For most small Brazilian indie studios, the practical shortlist is Godot, Unity, Unreal Engine and GameMaker. Choose Godot when predictable ownership and a zero-royalty engine license matter most; Unity when you need a broad, established general-purpose workflow and the deepest reported Brazilian adoption; Unreal Engine when high-end 3D presentation is the product’s main differentiator; and GameMaker when the game is deliberately 2D and rapid iteration outweighs a broad 3D toolset.
No engine wins for every project. Your decision should follow the target platforms, the skills you can hire, the production schedule, the total licensing exposure and how much uncertainty your studio can tolerate if a vendor changes plans. The steps and comparison below are designed for a small team making that choice in Brazil.
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Quick recommendation
| Engine | Best fit | Main reason to choose it | Key caution |
|---|---|---|---|
| Godot | Small teams seeking ownership predictability; 2D or moderate 3D | Open-source engine with a permissive licensing posture and no engine royalty | Confirm export, middleware and certification support for every console or service before production lock |
| Unity | General-purpose 2D/3D games for desktop, mobile, web or multiple platforms | Mature cross-platform workflow, large learning ecosystem and strongest reported Brazilian adoption | Plan eligibility, console terms and revenue thresholds can change; re-check them before signing or shipping |
| Unreal Engine | Visually ambitious 3D and real-time lighting | Powerful high-fidelity toolchain for teams that can absorb heavier production requirements | Royalty terms apply above Epic’s stated revenue threshold; calculate attributable gross revenue carefully |
| GameMaker | Focused 2D projects such as pixel-art, platformers and top-down games | Specialized workflow can reduce overhead and speed iteration | Verify current commercial pricing and console-export terms for your intended release |
What Brazilian adoption tells you—and what it does not
The most useful localized benchmark is the BrazilGames/ABRAGAMES industry report published in 2023, using 2022 studio data. About 80% of surveyed Brazilian studios reported using Unity, 25% reported Unreal Engine, and 5.5% each reported GameMaker and Godot. These figures can overlap because a studio may use more than one engine. They are a dated industry snapshot, not a 2026 census or a guarantee that a particular city has available candidates.
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Unity’s 80% figure is nevertheless a meaningful signal for hiring, peer support and the availability of Brazilian tutorials and shared solutions. Unreal’s 25% indicates a substantial local presence for high-end 3D work. The smaller 5.5% figures for Godot and GameMaker do not measure quality; they indicate that you may need to recruit for transferable programming skills and build more of your own local support network.
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How to compare engines before committing
Run every candidate through the same questions. A prototype that feels pleasant on a developer laptop can still fail when the team adds a target console, online services, localization, certification requirements or a second platform.
Visual target and game type
- 2D-first: GameMaker and Godot deserve an early test for pixel-art, platformers and top-down games. Unity remains sensible when the project may expand into 3D or needs a large generalist ecosystem.
- High-fidelity 3D: Unreal Engine is the strongest candidate when real-time lighting, detailed environments or presentation quality drive the commercial concept. Unity can fit 3D projects that value a more generalist workflow, while Godot should be validated against the exact rendering and tooling needs rather than selected on license alone.
- Hybrid or uncertain scope: Favor an engine whose workflow your team already understands. Changing engines after production starts is expensive because tools, assets, build scripts and staff knowledge rarely transfer intact.
Target platforms
Write a platform matrix before choosing: Windows and other desktop systems, mobile operating systems, web, and each intended console. For every cell, record whether the engine version you plan to use can export, whether an approved partner or platform license is required, which middleware is available, and how builds will be tested and submitted. Do not infer console readiness from a desktop prototype. Identical console terms for these engines are not published as a single current standard, so verify them with the engine vendor and the platform holder for your exact edition and territory.
Ownership and licensing exposure
Separate four costs that are often mixed together:
- Access to the editor, including seats or plan eligibility.
- Revenue-based royalties or other payments when the game earns money.
- Platform-holder, middleware, asset and service fees.
