s Hardware Ray Tracing, which&nbsp;doesn\u2019t&nbsp;exist in standard UE4.&nbsp;This ray tracing system also includes a custom implementation of character&nbsp;toon\/cel&nbsp;shading, which&nbsp;isn\u2019t&nbsp;found in Lumen, and incorporates proprietary processing to ensure that even with high-fidelity lighting, the anime-style characters still appear soft and natural.&nbsp;Achieving all of this while keeping performance optimized is technically very challenging.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014And since these are custom modifications,&nbsp;the developers&nbsp;can\u2019t&nbsp;rely on Epic Games for support?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>Basically, no.&nbsp;To begin with, there\u2019s&nbsp;very limited&nbsp;support for&nbsp;UE4 itself now, and once you go that far, completely customizing it into something unique,&nbsp;you\u2019re&nbsp;effectively on your own. If something&nbsp;goes wrong, you&nbsp;can\u2019t&nbsp;just say \u201cthis is a UE issue\u201d (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>\u2014So&nbsp;everything&nbsp;becomes your responsibility.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>For developers,&nbsp;not being able to consult Epic when something seems off&nbsp;with the engine&nbsp;is&nbsp;actually a&nbsp;big deal.&nbsp;If we&nbsp;can\u2019t&nbsp;rely on them, we end up having to handle all the support ourselves, and at that point, the cost is&nbsp;almost the&nbsp;same as building a game&nbsp;in&nbsp;a proprietary engine.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014Does this also complicate optimization&nbsp;for mobile&nbsp;devices, given Wuthering Waves\u2019&nbsp;large-scale environments and&nbsp;sophisticated&nbsp;graphics?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Nakamura:<\/strong>&nbsp;<br>If it were just a matter of optimization, it would be possible with general knowledge.&nbsp;But in Wuthering Waves\u2019 case, they also&nbsp;have to&nbsp;handle platform-specific&nbsp;support&nbsp;entirely on their own.&nbsp;<\/p>\n\n\n\n<p>It\u2019s&nbsp;one thing if&nbsp;you\u2019re&nbsp;only targeting PC,&nbsp;but the game also runs on PS5 and mobile. Especially for consoles,&nbsp;expertise&nbsp;is scarce,&nbsp;so developers&nbsp;often&nbsp;need&nbsp;external support.&nbsp;However, if they&nbsp;can\u2019t&nbsp;rely on Epic,&nbsp;they\u2019re&nbsp;likely handling&nbsp;that internally as well, which suggests they have highly experienced,&nbsp;deeply knowledgeable staff.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1080\" height=\"608\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-004-1080x608-1.jpg\" alt=\"\" class=\"wp-image-66297\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-004-1080x608-1.jpg 1080w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-004-1080x608-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/05\/wwu-20260403-434345-004-1080x608-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2014That was very insightful. Thank you&nbsp;for your time.<\/strong>&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/wutheringwaves.kurogames.com\/en\/main\/\" target=\"_blank\" rel=\"noreferrer noopener\">Wuthering Waves<\/a>&nbsp;is&nbsp;available as a&nbsp;free-to-play title on iOS, Android, PS5, and PC (Windows\/Steam\/Epic Games Store\/Mac App Store).&nbsp;&nbsp;<\/p>\n\n\n\n<p>Indie-us Games is&nbsp;currently&nbsp;developing&nbsp;<a href=\"https:\/\/store.steampowered.com\/app\/2088020\/UNDEFEATED_Genesis\/\" target=\"_blank\" rel=\"noreferrer noopener\">UNDEFEATED: Genesis<\/a>&nbsp;in&nbsp;Unreal Engine.&nbsp;<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>We talk to a Japanese developer about what makes Wuthering Waves&#8217; graphics and performance impressive from a technical standpoint.<\/p>\n","protected":false},"author":1,"featured_media":66292,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[11,64],"tags":[],"class_list":["post-66290","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-column","category-game-development"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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