{"id":368167,"date":"2026-04-29T15:25:00","date_gmt":"2026-04-29T22:25:00","guid":{"rendered":"https:\/\/cms-articles.softonic.io\/es\/?p=417877"},"modified":"2026-05-01T02:38:10","modified_gmt":"2026-05-01T09:38:10","slug":"starfield-was-close-to-running-on-unreal-engine-5","status":"publish","type":"post","link":"https:\/\/cms-articles.softonic.io\/en\/starfield-was-close-to-running-on-unreal-engine-5\/","title":{"rendered":"Starfield was close to running on Unreal Engine 5"},"content":{"rendered":"\n<p>In a recent interview, Heather Cerlan, Starfield artist and current CEO of NEARstudios, revealed that <a href=\"https:\/\/en.softonic.com\/articles\/the-developers-of-starfield-confirm-that-the-game-is-not-dead-just-on-a-bender\">Bethesda faced an intense internal discussion<\/a> about <a href=\"https:\/\/en.softonic.com\/articles\/starfield-was-close-to-running-on-unreal-engine-5\">the possibility of switching from their Creation Engine<\/a> to Unreal Engine 5.<\/p>\n\n\n\n<p><strong>The pressure to opt for Epic Games&#8217; engine was considerable, especially after the impressive features like Nanite and Lumen that were introduced in UE5<\/strong>. However, Bethesda ultimately decided to continue with the Creation Engine, which was updated to version 2 for Starfield, due to its robust modding capabilities.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">Starfield devs faced &quot;a lot of pressure&quot; to use Unreal Engine 5, former Bethesda artist says, but the Creation Engine won because of its modding capability <a href=\"https:\/\/t.co\/qZoKMTQSsX\">https:\/\/t.co\/qZoKMTQSsX<\/a><\/p>&mdash; GamesRadar+ (@GamesRadar) <a href=\"https:\/\/twitter.com\/GamesRadar\/status\/2049142267164897575?ref_src=twsrc%5Etfw\">April 28, 2026<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">In Bethesda, they decided to continue trusting their engine<\/h2>\n\n\n\n<p>The mod community that has developed around the Creation Engine has been fundamental to the success of Bethesda&#8217;s titles. <strong>Cerlan emphasized that this community has been key to the maintenance and expansion of their games, which makes switching engines not very sensible<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Starfield: Official PS5\u00ae Features Trailer\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/WhfHnKmcXAE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Despite this, various former employees have divided opinions on the convenience of staying with the Creation Engine. Nate Purkeypile, a former artist at Bethesda, has expressed his belief that switching to Unreal Engine 5 could have allowed for better development, arguing that the experience of working with the Creation Engine is akin to &#8220;being on a train while laying down the tracks.&#8221;<\/p>\n\n\n\n<p>On the other hand, Bruce Nesmith, who worked at Bethesda for nearly two decades, points out that changing engines is a huge effort that could delay the game&#8217;s production. According to Nesmith, <strong>the advantages of a transition to Unreal Engine 5 would not materialize quickly, and it could require a year or more of technical work before the studio would benefit from such a change<\/strong>.<\/p>\n\n\n\n<p>Finally, Todd Howard has confirmed that <a href=\"https:\/\/en.softonic.com\/articles\/bethesda-renews-the-power-management-in-starfield-with-a-new-update\">Bethesda is improving the Creation Engine for The Elder Scrolls VI<\/a> and other future projects, <strong>noting a return to the classic RPG formula that has characterized their most successful games<\/strong>. With this, Howard addresses the criticism towards some recent releases, promising an experience that is more true to what fans have been expecting.<\/p>\n\n\n<div class=\"sc-card-program\">\r\n  <div class=\"sc-card-program__body\">\r\n    <div class=\"sc-card-program__row clearfix\">\r\n      <div class=\"sc-card-program__col-logo\">\r\n        <img decoding=\"async\" class=\"sc-card-program__img\" alt=\"Xbox Game Pass\" src=\"https:\/\/images.sftcdn.net\/images\/t_app-icon-s\/p\/8b773de5-0b20-429f-a535-c159557192df\/2791990695\/xbox-game-pass-Xbox%20Game%20Pass%20for%20PC-logo.png\" width=\"100px\" height=\"100px\">\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-title\">\r\n        <span class=\"sc-card-program__title\">Xbox Game Pass<\/span>\r\n        <a class=\"sc-card-program__button sc-card-program-internal\" href=\"https:\/\/xbox-game-pass.