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)

Popular gameplay mechanics

In the last few years, many developers have embraced VR technology as their chosen medium. This has lead to a variety of VR games spanning many different genres and ideas. Each game has approached the input and immersion that VR brings in their own way. Some, such as Bethesda and ID Software, chose to use the technology to bring their blockbuster games Fallout 4 and Doom into the VR era (to mixed reviews). Others have found more success building their game specifically for the medium, such as Beat Games' Beat Saber, and Schell Games' I Expect You To Die. For our research into what might work for Server 17, we're going to look at seven different types of gameplay:

  • Shooter experiences
  • Action/adventure experiences
  • Vehicle experiences
  • Physics-based experiences
  • Puzzle experiences
  • Rhythm experiences
  • Educational experiences
...