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Join Munjuluri Chaitanya from Sierra Atlantic as he explores the world of rapid prototyping using UDK (Unreal Development Kit). This talk provides an introduction to various tools available in UDK, shares insightful experiences, and doesn't serve as a tutorial on Unreal Engine. Discover productivity gains, timelines, and the pros and cons of using these tools. Key topics include Kismet for visual coding, the Material Editor for shader generation, and the advantages of Unrealscript. Gain valuable suggestions and hints that aid in efficient game development.
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Rapid Prototyping using UDK Sierra Atlantic – A division of Hitachi Consulting Corporation Munjuluri Chaitanya Game Architect
About this talk • Broadly introduce various tools in UDK • Share experiences • Not a tutorial on UDK/Unreal Engine • Talk about specific productivity gains
Agenda • Introduction • Various tools • Timelines • Pros and Cons • Suggestions/Hints
Introduction • About Sierra Atlantic • About Gaming Vertical • About the game
Kismet • Quick fire idea prototyping • Visual Coding • Technical Artist Friendly • Complete game play implementation
Material Editor • Material editor generates a shader for the target platform • Incredibly useful when generating target specific shaders (cooking) • Incredibly useful for artists
Audio Editing Flexibility Enriched Audio experience. Easy snap and link Script control. Easy kismet linking.
Unrealscript • High-level programming language • Java like syntax • Perfect for state machines • Tight integration with editor and Kismet • Serialization • Network integration • Execution speed
Compiling, Cooking, Packaging and Deploying Save packages in an optimal format Packaging for distribution Packaged game to connected mobile devices
Pitfalls • Too much “stuff” • Starting point • Platforms and computing power • Facebook • Quality pressures • Competition – Unity, CryEngine
Suggestions • Use Unrealscript when you want a new node • Use Kismet to rapidly develop/rule out your ideas • Multi sub-object materials • Shader complexity • Dynamic vs Static Lighting • The “foreach” trap • Single vs grouped objects (collision, render calls) • Fill rate issues with particles • Number of objects (cull distance, visibility range) • Design level in UnrealEd, model/texture objects elsewhere
Thank you & Questions My colleagues are available to answer them offline too