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www.hitachiconsulting.c om Rapid Prototyping using UDK Munjuluri Chaitanya Game Architect Sierra Atlantic – A division of Hitachi Consulting Corporation

Rapid Prototyping using UDK

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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. A g enda. - PowerPoint PPT Presentation

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Page 1: Rapid Prototyping using UDK

www.hitachiconsulting.com

Rapid Prototyping using UDK

Munjuluri Chaitanya

Game Architect

Sierra Atlantic – A division of Hitachi Consulting Corporation

Page 2: Rapid Prototyping using UDK

Rapid Prototyping using UDK

About this talk

• Broadly introduce various tools in UDK• Share experiences• Not a tutorial on UDK/Unreal Engine• Talk about specific productivity gains

Page 3: Rapid Prototyping using UDK

Rapid Prototyping using UDK

• Introduction• Various tools• Timelines• Pros and Cons• Suggestions/Hints

Agenda

Page 4: Rapid Prototyping using UDK

Rapid Prototyping using UDK

Introduction

• About Sierra Atlantic• About Gaming Vertical• About the game

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Rapid Prototyping using UDK

Concept Art

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Rapid Prototyping using UDK

The mandatory graph

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Rapid Prototyping using UDK

Tools of trade

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Rapid Prototyping using UDK

Kismet

Quick fire idea prototyping

Visual Coding

Technical Artist Friendly

Complete game play implementation

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Rapid Prototyping using UDK

• Material editor generates a shader for the target platform

•Incredibly useful when generating target specific shaders (cooking)

•Incredibly useful for artists

Material Editor

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Rapid Prototyping using UDK

Matinee

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Rapid Prototyping using UDK

Editing Flexibility

Enriched Audio experience.

Easy snap and link

Script control.

Easy kismet linking.

Audio

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Rapid Prototyping using UDK

•High-level programming language•Java like syntax•Perfect for state machines•Tight integration with editor and Kismet•Serialization•Network integration•Execution speed

Unreal script

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Rapid Prototyping using UDK

Compiling, Cooking, Packaging and Deploying

Save packages in an optimal format

Packaging for distribution

Packaged game to connected mobile devices

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Rapid Prototyping using UDK

• Too much “stuff”• Starting point• Platforms and computing power• Facebook• Quality pressures• Competition – Unity, CryEngine

Pitfalls

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Rapid Prototyping using UDK

• 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

Suggestions

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Rapid Prototyping using UDK

Thank you & QuestionsMy colleagues are available to answer them

offline too

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