You are previewing Unreal Development Kit Game Design Cookbook.
O'Reilly logo
Unreal Development Kit Game Design Cookbook

Book Description

Over 100 recipes to accelerate the process of learning game design with UDK book.

  • An intermediate, fast-paced UDK guide for game artists

  • The quickest way to face the challenges of game design with UDK

  • All the necessary steps to get your artwork up and running in game

  • Part of Packt's Cookbook series: Each recipe is a carefully organized sequence of instructions to complete the task as efficiently as possible

In Detail

UDK is a free, world class game editing tool and being so powerful it can be daunting to learn. This guide offers an excellent set of targeted recipes to help game artists get up to speed with game designing in UDK.

Unreal Development Kit Game Design Cookbook contains everything you need to jumpstart your game design efforts. The lessons are aimed squarely at the artist's field of production, with recipes on asset handling, creating content within the editor, animation and visual scripting to get the content working in gameplay.

Unreal Game Development Kit Game Design Cookbook exposes how real-time environments are built using UDK tools. Key features are examined – assets, animation, light, materials, game controls, user interface, special effects, and game interactivity - with the view of making UDK technically accessible so users can transcend technique and focus on their creative design process. The book has well prepared recipes for level designers and artists of all levels. It covers core design tools and processes in the editor, particularly setting up characters, UI approaches, configuration and scripting gameplay. It is a technical guide that allows game artists to go beyond just creating assets, and it includes creative, extensive demonstrations that extend on mere functionality.

