Book Image

Unreal Engine Virtual Reality Quick Start Guide

By : Jessica Plowman
Book Image

Unreal Engine Virtual Reality Quick Start Guide

By: Jessica Plowman

Overview of this book

With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.
Table of Contents (8 chapters)

Summary

As we take our first steps down the road to becoming VR developers, we took a look at the decisions that we will have to make before getting started with developing our first VR title. We also took a look at several compelling reasons to choose Unreal Engine 4, such as continual support for VR, free access, Blueprint Visual Scripting, and powerful shader tools. We then discussed the different types of VR experiences that currently exist and which type of hardware might suit itself best to each one. Finally, we discussed VR sickness and how this debilitating condition can best be avoided.

As we move onto Chapter 2, Locomotion, Design, and Starting Our Project, we will make some decisions about how best to design our sample game, Server 17, and we will create the necessary setup files to start moving forward with development. To make sure we all understand how each of the blueprint files interact, I will be creating as much of the content as I can from scratch, only using templates and premade files when needed. Welcome to the adventure—let's move forward!