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The HD era and indie

Graphics, tools and storefronts grew up — and development turned into a sequence of engineering-and-business choices. PBR made materials physically meaningful and portable across any lighting; Unity / Unreal / Godot turned "write an engine" into "pick a platform and a money model" (and a vendor dependency); and Steam went from a shelf to a visibility algorithm, where attention is the scarce resource and launches are won before they launch.

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2005–2012

Engines, rendering, distribution

Three layers of the era that grew up: what you pay for using someone else's engine, how materials became physics, and why making a game is now easier than getting it found.