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)

Preface

For many of us developers, Virtual Reality (VR) represents a relatively untapped market for unique games that take advantage of an amazing new technology. VR has the ability to drop our players directly into our digital worlds and provide them with an experience they cannot get anywhere else. However, the skills that are needed to adopt this new technology and create these worlds are not yet widespread and easy to come by. Our goal is to change this and help spread the word about the power of VR.

Epic Games has been a long-time supporter of VR. Over the last several versions, Unreal Engine 4 has expanded its support for VR and continues to optimize its software to allow more developers to do amazing things. On the hardware side of things, both the number of manufacturers and the capabilities of the VR headsets on the market continue to increase. Many developers are making apps for the Oculus Rift and HTC Vive, though there are several other options to choose from, including PlayStation VR, Samsung Gear VR, and Windows Mixed Reality Headsets.

Whichever you choose, this book can help you on your journey of working with VR. Over the course of the book, we will look at how to design for VR. We will program flexible interaction systems for this unique environment, create user interface elements, and discuss the specific game art needs of the medium. Finally, we will wrap up with a game prototype and prepare it for distribution.