Why I Removed the Open World from My Open World Game (Unreal Engine Devlog) #unrealengine5 #gamedev @D3kryption
Why I Removed the Open World from My Open World Game (Unreal Engine Devlog) #unrealengine5 #gamedev  @D3kryption
Uploaded January 2026 | Updated September 2026, 2 weeks ago
In this Unreal Engine devlog, I talk through a **major design decision**: removing the traditional open world from my open-world-based game.

Open worlds are incredibly powerful โ€” but theyโ€™re also **expensive, time-consuming, and difficult to optimise**, especially for solo and small-team developers. In this video, I explain the problems I was facing, the performance and workload challenges, and why I decided to rethink the structure of my game.

I reference the **Fable series**, which gives the *illusion* of a large open world by using **connected, hand-crafted areas** instead of one massive map โ€” and how that inspired a better solution for my project.

๐Ÿง  **What We Cover:**
โœ… Why open worlds are so expensive to build
โœ… Performance and streaming challenges
โœ… Why โ€œbiggerโ€ doesnโ€™t always mean โ€œbetterโ€
โœ… The Fable-style world design approach
โœ… Designing smaller, focused levels
โœ… Planning the new world structure
โœ… One-week progress jump
โœ… Cutting ~40% of map workload
โœ… How this improves scope, pacing, and polish

This video is about **scope control**, **smart design decisions**, and building games that are actually finishable.

๐Ÿค— Connect With Me:
๐Ÿ‘‰ d3kryptionstudios.com

๐Ÿ”ท More Unreal Engine & Game Dev Videos:
๐Ÿ‘‰ youtu.be/9620bBlTEUA
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Why I Removed the Open World from My Open World Game (Unreal Engine Devlog) #unrealengine5 #gamedev

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