the only Apple device used in the *making* of the game, was a single headless Mac Mini build server in the server cabinet that all the windows workstation machines (all the artists are on Windows) used to compile the unreal project, before it was pushed to device (the iPhone plugged into the windows box).
...and if they couldn't do it that way, do you think they'd kit their artists out with Macs, or would they just not bother with Apple development? Note - they're not developing for Mac, they're developing for
iOS which - unlike the Mac - has significant traction as a gaming platform. Apple are looking at
iOS developers to
help sell millions of iPhones and iPads - not a handful of "pro" Macs.
Unfortunately, the reality is that although Apple gained a commanding lead in pro graphics/video content creation back in the late 80s and early 90s - when Mac Hardware was head and shoulders more powerful than PC - they then spent the rest of the 90s losing that advantage as PC evolved and started offering cheap, commodity hardware with the required horsepower. Whether you blame Scully et. al, the Copeland fiasco, the Mac Performa - that ship had sailed, and the rest is slow decay.
If we're doing anecdotes - about 15 years ago I was working on a couple of video-related projects. In one case, at the London studio, all the editors were working furiously on white-box PC towers running Avid while the shelves were lined with dusty Mac Pros and Final Cut boxes, pretty obviously sitting there in case an old project had to be revived. Another producer
was still using Macs - a MacBook Pro - and the payoff was that he could carry it around to clients offices and work with them on edits. At the time, the MBP was far better designed than most PC "
flying bricks portable workstations" - trouble is, Apple were working with the same raw materials as their competitors - x86 and (pobably at that time) NVIDIA GPUs - so there was nothing to stop PCs playing catchup. Apple's Unique Selling Point in the video/graphics/3D market today is not that they offer the most horsepower-by-buck (they don't, by a long shot) but that Apple Silicon can do it
adequately for many people's needs on an ultra-compact laptop.
I actually also don't really think the "power" of Apple Silicon is going to attract pro developers.
No. The only thing that will attract pro developers to Mac is a significant market of
users who are attracted to Apple Silicon (because it makes nice thin laptops with good battery life & integrates nicely with their iDevices) along with low hurdles to supporting Mac (such as
not having to switch to an all-Mac workflow).
But another aspect of this is how many developers are abandoning "native" Mac software for cross platform janky UI libraries. If the polish, and quality that once made Mac software is gone, if everything's just going to a javascript driven UI contained in what amounts to a browser window, with no tear off palettes, etc
...but the realistic alternative to that isn't better Mac software, it's
less Mac software, or more browser-based apps, as developers don't want the effort of maintaining separate codebases for Mac, Windows, iOS, Android and (in some cases) webapp as well.
That has changed from the good old days when Windows and Mac were the only things you needed to support.
I suspect that you'll find exactly the same in Windows development these days - with a lot more use of cross-platform stuff that can use the same codebase for Windows, Android, iOS and Web... because the last three are where the growth is these days.
He's literally building an infrastructure that I suspect more third party devs making Apple apps will use than Apple's own and Apple kit and tools don't cut it for price / performance.
If he's using PCs to run VMs then I guess he's using x86 VMs in which case I assume that it is targetting multiple platforms - see above. If it encourages developers to support Apple platforms its all good for Apple. You won't stop the drift to cross-platform tools. Or using modest laptops as "terminals" for cloud-based development.
You won't save the Mac just by forcing developers to buy them.
o take Apple's tools for example, the Apple Books app for the Mac used to have an entire publishing workflow built in
Was it nerfed before or after Apple Books abjectly failed to get any traction in a market already dominated by Amazon and B&N (and got whacked with a fine for price-fixing)? Beyond basic epub features, could it target features of Kindle readers/apps?
One has to assume that Apple are not completely stupid and when something like this gets axed it is because it wasn't paying its way.