GameCatalyst is designed to support multiple game engines through an engine-agnostic architecture where only the execution layers (4 and 5) are engine-specific. The orchestration layers (1-3) work identically across Unity, Unreal, and Godot, meaning you learn the core concepts once and apply them everywhere. This section explains how the architecture is ready for Unreal and Godot support, what components are engine-agnostic versus engine-specific, and why the “learn once, use everywhere” philosophy means your GameCatalyst knowledge transfers seamlessly between engines.