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

At the beginning of this chapter, we learned one of the best ways to design with a particular type of user in mind: the HCD process. When using HCD, we always want to keep our player in mind as we make each design decision, ensuring that the game we create meets every one of our player's expectations and is a delight to play. This is our goal for Server 17. With a few of our design decisions in place, we then created our project and began to customize our files by creating our custom GameMode, GameState, and PlayerPawn files.

In the next chapter, we'll further flesh out the design for Server 17 and look at the different types of gameplay that are popular in today's current VR market. Specifically, we'll focus on gameplay that takes advantage of the unique input methods and immersive qualities that VR has to offer and how we can apply those to our own...