Table of Contents

  1. Unreal Development Kit Game Design Cookbook
    1. Table of Contents
    2. Unreal Development Kit Game Design Cookbook
    3. Credits
    4. About the Authors
    5. About the Reviewers
    6. www.PacktPub.com
      1. Support files, eBooks, discount offers and more
        1. Why Subscribe?
        2. Free Access for Packt account holders
    7. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the example code
        2. Errata
        3. Piracy
        4. Questions
    8. 1. Heads Up—UDK Interface Essentials
      1. Introduction
      2. Installing UDK and folder structure
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Folder structure and updating UDK
        4. How to do it...
        5. See also
      3. What content comes with UDK?
        1. How to do it...
        2. There's more...
          1. Binaries
        3. How to do it...
        4. See also
      4. Beginning, building, and testing a new level
        1. How to do it...
      5. Deciding on your preferences
        1. Getting ready
        2. How to do it...
      6. UI survival steps
        1. How to do it...
      7. Navigating the Content Browser
        1. How it works...
        2. There's more...
          1. Right-clicking is the way to go!
        3. See also
      8. Accessing assets in the Content Browser
        1. How to do it...
          1. Examining the assets belonging to a plant model
          2. Accessing materials used by a model
      9. Creating and managing packages
        1. Getting ready
        2. How to do it...
      10. Importing your own content
        1. How to do it...
        2. There's more...
          1. How to open an external package
          2. Copying and pasting content between scenes
      11. Cooking a map in Unreal Frontend
        1. Getting ready
        2. How to do it...
      12. Mobile device emulation
        1. How to do it...
      13. Kismet debugging
        1. Getting ready
        2. How to do it...
    9. 2. Notes From an Unreal World—Constructing Game World Elements
      1. Introduction
      2. How to handle BSP geometry
        1. Getting ready
        2. How to do it...
      3. Building a hollow room
        1. How to do it...
      4. Adjusting surface properties of BSP
        1. How to do it...
      5. Generating volume from the BSP brush
        1. How to do it...
        2. See also
      6. Handling StaticMesh actors in the scene
        1. How to do it...
        2. There's more...
          1. Rigid Bodies in action!
      7. Setting collision in the Static Mesh Editor
        1. How to do it...
        2. There's more...
          1. Changing the Material on a StaticMesh
          2. Visibility in the scene of StaticMesh actors
      8. Creating Terrain, Deco Layers, and Material Layers
        1. How to do it...
        2. There's more...
          1. Can I export a Terrain Heightmap to use in a Landscape?
      9. Creating a Landscape
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. What about creating and importing heightmaps?
      10. Scattering meshes on a Landscape using the Foliage tool
        1. Getting ready
        2. How to do it...
      11. Creating a steamy plume in Cascade
        1. How to do it...
        2. See also
    10. 3. It Lives!—Character Setup and Animation
      1. Introduction
      2. Installing ActorX and exporting skeletal animation
        1. Getting ready
        2. How to do it...
      3. Importing SkeletalMesh content into UDK
        1. How to do it...
        2. There's more...
      4. Morph targets and .FBX importing
        1. How to do it...
      5. Setting up sockets
        1. Getting ready
        2. How to do it...
      6. Attachments to SkeletalMeshes without using sockets
        1. How to do it...
      7. Setting up a custom AnimTree
        1. How to do it...
        2. How it works...
      8. Defining animations in your AnimTree
        1. How to do it...
      9. Configuring your character to use your AnimTree
        1. Getting ready
        2. How to do it...
        3. How it works...
      10. How to use a single bone control chain to correct an offset crouch animation
        1. Getting ready
        2. How to do it...
      11. Setting up a physics asset using PhAT
        1. Getting ready
        2. How to do it...
        3. See also
      12. Adding limits to physics asset joint rotations
        1. How to do it...
      13. Adding a physics-driven tail to a key framed SkeletalMesh
        1. How to do it...
      14. Enabling the head to face in a given direction for tracking purposes
        1. Getting ready
        2. How to do it...
      15. Setting a LookAt target for head rotation in code
        1. How to do it…
      16. Setting morph weights in code
        1. Getting ready
        2. How to do it...
      17. Calling up SkeletalMesh animation using Matinee
        1. Getting ready
        2. How to do it...
      18. Associating sounds with character moves in Matinee
        1. Getting ready
        2. How to do it...
        3. How it works...
      19. Sound for non-Matinee controlled animation
        1. How to do it...
        2. See also
    11. 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet
      1. Introduction
      2. Kismet UI essentials
        1. Getting ready
        2. How to do it...
        3. How it works
      3. Creating a simple enemy Bot
        1. Getting ready
        2. How to do it...
        3. How it works
      4. Event-based movement of scene objects in Matinee
        1. Getting ready
        2. How to do it...
        3. How it works
        4. See also
      5. Trace actions in a shooting situation
        1. Getting ready
        2. How to do it...
        3. How it works
      6. Revealing and hiding scene actors during gameplay
        1. Getting ready
        2. How to do it...
      7. Producing sounds through Kismet
        1. Getting ready
        2. How to do it...
      8. Using Take Damage events to produce explosions
        1. Getting ready
        2. How to do it...
        3. How it works
      9. Understanding the usage of Named Variables
        1. Getting ready
        2. How to do it...
      10. Tidying up Kismet networks using Sub-sequences
        1. Getting ready
        2. How to do it...
      11. Tidying up Kismet networks using Remote Events
        1. How to do it...
      12. Toggling Materials through Kismet
        1. Getting ready
        2. How to do it...
      13. Toggling lights through Kismet
        1. Getting ready
        2. How to do it...
      14. Animating PointLights in Matinee to mimic texture animation
        1. Getting ready
        2. How to do it...
      15. Making a comparison following a countdown
