Unreal Development Kit Game Design Cookbook


Unreal Development Kit Game Design Cookbook
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Overview
Table of Contents
Author
Support
Sample Chapters
  • An intermediate, fast-paced UDK guide for game artists
  • The quickest way to face the challenges of game design with UDK
  • All the necessary steps to get your artwork up and running in game
  • Part of Packt's Cookbook series: Each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible

Bonus Recipes

Color Images

Book Details

Language : English
Paperback : 544 pages [ 235mm x 191mm ]
Release Date : February 2012
ISBN : 1849691800
ISBN 13 : 9781849691802
Author(s) : Thomas Mooney
Topics and Technologies : All Books, Game Development, Cookbooks, Games

Table of Contents

Preface
Chapter 1: Heads Up—UDK Interface Essentials
Chapter 2: Notes From an Unreal World—Constructing Game World Elements
Chapter 3: It Lives!—Character Setup and Animation
Chapter 4: Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
Chapter 5: It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
Chapter 6: Under The Hood—Configuration and Handy Tweaks for UDK
Chapter 7: Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects
Chapter 8: Then There Was Light!—Manipulating Level Light and Shadows
Chapter 9: The Devil Is In The Details!—Making the Most of Materials
Chapter 10: The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces
Bonus Recipes
Index
  • Chapter 1: Heads Up—UDK Interface Essentials
    • Introduction
    • Installing UDK and folder structure
    • What content comes with UDK?
    • Beginning, building, and testing a new level
    • Deciding on your preferences
    • UI survival steps
    • Navigating the Content Browser
    • Accessing assets in the Content Browser
    • Creating and managing packages
    • Importing your own content
    • Cooking a map in Unreal Frontend
    • Mobile device emulation
    • Kismet debugging
    • Chapter 2: Notes From an Unreal World—Constructing Game World Elements
      • Introduction
      • How to handle BSP geometry
      • Building a hollow room
      • Adjusting surface properties of BSP
      • Generating volume from the BSP brush
      • Handling StaticMesh actors in the scene
      • Setting collision in the Static Mesh Editor
      • Creating Terrain, Deco Layers, and Material Layers
      • Creating a Landscape
      • Scattering meshes on a Landscape using the Foliage tool
      • Creating a steamy plume in Cascade
      • Chapter 3: It Lives!—Character Setup and Animation
        • Introduction
        • Installing ActorX and exporting skeletal animation
        • Importing SkeletalMesh content into UDK
        • Morph targets and .FBX importing
        • Setting up sockets
        • Attachments to SkeletalMeshes without using sockets
        • Setting up a custom AnimTree
        • Defining animations in your AnimTree
        • Configuring your character to use your AnimTree
        • How to use a single bone control chain to correct an offset crouch animation
        • Setting up a physics asset using PhAT
        • Adding limits to physics asset joint rotations
        • Adding a physics-driven tail to a key framed SkeletalMesh
        • Enabling the head to face in a given direction for tracking purposes
        • Setting a LookAt target for head rotation in code
        • Setting morph weights in code
        • Calling up SkeletalMesh animation using Matinee
        • Associating sounds with character moves in Matinee
        • Sound for non-Matinee controlled animation
        • Chapter 4: Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
          • Introduction
          • Kismet UI essentials
          • Creating a simple enemy Bot
          • Event-based movement of scene objects in Matinee
          • Trace actions in a shooting situation
          • Revealing and hiding scene actors during gameplay
          • Producing sounds through Kismet
          • Using Take Damage events to produce explosions
          • Understanding the usage of Named Variables
          • Tidying up Kismet networks using Sub-sequences
          • Tidying up Kismet networks using Remote Events
          • Toggling Materials through Kismet
          • Toggling lights through Kismet
          • Animating PointLights in Matinee to mimic texture animation
          • Making a comparison following a countdown
          • Using Integer Counter to count enemy deaths
          • Controlling node flow using a Gate action
          • Making Bots follow a path
          • Chapter 5: It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
            • Prefabs including Kismet references
            • Swapping control of a Bot using Possess Pawn
            • Ways to stop a recurring loop
            • Setting up cinematic cameras
            • Animating cinematic cameras
            • Obtaining a trigger event off a RigidBody
            • Creating a firing pattern based puzzle
            • Allowing the player to pick up, carry, and place an object
            • Exploring 'following' and 'attracting' behaviors
            • Creating a regenerative health shield
            • Creating a per-session checkpoint series
            • Chapter 6: Under The Hood—Configuration and Handy Tweaks for UDK
              • Groundwork for adjusting configuration defaults
              • Enabling the remote control for game inspection
              • Changing the Play in Editor view resolution
              • Removing the loading hints and similar articles
              • Editing DefaultEngineUDK to allow 4096x4096 texture compression
              • Setting the preview player size reference object
              • Binding a keyboard shortcut to a player action
              • Adjusting player speed
              • Creating your own Kismet node for speed
              • Changing the default player sounds
              • Replacing the HUD
              • DrawText and GameType concerns
              • Handling level content streaming
              • Spawning objects from a hit impact
              • Chapter 7: Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects
                • Introduction
                • Editing the color graph of a particle over time
                • Animating particles using SubUV charts
                • Adding one particle's movement to another
                • Making collision detection work for particles
                • Controlling sort order for translucent Materials
                • Making animated textures using particle systems
                • Making trails with AnimTrail TypeData
                • Assigning Level Of Detail (LOD) to a particle system
                • Leaving a bloody trail
                • Chapter 8: Then There Was Light!—Manipulating Level Light and Shadows
                  • Introduction
                  • Emissive lighting
                  • Comparison of static and dynamic lighting
                  • Light exclusivity using channels and levels
                  • Adjusting shadows through light environments
                  • Distance field shadows
                  • Penumbras and hotspots
                  • Accessing the main PostProcessChain
                  • Ambient occlusion
                  • Depth of field
                  • Ensuring shadows work with translucent or alpha based materials
                  • Enabling and controlling light shafts
                  • Enhancing sunrays using lens flares
                  • Creating caustics using projected imagery
                  • Translucent colored glass
                  • Chapter 9: The Devil Is In The Details!—Making the Most of Materials
                    • Introduction
                    • Animating a Material Instance Constant in Kismet
                    • Forcing a mesh to always face the camera
                    • A cloth-like effect using WorldPositionOffset
                    • Creating murky liquid
                    • Creating a scanning effect
                    • Quick glass
                    • Creating transitions between Materials
                    • Static Cubemap creation and real-time reflection
                    • Wet surface reflections with dynamic actors
                    • Making a holographic effect using Bump Offset
                    • Interactive Foliage Actors
                    • Getting varied hit impacts off models using a PhysicalMaterial
                      • Bonus Recipes
                        • Building a Dialog Box using CLIK for use in UDK
                        • Setting up Dialog Box functionality in Kismet
                        • Adding ActionScript for keyboard controls to a Dialog Box
                        • Triggering unique dialog by toggling FsCommands
                        • Adding menu functionality to the Dialog Box in Flash
                        • Setting up the menu in Kismet with Invoke ActionScript
                        • Scripting for CLIK components and the importance of Focus
                        • Creating an animated day-to-night transition
                        • These recipes are not in the book, but are available as a free download from http://www.packtpub.com/sites/default/files/downloads/1802EXP_Unreal_Development_Kit_Game_Design_Cookbook_Bonus_Recipes.pdf