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\">DOWNLOAD<\/a>\r\n      <\/div>\r\n      <div class=\"sc-card-program__col-rating\">\r\n        <svg class=\"rating-score__content\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" version=\"1.1\" x=\"0\" y=\"0\" viewbox=\"0 0 50 50\" enable-background=\"new 0 0 50 50\" xml:space=\"preserve\"><path class=\"rating-score__background rating-score--good\" fill=\"none\" stroke-width=\"6\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><path class=\"rating-score__value rating-score__value--0\" fill=\"none\" stroke-width=\"6\" stroke-dashoffset=\"0\" stroke-miterlimit=\"10\" d=\"M40 40c8.3-8.3 8.3-21.7 0-30s-21.7-8.3-30 0 -8.3 21.7 0 30\"><\/path><text class=\"rating-score__number\" content=\"\" text-anchor=\"middle\" transform=\"matrix(1 0 0 1 25 31.0837)\" data-auto=\"app-user-score\"><\/text><\/svg>\r\n      <\/div>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <span class=\"sc-card-program__description\"><\/span>\r\n    <\/div>\r\n    <div class=\"sc-card-program__row\">\r\n      <img decoding=\"async\" class=\"sc-card-program__bigpic\" src=\"\" onerror=\"this.style.display='none'\">\r\n    <\/div>\r\n    <a class=\"sc-card-program__link track-link sc-card-program-internal\" href=\"https:\/\/xbox-game-pass.softonic.com\/\" target=\"_self\" rel=\"noopener noreferrer\"><\/a>\r\n  <\/div>\r\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>In a recent interview, Heather Cerlan, Starfield artist and current CEO of NEARstudios, revealed that Bethesda faced an intense internal discussion about the possibility of switching from their Creation Engine to Unreal Engine 5. The pressure to opt for Epic Games&#8217; engine was considerable, especially after the impressive features like Nanite and Lumen that were introduced in UE5. However, Bethesda ultimately decided to continue with the Creation Engine, which was updated to version 2 for Starfield, due to its robust modding capabilities. Bethesda decided to continue trusting their engine The community [&hellip;]<\/p>\n","protected":false},"author":1009,"featured_media":368172,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","wpcf-pageviews":0},"categories":[1018,1015],"tags":[6530,25700,25697,25701,7938,9226,20527,6938,25698,25702],"usertag":[],"vertical":[],"content-category":[6989],"class_list":["post-368167","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","category-news","tag-acceso-anticipado","tag-criticas-the-division","tag-experiencia-de-mundo-abierto","tag-juego-movil","tag-jugabilidad","tag-requisitos-del-sistema","tag-shooter-en-tercera-persona","tag-the-division-resurgence","tag-ubisoft-connect","tag-versiones-de-juego","content-category-juegos"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/368167","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/users\/1009"}],"replies":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/comments?post=368167"}],"version-history":[{"count":3,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/368167\/revisions"}],"predecessor-version":[{"id":368450,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/posts\/368167\/revisions\/368450"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/media\/368172"}],"wp:attachment":[{"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/media?parent=368167"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/categories?post=368167"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/tags?post=368167"},{"taxonomy":"usertag","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/usertag?post=368167"},{"taxonomy":"vertical","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/vertical?post=368167"},{"taxonomy":"content-category","embeddable":true,"href":"https:\/\/cms-articles.softonic.io\/en\/wp-json\/wp\/v2\/content-category?post=368167"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}