In other words what operating system do pros like Cliffy B use?

Dani AI

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Following the thread from , and , here’s a short, practical update that reflects current tooling and the realities of console support today.

Pick the engine first, then the OS. Engines and editors (Unity, Unreal, Godot, MonoGame, etc.) determine most of the toolchain and target workflow; the editor/target combination drives the optimal OS choice. For modern PC + Xbox development the pragmatic primary development platform is Windows (Visual Studio, DirectX, GDK tooling and console packaging are Windows‑centric), while macOS and Linux remain excellent for engine work that targets Apple or open platforms. See Unity, Unreal and Visual Studio system docs for exact editor/target requirements. (docs.unity3d.com)

About the Xbox 360 question: the 360 is a legacy platform. Microsoft’s current Game Development Kit (GDK/GXDK) targets modern Xbox/Windows platforms and does not support Xbox 360; Microsoft stopped advancing the XNA toolset years ago. For XNA-era code, community projects like MonoGame provide a maintained, cross‑platform path, but shipping to consoles still requires platform authorization. (developer.microsoft.com)

Practical, minimal workflow (PC + modern Xbox):

  • Choose engine (Unity/Unreal/Godot/MonoGame) based on game scope and language.
  • Use a Windows dev machine with Visual Studio for C++/C# console/DirectX workflows; install the engine’s console modules and the Microsoft GDK when authorized.
  • Apply to the platform program (ID@Xbox / publisher channels) to get console SDKs/devkits and NDA access before attempting certification/publishing.
  • Keep hardware drivers and SSDs/16GB+ RAM for smooth editor builds; use the engine’s build targets to test platform binaries. (docs.unity3d.com)

Bottom line: for PC + current Xbox targets, develop on Windows and follow engine + vendor docs; for learning, cross‑platform engines (Godot, MonoGame, Unity) let projects move between OSes, but console publishing always requires registered access to vendor SDKs. (docs.godotengine.org)

References: Microsoft GDK introduction · Unity system requirements · Visual Studio requirements · XNA (history/status) · MonoGame · Godot FAQ.

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Cliffy B is not a programmer. Cliffy B is a project manager (or something along those lines). He would have more to do with ensuring that the entire project is going as planned.

As for what OS professional game programmers use, I am not sure exactly, though if by PC you mean Windows-based PC, then I would assume that they program on a Windows platform.

you have to have tools and a license from microsoft to make a game for 360. HOW DARE YOU DEFILE THE XBOX, GREATEST CONSOLE EVER DEVISED?

you have to have tools and a license from microsoft to make a game for 360. HOW DARE YOU DEFILE THE XBOX, GREATEST CONSOLE EVER DEVISED?

Err... were you talking to me, or the OP? Either way what exactly do you mean by defiling the Xbox?

And you must pay Microsoft (big shock) to use XNA to develop games for the 360 (I'm assuming that's what you were referring to).

i was talking to the poster, defiling was a joke, and yes, that's what i was referring to.

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