                        Thomas Mooney

                        Thomas Mooney grew up in New Zealand. He now lives in a jungle with squashed frogs, mosquitoes, and regular thunderstorms and power cuts. He is a lecturer in design and also works as an artist. You can learn more about his work at www.tomofnz.com. Tom tends to work, play, teach, and sit around all day with computers, and also likes to do comics, films, maps, screenplays, novels, storyboards, and iPad doodles. His book Unreal Development Kit Game Design Cookbook, Packt Publishing was published earlier in 2012.
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                        Sample chapters

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                        What you will learn from this book

                        • Insights on essential editor functionality
                        • Handling of custom assets
                        • Assigning properties to level content
                        • Determining the best approach to lighting
                        • Setting up custom character assets
                        • Implementing classes that handle your character's behavior
                        • Required steps to configure UDK to work well for your game
                        • The functionality of Kismet to drive events and actions
                        • Ways to use Cascade to create impressive visual effects
                        • The essentials of UI design with Scaleform and Flash
                        • Handling of material editor networks
                        • Ways to introduce animation into your level design

                         

                        In Detail

                        UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.

                        Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.

                        Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined – assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.

                        Approach

                        Written in cookbook style, this book offers many recipes to learn game design with UDK. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order.

                        Who this book is for

                        This book is meant for game artists who are getting used to UDK but may feel the need for guidance on matters of implementation. It also targets brave beginners who are struggling to find an all in one package for getting started with UDK, and want a ready to hand reference. Level designers can use this book to gauge their understanding of the editor, check for specific problems, and discover gems they may not have come across before.

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