- Internal cost of learning, maintaining tools and preparing certified builds.
A low editor price does not automatically produce the lowest total cost. Conversely, a royalty only matters if the game crosses the relevant threshold and the contract defines the revenue base in that way. Put the assumptions and a worst-case scenario in writing before production.
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Map the engine’s dominant skills to the people you can realistically hire in Brazil. Unity projects commonly involve C#; Unreal teams may use C++ alongside visual scripting; Godot projects often use GDScript or C#; GameMaker has its own scripting workflow. The language is only one factor: artists, technical artists, build engineers, designers and QA must also understand the editor and asset pipeline. A familiar engine can reduce onboarding time enough to outweigh a theoretical feature advantage.
Assets, middleware and build operations
List the systems your game actually needs: input, animation, audio, localization, analytics, crash reporting, networking, payments, accessibility and automated builds. Check whether each integration supports your target platforms and engine version, who maintains it, and what happens if it is discontinued. A small team should prefer a short, well-supported dependency list over a long list of attractive plugins.
Godot: the ownership-first choice
Godot is the budget-first recommendation when a studio wants an open-source engine and predictable ownership terms. Its official license page says a link to godotengine.org/license in game documentation or credits is an acceptable way to satisfy the license terms. The page also states that the license does not apply to content created with Godot and that creators may license their games as they choose.
Rank #2
For a small Brazilian company, that means the engine license itself does not impose a per-seat charge or a royalty on the game. Your own code, art, audio and other content remain governed by the licenses you select. You still need to budget for contractors, software, platform fees, servers, localization and certification; open source does not make those obligations disappear.
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- The studio cannot absorb recurring seat costs or wants to minimize dependence on a vendor’s commercial plan.
- The game is 2D or moderate-scale 3D and the team values access to source code and a transparent ownership model.
- The founders are comfortable building internal tools and troubleshooting without the largest commercial support ecosystem.
- The target platforms have been confirmed for the exact engine version, export path and middleware combination.
Godot checks before production
- Create a small vertical slice containing the hardest scene, save/load behavior, input path and performance target.
- Export that slice to every planned platform, not just the development machine.
- Test required middleware, localization, analytics and crash reporting in a clean build.
- Document the engine version, plugins and any source modifications so another developer can reproduce the build.
- Obtain platform-specific approval information before promising a release date.
Godot’s lower licensing burden is valuable only if the resulting build pipeline can meet the same commercial requirements as the other candidates.
Unity: the safest generalist bet for many teams
Unity is the broadest default when a studio needs a mature cross-platform workflow, a large learning ecosystem and access to the biggest reported Brazilian user base. The BrazilGames/ABRAGAMES 2022 snapshot places Unity at about 80% of surveyed studios, although that percentage reflects the 2022 sample and can overlap with other engines.
Unity’s official plans are organized into Personal, Pro, Enterprise and Industry offerings. The vendor describes Personal as intended for hobbyists and small indie teams. Its Portuguese pricing material records a plan change on January 1, 2025 and distinguishes Industry requirements for non-game applications above US$1 million in company revenue. Those details should not be treated as a permanent rule for every game studio: re-check the current plan page, eligibility language, console licensing and any revenue thresholds when your company signs up and again before shipping.
When Unity is a strong fit
- You need one general-purpose workflow that can cover 2D, 3D and several release platforms.
- Your hiring plan depends on a large pool of people already familiar with the editor and C#.
- You expect to use established middleware or need a wide range of learning material.
- You can maintain a written compliance checklist as plan names and commercial terms evolve.
Unity risk controls
- Record the plan, edition, seats and eligibility basis used by the company, including the date checked.
- Ask the platform holder and any middleware supplier which Unity versions they support.
- Build a release candidate early enough to discover platform-specific licensing or certification work.
- Model a change in plan cost or eligibility so the project is not dependent on a single unverified assumption.
Unity’s adoption advantage can reduce hiring friction, but it is not a substitute for reading the current contract that applies to your studio and game.
