Book Image

3D Game Design with Unreal Engine 4 and Blender

By : Jessica Plowman
Book Image

3D Game Design with Unreal Engine 4 and Blender

By: Jessica Plowman

Overview of this book

Unreal Engine 4 now has support for Blender, which was not available in earlier versions. This has opened up new possibilities and that is where this book comes in. This is the first book in the market combining these two powerful game and graphic engines. Readers will build an amazing high-level game environment with UE4 and will show them how to use the power of Blender 3D to create stunning animations and 3D effects for their game. This book will start with creating levels, 3D assets for the game, game progression, light and environment control, animation, and so on. Then it will teach readers to add amazing visual effects to their game by applying rendering, lighting, rigging, and compositing techniques in Blender. Finally, readers will learn how to smoothly transfer blender files to UE4 and animate the game assets. Each chapter will add complexities to the game environment.
Table of Contents (16 chapters)
3D Game Design with Unreal Engine 4 and Blender
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


In this chapter, we went through the process of building a level using Unreal Engine 4, based on a design we sketched out on paper. The level itself was simple: two rooms connected by a hallway with doors, stairs, and an elevator. We used a selection of shapes and props that were available in the Starter Content folder to decorate our space to fit our science fiction horror theme. We also looked at how to use lights in the level to create tension and convey mood. Through Blueprints, we were able to explore level programming by animating our doors and elevator. Finally, we talked about the importance of playtesting and how constructive criticism from our players can only make our levels and games better. In the next chapter, we are going to move into using Blender and create a prop for our level, based on some of the basic shapes we used to decorate the ship during the whiteboxing process.