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Learning Unreal Engine Game Development PDF

274 Pages·2016·12 MB·English
by  LeeJoanna
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Learning Unreal Engine Game Development A step-by-step guide that paves the way for developing fantastic games with Unreal Engine 4 Joanna Lee BIRMINGHAM - MUMBAI Learning Unreal Engine Game Development Copyright © 2016 Packt Publishing All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information. First published: February 2016 Production reference: 1240216 Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK. ISBN 978-1-78439-815-6 www.packtpub.com Credits Author Copy Editor Joanna Lee Sonia Cheema Reviewers Project Coordinator Michele Bertolini Shweta H. Birwatkar Kyle Langley Daniel Jonathan Valik Proofreader Safis Editing Commissioning Editor Edward Bowkett Indexer Tejal Daruwale Soni Acquisition Editor Subho Gupta Production Coordinator Nilesh Mohite Content Development Editor Preeti Singh Cover Work Nilesh Mohite Technical Editor Ankita Thakur About the Author Joanna Lee has more than 8 years of experience in game development. She has designed and programmed various video games. She first started working with Unreal's game engine in 2005 and is very excited to be able to author a book about the newest Unreal Engine 4. She has also worked with many other engines as well as reviewed books and videos on Cry Engine 4. I would like to thank my parents and sister for their constant support in my game development journey and my brother, Jerome, who first drew me into the world of gaming. I also want to thank all my ex-colleagues and managers for their patience while teaching me about developing games and making each work day a pleasure. Lastly, I would also like to thank the amazing team at Packt Publishing for guiding me through the publishing process and making this book possible. About the Reviewers Michele "Budello" Bertolini always had a passion for videogames, but his way into the industry had been long and strange. In his youth, he was more interested in becoming a professional volleyball player despite studying computer science and computer graphics. Then, he stopped growing and he only had one choice left. Michele's education and background are strongly technical due to his master's in computer engineering degree. Through the course of his career, he's developed various artistic skills, passing drawing and photography courses. He's also a keen observer of nature. He thinks of himself as a technical guy with a good taste. 34BigThings is a small indie company based in Turin, Italy. Currently, it's involved in two titles: Redout, a tribute to old racing monsters, such as F-Zero, WipeOut, Rollcage, and POD and Hyperdrive Massacre, an 80s inspired multiplayer fragfest for up to four local players, which is focused on kinesthetic, tactical, and shooting skills. I'd like to thank all the guys and gals in 34BigThings: first friends, then coworkers. Kyle Langley is a self-taught game designer currently working for Vex Studios. He has also worked with Emotional Robots Inc, Sony Online Entertainment, and High Moon Studios. He is the author of Learn Programming With Unreal Script, which is aimed at teaching beginners the concept of object-oriented programming as well as the initial aspects of programming for the Unreal Development Kit. He was also the technical reviewer of Source SDK Game Development Essentials, Packt Publishing. You can find more about him on his website (www.dotvawxgames.com). Daniel Jonathan Valik is an industry expert in the areas of Unified/Universal Communications, IaaS, SaaS, DevOps, Cloud Native Apps, WebRTC, Cloud Voice and Business Voice, mobile computing, social networking and UC-enabled Contact Center technologies. Daniel has driven these topics for more than 15 years in the IT and telecommunication industries, and he has also lived and worked in different regions, such as Europe, Southeast Asia, and the United States. Daniel is currently a senior technical product marketing manager for Cloud Native Apps, DevOps and Cloud Technologies at the VMWare HQ in Palo Alto, California. He was previously the senior technical product marketing manager for the Skype Developer Platform and Skype for Business Online at the Skype/Microsoft HQ in Redmond, Washington, USA. As part of the Skype product team, Daniel drove the positioning of Skype for Business, Online, Developer Platform, a UC-enabled contact center, and other emerging technologies. He holds a number of technical certifications, including Microsoft Certified Trainer; he has a double master's degree (MBA), a master's degree (MAS) in general business, and additionally holds a degree in international business management. www.PacktPub.com Support files, eBooks, discount offers, and more For support files and downloads related to your book, please visit www.PacktPub.com. Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub. com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at [email protected] for more details. At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks. TM https://www2.packtpub.com/books/subscription/packtlib Do you need instant solutions to your IT questions? PacktLib is Packt's online digital book library. Here, you can search, access, and read Packt's entire library of books. Why subscribe? • Fully searchable across every book published by Packt • Copy and paste, print, and bookmark content • On demand and accessible via a web browser Free access for Packt account holders If you have an account with Packt at www.PacktPub.com, you can use this to access PacktLib today and view 9 entirely free books. Simply use your login credentials for immediate access. Table of Contents Preface ix Chapter 1: An Overview of Unreal Engine 1 What goes into a game? 1 What is a game engine? 2 The history of Unreal Engine 2 Game development 4 Artists 4 Cinematic creators 4 Sound designers 4 Game designers 5 Programmers 5 The components of Unreal Engine 4 5 The sound engine 5 The physics engine 6 The graphics engine 6 Input and the Gameplay framework 7 Light and shadow 7 Post-process effects 8 Artificial intelligence 8 Online and multiplatform capabilities 9 Unreal Engine and its powerful editors 9 Unreal Editor 9 Material Editor 10 The Cascade particle system 10 The Persona skeletal mesh animation 11 Landscape – building large outdoor worlds and foliage 12 Sound Cue Editor 12 Matinee Editor 12 The Blueprint visual scripting system 13 [ i ]

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