Unreal Engine: for projects where 3D presentation leads
Unreal Engine is the strongest candidate when visual ambition, real-time lighting and detailed 3D environments are central to the game’s value. Epic explicitly presents Unreal for independent developers. The trade-off is a heavier toolchain: the team must be ready for larger project files, more demanding content production, longer build and test cycles, and staff who can work effectively with C++, visual scripting or both.
How the royalty threshold works
Epic’s Portuguese licensing page states: “Toda a receita bruta vitalícia acima de US$ 1 milhão que for diretamente atribuível ao produto UE, independentemente de quem recebê-la, estará sujeita ao royalty de 5%.” In practical terms, lifetime gross revenue directly attributable to the Unreal Engine product above US$1 million is subject to a 5% royalty under that stated term. The threshold is not the same as profit, cash received after expenses or a company-wide revenue figure. Epic’s licensing text also states that revenue from the Epic Games Store is royalty-free.
Because contracts and definitions can change, have counsel review the current license and map every revenue stream—sales, downloadable content, subscriptions, licensing and bundles—to the agreement before launch. Keep the calculation separate from taxes, platform deductions and other commercial costs so the studio knows which number the royalty clause actually uses.
When Unreal is a strong fit
- The game’s pitch depends on high-end 3D visuals that justify the engine’s heavier workflow.
- The team already has technical-art or C++ capability, or has budget and time to acquire it.
- The production plan includes enough optimization time for the target hardware.
- The studio can administer a revenue and legal-compliance process for the royalty clause.
When Unreal is a poor fit
A small team making a tightly scoped 2D game may spend more time managing an oversized toolchain than creating player value. If the visual target does not need Unreal’s strengths, test a lighter engine before accepting the additional build, hiring and compliance burden.
GameMaker: a focused 2D production tool
GameMaker belongs on the shortlist when the scope is clearly 2D, especially for pixel-art, platformer or top-down concepts. A focused editor and scripting workflow can shorten the path from idea to playable loop, which matters when a small team is iterating on mechanics and content rather than building a broad 3D pipeline.
The BrazilGames/ABRAGAMES report lists GameMaker at 5.5% of studios in its 2022 snapshot, materially below Unity’s reported 80% and Unreal’s 25%. That is an adoption signal, not a quality ranking. It may mean fewer local candidates and less peer troubleshooting, so assess your team’s ability to train internally.
Commercial pricing and console-export terms are not fixed facts you can safely carry from an old comparison. Verify the current commercial plan, publishing rights, export modules and platform requirements for the release you intend to make. If the project later grows into demanding 3D, migration risk can outweigh the initial speed advantage.
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Decision tree for a small Brazilian studio
- Is the project unambiguously 2D? If yes, prototype in GameMaker or Godot. Choose GameMaker for the most focused rapid-iteration workflow; choose Godot when ownership predictability and source availability dominate.
- Does high-fidelity 3D define the product? If yes, evaluate Unreal Engine first and include the royalty and technical-art plan in the budget.
- Do you need a broad generalist engine and local hiring depth? If yes, Unity is the default candidate, subject to current plan eligibility and platform terms.
- Are you avoiding recurring vendor exposure? Test Godot, then verify every target platform, middleware package and certification route before committing.
- Is the scope, platform or business model still uncertain? Run the same vertical slice in two engines and compare schedule, build reliability, staffing and legal exposure rather than choosing from feature lists.
A practical selection process
1. Freeze the project assumptions
Write down the genre, camera, 2D/3D target, expected content volume, minimum hardware, launch platforms, online features, localization, accessibility requirements and planned business model. Mark each item as fixed, likely or unknown. An engine choice made before this list will usually reflect enthusiasm rather than production needs.
2. Set measurable acceptance tests
Choose tests such as loading time on minimum hardware, frame-rate target, memory ceiling, scene-streaming behavior, input latency, save reliability, build reproducibility and the time required for a new developer to fix a small bug. Keep the same test scene and acceptance criteria for every engine.
