Book Image

Unreal Development Kit Game Design Cookbook

By : Thomas Mooney
Book Image

Unreal Development Kit Game Design Cookbook

By: Thomas Mooney

Overview of this book

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined ñ assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.
Table of Contents (17 chapters)
Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Generating volume from the BSP brush


The BSP brush can be used to generate volumes that cover functionality like defining a spatial zone for something to happen (or not happen) inside. In later chapters we'll be using all kinds of volumes. For now let's choose a simple one, a PostProcess Volume. This volume type effects the coloration and focus of the image seen by the camera. The use of a volume provides a boundary for the effect.

How to do it...

  1. Create a new scene and create a hollow cube, as above, with a pointlight inside it (hold L and click on an interior surface). The repetitive start for the last few recipes will help you get faster at this common process.

  2. Highlight and apply any likely wall Materials from the Content Browser using Apply Material as we did before. You can copy Materials from one surface to another using right-click and choosing Copy then Paste.

  3. Duplicate this room alongside itself by selecting it in the Top viewport and then hold down ALT and move it until the outer...