Moritz Wundke, also known as Moss, started programming at the age of 12 and he always knew that he would write games for a living. After finishing his Bachelor in computer science at the University at the Balearic Islands in 2007 he started working with the Unreal Engine 3 at Tragnarion Studios. He left the studio in 2014 and joined the Spanish social game developer PlaySpace working on over then titles and shipping their games to more than 23 million players. In his career he has been able to work with nearly all major platforms, such as the NDS, Xbox 360, PS3, PS4, Android, iOS, Windows and Mac. Apart from his day job, Moritz is an official community moderator of the Unreal Engine community, Engine Contributor and freelance Unreal Engine consultant. He has worked for companies such as Deep Silver on Dead Island 2 and Red Goddess: Inner World for Yanim Studios.
Mastering Unreal Engine 4.X
By :
Mastering Unreal Engine 4.X
By:
Overview of this book
Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience.
Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting.
By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
Preparing for a Big Project
Setting Up Your Warrior
Designing Your Playground
The Road to Thinkable AI
Adding Collectables
The Magic of Particles
Enhancing the Visual Quality
Cinematics and In-Game Cutscenes
Implementing the Game UI
Save the Game Progress
Controlling Gameplay via Data Tables
Ear Candy
Profiling the Game Performance
Packaging the Game
Index
Customer Reviews