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Unreal Development Kit Beginner's Guide

More Information
Learn
  • 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.
About

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.

Features
  • 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.
Page Count 244
Course Length 7 hours 19 minutes
ISBN 9781849690522
Date Of Publication 25 Aug 2011
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
BSP
Time for action – using BSP brushes and static meshes
Additive and subtractive
Unreal scale and proportions
Grid snapping
Viewport options
Summary
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
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
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
Time for action – creating the surface
Time for action – water volumes
Time for action – underwater
Summary
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
Time for action – your first terrain
Time for action – applying materials
Time for action – light mapping
Summary
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
Time for action – a simple sequence
Time for action – basic UIScene
Time for action – basic cut scene
Summary
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

Authors

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.