3. Build a vertical slice
Include the riskiest mechanic, one representative level, final-style art constraints, audio, save/load, controller or touch input and a release-like build. A tutorial scene is not enough: it will not expose the production bottleneck that determines your schedule.
4. Validate the business and legal path
For each finalist, save the current license and plan terms, identify who owns the project files, record any royalty trigger, and list platform or middleware contracts. Ask a lawyer about ambiguous revenue language instead of interpreting a marketing summary as a contract.
5. Score the total risk
| Area | Question | Evidence to keep |
|---|---|---|
| Production | Can the team meet the slice schedule and performance target? | Time logs, profiler captures and a reproducible build |
| People | Can you hire or train the needed programmers, artists and build specialists in Brazil? | Candidate interviews, salary assumptions and onboarding exercise |
| Platforms | Can every target receive a supported, certifiable build? | Vendor and platform-holder confirmations for the chosen version |
| Commercial | What payments occur at sign-up, during development and after launch? | Plan terms, royalty model and a scenario spreadsheet |
| Resilience | What happens if pricing, a plugin or a partner program changes? | Fallback plan, dependency inventory and export tests |
6. Make a reversible commitment where possible
Keep the prototype, source assets and gameplay data organized so that a change of engine is technically possible before full production. Once the team has built custom tools, content pipelines and platform integrations, switching becomes a schedule decision rather than a simple software preference.
Common mistakes and fixes
Choosing by popularity alone
Popularity can improve hiring and support, but it cannot tell you whether the renderer, input model or build pipeline fits your game. Use the Brazilian adoption figures as a staffing signal, then require a passing vertical slice.
Best Value
Treating “free” as the total budget
An editor with no seat fee can still require paid platform access, middleware, contractors, servers, certification work and legal review. Conversely, a royalty model may never activate if the game does not cross its threshold. Put all categories into the same forecast.
Ignoring version drift
Engine versions, plan names, console programs and revenue terms change. Record the version and date whenever you approve an engine, and re-check the terms at milestone reviews and before release.
Testing only on a developer machine
Export early to the weakest planned hardware and every intended platform. A stable editor session does not prove that memory, input, save data, networking or certification requirements will pass in a shipping build.
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Overbuilding the toolchain
Small teams lose time when they adopt plugins and services before proving they are necessary. Start with the minimum dependency set, assign an owner to each integration and remove anything that does not improve the slice or release plan.
Recommendations by studio situation
Two founders making a pixel-art game
Start with GameMaker and Godot. Select GameMaker if its focused 2D workflow materially shortens iteration; select Godot if open-source ownership and predictable engine terms are more important. Confirm the intended release platforms before producing final content.
A five-to-ten-person team targeting PC and mobile
Unity is a strong default when the team values broad hiring and cross-platform familiarity. Godot is the alternative when minimizing vendor licensing exposure is a priority and the required exports and services have been proven in the slice.
A small team building a showcase 3D adventure
Prototype in Unreal Engine if lighting, environment detail and presentation are central to the pitch. Budget for technical-art support, performance testing and legal work on the 5% royalty term above the stated US$1 million attributable gross-revenue threshold.
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A studio seeking publisher funding
Show the publisher a platform matrix, engine-version record, dependency list, build evidence and licensing scenario rather than naming an engine as a preference. Publishers can have their own technical or platform requirements, and those requirements should be checked before the contract locks production.
Quick Recap
Final selection checklist
- The game’s 2D, moderate-3D or high-fidelity-3D target is explicit.
- Every launch platform has an export and certification path for the chosen version.
- The team has identified the required programming, art, build and QA skills.
- Current plan, royalty, platform and middleware terms are saved with their check date.
- A vertical slice passes performance, input, save, localization and build-reproducibility tests.
- The budget includes platform, middleware, services, contractors and legal costs—not only editor access.
- The studio has a fallback plan if a vendor term, plugin or platform program changes.
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