UDK iOS Game Development Beginner's Guide

More Information
  • Go through the stages of creating a level using rapid prototyping
  • Tips on converting your already created title to be more mobile-friendly
  • How to create an interior and exterior environment with textures, lighting, and meshes
  • Use the visual scripting language Kismet to create interactive objects and new gameplay features, such as re-generating health
  • Import your own custom content into your level for your own unique game and extend functionality by creating your own heads-up display
  • Learn about playtesting; its benefits, and how to effectively do it as well as how to increase the speed of your workflow using prefabs and Geometry Mode
  • The current royalty models employed by Epic and UDK for UDK-developed iOS titles and possible avenues for monetization
  • How to publish your game on the iTunes store with custom icons and information

It has never been a more attractive time to be an app developer. With no signs of stopping, Apple’s iOS devices are dominating the mobile scene and with UDK, the free version of the most popular third-party game engine available, it has never been easier to get into the app business.

"UDK iOS Game Development Beginner’s Guide" takes a clear, step-by-step approach to building a small third-person shooter game using the Unreal Development Kit with plenty of examples on how to create a game that is uniquely your own.

You will begin learning the fundamentals of the Unreal Engine before creating a third-person shooter game in UDK. After the game is created you will learn what can be done with any project to optimize your game for the iOS platform and discover special considerations that need to be made. Finally, you’ll publish your game on the App Store for the world to see and play along, with details on different costs associated with publishing.

If you would like to make iOS games with the Unreal Development Kit or are interested in porting your game from PC to iOS, this book is for you.

  • Learn the fundamentals of the Unreal Editor to create gameplay environments and interactive elements
  • Create a third person shooter intended for the iOS and optimize any game with special considerations for the target platform
  • Take your completed game to Apple's App Store with a detailed walkthrough on how to do it
Page Count 280
Course Length 8 hours 24 minutes
ISBN 9781849691901
Date Of Publication 23 Aug 2012
Defining UDK
Time for action—installing UDK on your PC
UDK directory overview
Setting up for iOS development with UDK
Time for action—downloading and installing UDK Remote
Time for action—matching Mobile Previewer settings with your iOS device
Describing the concept of Urban Warrior, a third-person shooter title
Starting out
Time for action—creating a basic room
Time for action—texturing the level
Time for action—lighting the level
Time for action—adding static mesh detail
The outside world
Time for action—creating an exterior
Previewing the mobile editor
Time for action—adding a particle system
Time for action—adding fog
Defining Kismet
Creating your first Kismet sequence
Time for action—changing the level to a third-person perspective
Kismet primer
Benefits and drawbacks of using Kismet
Defining Matinee
Creating your first Matinee movie
Time for action—opening cutscene
With our powers combined...
Time for action—creating an automatic door
Kismet for mobile devices
Mobile Kismet—actions
Mobile Kismet—events
Give some input to the situation
Time for action—adding input
Sequences and you
Time for action—spawning AI into our level
Time for action—base enemy AI
Time for action—base enemy AI
Time for action—creating a second enemy
Time for action—regenerating player health over time
Time for action—door prefab
Starting a workflow
Time for action—starting our level
Geometry mode
Building our level
Time for action—building our level
Combat scenarios
Time for action—first combat scenario
Time for action—end of level
Main menu environment creation
Time for action—building main menu backdrop
Importing textures
Time for action—finishing the main menu
Adding sounds
Time for action—playing a sound effect
Customizing sounds
Adding music
Time for action—adding a background music track
Custom materials
Time for action—customizing brushes
Custom meshes
Time for action—importing custom objects
Before the magic happens
Time for action—creating new provisioning
Time for action—requesting a Distribution Certificate


Christos Gatzidis

Dr Christos Gatzidis is a Senior Lecturer in Creative Technology at Bournemouth University, UK at the School of Design, Engineering and Computing. He has a PhD from City University London, UK and an MSc in Computer Animation from Teesside University, UK and has previously published work in a number of academic edited books, conferences and journals. He is also the framework leader for the Creative Technology collection of degrees at Bournemouth University (which includes the BSc in Games Technology and the MSc in Computer Games Technology courses). Christos teaches a variety of units on these courses and uses Epic’s UDK across all years of the undergraduate course to cover topics ranging from basic level design fundamentals to more advanced scripting.

John P. Doran

John P. Doran is a passionate and seasoned technical game designer, software engineer, and author based in Peoria, Illinois.

For over a decade, John has gained extensive hands-on expertise in game development, working in a variety of roles, ranging from game designer to lead UI programmer. Additionally, John has worked in game development education teaching in Singapore, South Korea, and the United States. To date, he has authored over 10 books pertaining to game development.

John is currently an instructor in residence at Bradley University. Prior to his present ventures, he was an award-winning videographer.