Book Image

Learning Unreal Engine Android Game Development

By : Nitish Misra
Book Image

Learning Unreal Engine Android Game Development

By: Nitish Misra

Overview of this book

<p>Have you ever wanted to create games that will get users hooked to their phones? Unreal Engine 4, with all its tools and power, will help make your dreams come true! Designed to get you working with Unreal Engine 4 from the very first page, this book will quickly guide you through the basics in the first two chapters. Once you get the hang of things, we will start developing our game—Bloques!</p> <p>Bloques is a puzzle game with four rooms. Each room will be more challenging than the previous, and as you develop, you will graduate from movement and character control to AI and spawning. Once you've created the game, you will learn how to port and publish your game to the Google Play Store.</p> <p>In addition to building an Android game from start to finish, you will also discover how to generate revenue, and how to optimize game performance using the tools and functionalities the engine provides. With this book, you will be inspired to come up with your own great ideas for your future game development projects.</p>
Table of Contents (15 chapters)
Learning Unreal Engine Android Game Development
About the Author
About the Reviewers


In this chapter, we talked about projects, what they are, what types of projects UE4 offers, and how to create and load projects. Following that, we covered what BSP brushes are, the default types of BSP brushes and how we can edit them to create our own geometry. We returned and took another look at Content Browser, how to import and migrate assets, and how to place actors from Content Browser onto the level. We covered the concept of materials, the material editor, its user interface, and how to create materials. Finally, we ended the chapter by talking about lighting, the different types of lights, and some of the important settings.

Using this knowledge, we created our environment, hence taking our first steps towards building our game. In the next chapter, we will discuss the concept of volumes, what they are, the different types of volumes, and how we can apply them in our game. So, without further ado, let us move on to the next chapter.