http://www.computerandvideogames.com/article.php?id=148483
CVG: Everyone's singing the praises of the Unreal Engine 3 at the moment. As a developer who's working with the engine, do you think it lives up to the praise?
Cambiotti: I think any engine it has its positives and its negatives. Unreal 3 has been really helpful as a package that gives you a stepping stone where 'OK, I have my multiplayer component, I have my animation package' - stuff is ready to use right out of the box, and that does save a lot of time. It saves programmers' time, it saves artists' time, it saves animators' time; it really is good.
It can use quite a lot of memory so you don't have as much memory to play around with the environment and you do have to live with certain constraints that the Unreal Engine has. For example if you have this cool new idea that just isn't supported by that engine you can only go as far as the engine will take you.
We knew what we were getting ourselves into, we had a pretty big engine analysis - should we take our internal engine that we had for Ghost Recon, do we use Unreal 3? We decided to choose Unreal 3 in the end so that means that the positives outweighed the negatives.