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)

User interfaces in VR

As we have seen, interaction in VR goes beyond what we are used to in traditional applications and video games. The player has near total immersion in the game world and can reach out and touch many of the objects they wish to interact with. This ability to interact directly with the environment opens many avenues for interface design while also presenting several challenges. One such challenge is that HUD elements that are displayed along the edges of a screen appear distorted and out of position in VR. Such elements can also break the immersion of the VR experience, depending on the story and setting. To solve the interface problem, most VR developers have moved away from these interfaces in favor of using information elements embedded within the game world. These can be broken down into the following three categories:

  • Diagetic
  • Spatial
  • Meta

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