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

The art of level design


While this is not a level design book, I've to say that designing a level and design in general is not about tools, techniques, and technology. In fact, it has nothing to do at all with techniques or engines. It is an artistic and creative thing.

But there are always major points that you have to keep in mind while designing a level; these points depend on the game itself, its genre, its story, and lots of other factors. But for Bellz, I've found the following points come in handy to the game:

  • The level has to tell a story: I need the player to tell the story of the level through it. I don't want to show the player a movie describing what happened here before he came to the level, and I don't want to display text to tell what happened at this place. But I want my level itself, and the positioning and selection of assets, to tell the story of the place on its own.

  • The level needs to look eye-catching: Having a fantastic game is not only a result of using good and polished...