Unreal Development Kit Beginner’s Guide

Unreal Development Kit Beginner’s Guide
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Table of Contents
Sample Chapters
  • Full of illustrations, diagrams, and tips for creating your first level and game environment.
  • Clear step-by-step instructions and fun practical examples.
  • Master the essentials of level design and environment creation
  • The colored images for this book can be found here.

Book Details

Language : English
Paperback : 244 pages [ 235mm x 191mm ]
Release Date : August 2011
ISBN : 1849690529
ISBN 13 : 9781849690522
Author(s) : Richard J. Moore
Topics and Technologies : All Books, Game Development, Beginner's Guides, Games

Table of Contents

Chapter 1: Level Design HQ
Chapter 2: Hello UDK
Chapter 3: Applying Lighting Effects
Chapter 4: Battling the Elements
Chapter 5: Movement with Movers
Chapter 6: Terrain
Chapter 7: Adding Gameplay Elements into your Map
Chapter 8: Complex Event Sequences
Chapter 9: Materials
Appendix: Pop Quiz Answers
  • Chapter 1: Level Design HQ
    • Time for action – UDK download and installation
    • UDK folder structure
    • Time for action – launching the editor
    • Autosave
    • Content browser
    • Time for action – movement and rotation
      • Navigation
        • UDK
        • WASD key navigation
        • MAYA users
    • BSP
      • Why use BSP?
      • Can I use static meshes to create my map without using BSP?
      • Dominance of static meshes
      • Brushes only, no static meshes
      • Brushes and static meshes
    • Time for action – using BSP brushes and static meshes
    • Additive and subtractive
      • Additive
      • Subtractive
    • Unreal scale and proportions
    • Grid snapping
    • Viewport options
    • Summary
    • Chapter 2: Hello UDK
      • Your first map
      • Time for action – setup, where to save the file, what to name it
      • Why CSG?
      • Time for action – the builder brush and our first cube
      • Subtractive
      • Brush Order
      • Time for action – geometry editing tool
      • Time for action – building our first room
      • Time for action – placing lights and a player start
      • Time for action – creating a hallway and a second room
      • Time for action – applying materials to CSG surfaces
      • Surface Properties
      • Time for action – test map and add bots
      • Summary
      • Chapter 3: Applying Lighting Effects
        • Directional lights
        • Point lights
        • Spotlights
        • Skylights
        • Time for action – different types of light
        • Point lights
        • Spotlights
        • Directional lights
        • Skylights
        • Time for action – lightmaps
        • Time for action – adjusting lightmaps on CSG surfaces
        • Time for action – lightmaps on static meshes
        • Summary
        • Chapter 4: Battling the Elements
          • Time for action – the basics
          • Time for action – add a new particle emitter
          • Time for action – the smoke example
          • Time for action – adding height fog
            • Setting parameters
            • Uses
              • Atmospheric haze
              • Localized fog
              • Dense haze
          • Time for action – creating the surface
          • Time for action – water volumes
          • Time for action – underwater
          • Summary
          • Chapter 5: Movement with Movers
            • Time for action – a basic elevator/door
            • Time for action – elevators UT style
            • Time for action – a continuously looping animation
            • Time for action – a continuously rotating animation
            • Time for action – attaching something
            • Summary
            • Chapter 6: Terrain
              • Time for action – your first terrain
              • Time for action – applying materials
              • Time for action – light mapping
              • Summary
              • Chapter 7: Adding Gameplay Elements into your Map
                • Adding gameplay elements
                • Time for action – naming your map
                • Time for action – adding a player start
                • Time for action – play in editor
                • Time for action – placing pickups
                • Time for action – placing weapons
                • Time for action – placing jump pads
                • Time for action – adding other game object types
                • Bot pathing
                • Time for action – adding path nodes
                • Summary
                  • Chapter 9: Materials
                    • What is a material?
                    • Time for action – creating a new material
                    • Time for action – adding textures to a material
                    • Time for action – creating a shiny metal surface
                    • Time for action – adding a normal map
                    • Time for action – seeing your material in the world
                    • Time for action – giving a perfect texture to your material
                    • Time for action – color specular highlight
                    • Time for action – adding a tint to the diffuse color
                    • Time for action – making your material easy to read
                    • Summary
                    • Appendix: Pop Quiz Answers
                      • Chapter 1
                        • Level Design HQ
                      • Chapter 2
                        • Hello UDK
                      • Chapter 3
                        • Applying Lighting Effects
                      • Chapter 4
                        • Battling the Elements
                      • Chapter 5
                        • Movement with Movers
                      • Chapter 6
                        • Terrain
                      • Chapter 7
                        • Adding Gameplay Elements into your Map

