Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 8. Cinematics and In-Game Cutscenes

Cinematics, what a wonderful thing we have in games nowadays. Regardless as to whether the game is based on a story or not, games usually have cutscenes. If it is not to tell a story, then it is to direct the player correctly through the game.

While some companies prefer to create their cutscenes within a third-party animation software such as 3dsMax or Maya, and pretender it, in order to get the best quality, other companies prefer to do the cutscenes in the engine itself, in order to get the smoothest experience. Both are fine, but the last one is the best. But why?

Well, creating cinematics and prerendering them outside the engine, will give an unexpected level of quality that is not consistent in the game, so the player experience will be like a zigzag; a player will enjoy a certain level of quality while playing, but a totally different quality while watching the cutscenes.

But using the in-engine solutions in order to create the cinematics will...