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)

Designing the gameplay for Server 17

Now that we've discovered some of the great VR games that our potential users are playing and dug deep into how VR helps to make them unique, let's look at how VR can really make the experience that lets Server 17 shine. This is where we move from the Discovery and Empathy phases of our design process into the Ideate phase. Ideate is where the magic happens and where ideas are brainstormed and transformed into something more. For our user (first-time VR user, sci-fi fan, and nostalgic), we need to take into account that their status as first time users will mean that a basic locomotion scheme is important. We also want to make sure that the gameplay is intuitive and easy to learn. Current VR controllers are capable of several button-based functions, but we'll want to keep our control scheme simple to lower the learning curve...