Unreal Development Kit Beginner’s Guide
Formats:
save 15%!
save 37%!
Free Shipping!
| Also available on: |
|
- 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 : EnglishPaperback : 244 pages [ 235mm x 191mm ]
Release Date : August 2011
ISBN : 1849690529
ISBN 13 : 9781849690522
Author(s) : Richard J. Moore
Topics and Technologies : All Books, Beginner's Guides, Games
Table of Contents
PrefaceChapter 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
Index
- 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 8: Complex Event Sequences
- Time for action – a simple sequence
- Time for action – basic UIScene
- Time for action – basic cut scene
- 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
Submit Errata
Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.
Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- 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.
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.
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

