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Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / Richard Moore.
- Format:
- Book
- Author/Creator:
- Moore, Richard J.
- Series:
- Learn by doing: less theory, more results
- Language:
- English
- Subjects (All):
- Video games--Programming.
- Video games.
- UnrealScript (Computer program language).
- Physical Description:
- 1 online resource (244 p.)
- Edition:
- 1st edition
- Other Title:
- Unreal development kit Three
- Place of Publication:
- Birmingham, U.K. : Packt Pub., 2011.
- Language Note:
- English
- System Details:
- Mode of access: World Wide Web.
- text file
- Biography/History:
- Moore Richard: Richard graduated in 2009 studying video games design at Hull School of Art and Design but has expanded his creativity by working as a web designer/illustrator in Hull, East Yorkshire and London for 3 years. He is very passionate about 3D modelling, level design, concept drawing, web development and graphical illustrations. He has worked on a number of different projects with clients from different industry backgrounds. A collection of stylish web templates, logos, brochures, business cards, web banners, animated graphics and email marketing campaigns. Through the clouds lies my passion in video game development. Complete creation of 3D art including modeling, texturing and high resolution rendering. He also dazzles in game documentation and conceptual drawings. He will always take any opportunity to meet as many different people from the game development community as possible and as a result, I have attended the Games Grads career fair for one consecutive year, participated in the Game Republic 2009 student showcase in Sheffield and Platform 2010, Hulls 1st Digital and Gaming event where I won the award for best character and a cheque for 100. In March 2011 he was involved in Platform Expo's 2011, Hull's second video game expo where I entered in this year's video game showcase and won 2nd prize for my outstanding contribution to video game design and is now involved in Platform Expo's 2012. In July 2011 he volunteered as a marketing assistant/designer for an on-line based video games magazine assisting the editor-in-chief in designing templates for latest issues of the magazine, writing reviews on latest video game titles and talking to clients about potential advertising coverage within our magazine and online. In his spare time now focuses on more freelance design and development work with up and coming companies. As a result, Richard has had some impressive feedback from fellow designers and clients and is very much interested in starting up his very own design company focusing on all the things that he loves. He has the ideas, the drive and determination to put it together. 2011 is the start of something big for this video game designer.
- Summary:
- A fun, quick, step by step guide to level design and creating your own game world.
- Contents:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes
- Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties
- Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses
- Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary
- Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material?
- Time for action - creating a new material
- Notes:
- "Learn by doing : less theory, more results"--Cover.
- Includes index.
- ISBN:
- 9786613308450
- 9781283308458
- 1283308452
- 9781849690539
- 1849690537
- OCLC:
- 797917734
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