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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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www.hitachiconsulting.com
Rapid Prototyping using UDK
Munjuluri Chaitanya
Game Architect
Sierra Atlantic – A division of Hitachi Consulting Corporation
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
Rapid Prototyping using UDK
• Introduction• Various tools• Timelines• Pros and Cons• Suggestions/Hints
Agenda
Rapid Prototyping using UDK
Introduction
• About Sierra Atlantic• About Gaming Vertical• About the game
Rapid Prototyping using UDK
Concept Art
Rapid Prototyping using UDK
The mandatory graph
Rapid Prototyping using UDK
Tools of trade
Rapid Prototyping using UDK
Kismet
Quick fire idea prototyping
Visual Coding
Technical Artist Friendly
Complete game play implementation
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
Rapid Prototyping using UDK
Matinee
Rapid Prototyping using UDK
Editing Flexibility
Enriched Audio experience.
Easy snap and link
Script control.
Easy kismet linking.
Audio
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
Rapid Prototyping using UDK
Compiling, Cooking, Packaging and Deploying
Save packages in an optimal format
Packaging for distribution
Packaged game to connected mobile devices
Rapid Prototyping using UDK
• Too much “stuff”• Starting point• Platforms and computing power• Facebook• Quality pressures• Competition – Unity, CryEngine
Pitfalls
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
Rapid Prototyping using UDK
Thank you & QuestionsMy colleagues are available to answer them
offline too
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