The studio I'm at has hopped around a bunch, so I've gotten to do work for a range of franchises over the years. Guitar Hero/Band Hero, Call of Duty, Skylanders, Crash Bandicoot, Destiny 2, and most recently Diablo II Resurrected. And also quite a few different platforms (Nintendo DS/Wii/Switch, PS3/4/5/Vita, XB360/1/SX, Apple TV and iOS).
I've mainly done engine and tools work, often for UI or scripting systems. From my experience, each studio and franchise tends to make its own custom engine and tools. Although, in some cases we managed to reuse a decent amount of in-house technology across projects. The Tony Hawk remaster was an unusual case which used Unreal Engine instead.
It's given me an interesting perspective behind the scenes of AAA games. These titles may all use different software but they're fundamentally built on the same principles. Once you get the gist of how games like this are put together, learning another isn't a big stretch.
I've mainly done engine and tools work, often for UI or scripting systems. From my experience, each studio and franchise tends to make its own custom engine and tools. Although, in some cases we managed to reuse a decent amount of in-house technology across projects. The Tony Hawk remaster was an unusual case which used Unreal Engine instead.
It's given me an interesting perspective behind the scenes of AAA games. These titles may all use different software but they're fundamentally built on the same principles. Once you get the gist of how games like this are put together, learning another isn't a big stretch.