                      Richard J. Moore

                      Richard graduated in 2009 studying video games design at Hull School of Art and Design but has expanded his creativity by working as a web designer/illustrator in Hull, East Yorkshire and London for 3 years. He is very passionate about 3D modelling, level design, concept drawing, web development and graphical illustrations. He has worked on a number of different projects with clients from different industry backgrounds. A collection of stylish web templates, logos, brochures, business cards, web banners, animated graphics and email marketing campaigns. Through the clouds lies my passion in video game development. Complete creation of 3D art including modeling, texturing and high resolution rendering. He also dazzles in game documentation and conceptual drawings. He will always take any opportunity to meet as many different people from the game development community as possible and as a result, I have attended the Games Grads career fair for one consecutive year, participated in the Game Republic 2009 student showcase in Sheffield and Platform 2010, Hulls ¬1st Digital and Gaming event where I won the award for best character and a cheque for £100. In March 2011 he was involved in Platform Expo’s 2011, Hull’s second video game expo where I entered in this year’s video game showcase and won 2nd prize for my outstanding contribution to video game design and is now involved in Platform Expo’s 2012. In July 2011 he volunteered as a marketing assistant/designer for an on-line based video games magazine assisting the editor-in-chief in designing templates for latest issues of the magazine, writing reviews on latest video game titles and talking to clients about potential advertising coverage within our magazine and online. In his spare time now focuses on more freelance design and development work with up and coming companies. As a result, Richard has had some impressive feedback from fellow designers and clients and is very much interested in starting up his very own design company focusing on all the things that he loves. He has the ideas, the drive and determination to put it together. 2011 is the start of something big for this video game designer.
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                      Sample chapters

                      You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                      Price for both: $37.50

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                      What you will learn from this book

                      • Installing the software and navigating around the editor.
                      • Build your first map.
                      • Add cool particle effects like fog, foliage and water.
                      • Create fun physics.
                      • Create real world terrain.
                      • Use the kismet to spawn characters and toggle lighting.
                      • Cutting edge UDK High level scripting.
                      • Item placement and AI bot navigation.

                      In Detail

                      Unreal Development Kit (UDK) is the free version of the award-winning Unreal Engine 3. It is used to create a wide variety of games ranging from amateur to professional standard next generation AAA titles.

                      This book will show you exactly how to create an enjoyable and immersive game environment using the UDK. You will learn how to implement, level design, lighting, environmental effects, movement, terrain, map creation, item placement, kismet, materials and complex event sequences.

                      You will work through the level design process from navigating round the editor to learning how to develop a fully playable environment. You will quickly master all of the engine’s key tools that are accessible through Unreal Engine 3. You will then start putting together your first level using step-by-step instructions. Next we will implement real world features such as dynamic lighting and shadows, particle effects, physics, terrain, item placement and advanced AI/bot pathing. Finally you will learn how to use UDK’s cutting edge high level scripting. By the end of this book you will be equipped with the skills to create an entertaining and imaginative game world.


                      This beginner's guide focuses on getting you quickly through all the major learning points in a smooth, logical order. You'll also learn how to avoid some common pitfalls.

                      Who this book is for

                      Aspiring game developers who want to learn how to create their own levels, maps, game worlds and environments. You don’t need game design or game development experience and no experience of UDK is required

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