        1. Getting ready
        2. How to do it...
        3. How it works
      16. Using Integer Counter to count enemy deaths
        1. Getting ready
        2. How to do it...
        3. How it works
      17. Controlling node flow using a Gate action
        1. Getting ready
        2. How to do it...
      18. Making Bots follow a path
        1. Getting ready
        2. How to do it...
        3. How it works
    12. 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet
      1. Prefabs including Kismet references
        1. Getting ready
        2. How to do it...
        3. How it works
        4. There's more...
          1. Editing a Prefab
        5. How to do it...
        6. See also
      2. Swapping control of a Bot using Possess Pawn
        1. Getting ready
        2. How to do it...
      3. Ways to stop a recurring loop
        1. Getting ready
        2. How to do it...
      4. Setting up cinematic cameras
        1. Getting ready
        2. How to do it...
      5. Animating cinematic cameras
        1. Getting ready
        2. How to do it...
        3. How it works
        4. See also
      6. Obtaining a trigger event off a RigidBody
        1. How to do it...
        2. How it works
      7. Creating a firing pattern based puzzle
        1. Getting ready
        2. How to do it...
        3. How it works...
      8. Allowing the player to pick up, carry, and place an object
        1. Getting ready
        2. How to do it...
        3. How it works
      9. Exploring 'following' and 'attracting' behaviors
        1. Getting ready
        2. How to do it...
        3. See also
      10. Creating a regenerative health shield
        1. Getting ready
        2. How to do it...
        3. How it works
        4. See also
      11. Creating a per-session checkpoint series
        1. Getting ready
        2. How to do it...
        3. See also
    13. 6. Under The Hood—Configuration and Handy Tweaks for UDK
      1. Groundwork for adjusting configuration defaults
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Consider a version control software for editing UDK content
      2. Enabling the remote control for game inspection
        1. How to do it...
        2. How it works...
      3. Changing the Play in Editor view resolution
        1. How to do it...
      4. Removing the loading hints and similar articles
        1. How to do it...
        2. See Also
      5. Editing DefaultEngineUDK to allow 4096x4096 texture compression
        1. Getting ready
        2. How to do it...
      6. Setting the preview player size reference object
        1. Getting ready
        2. How to do it...
      7. Binding a keyboard shortcut to a player action
        1. Getting ready
        2. How to do it...
      8. Adjusting player speed
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Setting variable speed animations in the AnimTree
        4. See also
      9. Creating your own Kismet node for speed
        1. How to do it...
      10. Changing the default player sounds
        1. Getting ready
        2. How to do it...
        3. See Also
      11. Replacing the HUD
        1. How to do it...
      12. DrawText and GameType concerns
        1. Getting ready
        2. How to do it...
      13. Handling level content streaming
        1. Getting ready
        2. How to do it...
      14. Spawning objects from a hit impact
        1. How to do it...
        2. How it works.
        3. See also
    14. 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects
      1. Introduction
      2. Editing the color graph of a particle over time
        1. How to do it...
        2. How it works...
      3. Animating particles using SubUV charts
        1. Getting ready
        2. How to do it...
        3. How it works...
      4. Adding one particle's movement to another
        1. How to do it...
        2. How it works...
      5. Making collision detection work for particles
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Killing the particles
      6. Controlling sort order for translucent Materials
        1. Getting ready
        2. How to do it...
      7. Making animated textures using particle systems
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. See also
      8. Making trails with AnimTrail TypeData
        1. How to do it...
      9. Assigning Level Of Detail (LOD) to a particle system
        1. Getting ready
        2. How to do it...
        3. How it works...
      10. Leaving a bloody trail
        1. Getting Ready
        2. How to do it...
        3. How it works...
    15. 8. Then There Was Light!—Manipulating Level Light and Shadows
      1. Introduction
      2. Emissive lighting
        1. Getting ready
        2. How to do it...
        3. How it works...
      3. Comparison of static and dynamic lighting
        1. Getting ready
        2. How to do it...
      4. Light exclusivity using channels and levels
        1. How to do it...
        2. There's more...
          1. Light exclusivity using levels
      5. Adjusting shadows through light environments
        1. Getting ready
        2. How to do it...
        3. How it works...
      6. Distance field shadows
        1. Getting ready
        2. How to do it...
        3. How it works
      7. Penumbras and hotspots
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Dominant light shadow penumbra
          2. Controlling hotspots
      8. Accessing the main PostProcessChain
        1. How to do it...
        2. There's more...
          1. MaterialEffects in the PostProcessChain
      9. Ambient occlusion
        1. Getting ready
        2. How to do it...
      10. Depth of field
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Animating DOF with a Modify Property switching series
      11. Ensuring shadows work with translucent or alpha based materials
        1. How to do it...
        2. How it works...
      12. Enabling and controlling light shafts
        1. See also
      13. Enhancing sunrays using lens flares
        1. Getting ready
        2. How to do it...
        3. See also
      14. Creating caustics using projected imagery
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. A forum example
      15. Translucent colored glass
        1. Getting ready
        2. How to do it...
        3. How it works...
    16. 9. The Devil Is In The Details!—Making the Most of Materials
      1. Introduction
      2. Animating a Material Instance Constant in Kismet
        1. Getting ready
        2. How to do it...
        3. How it works...
        4. There's more...
          1. Animating a value in a Material Instance Constant in Matinee
          2. Creating an animated RGB color shift
      3. Forcing a mesh to always face the camera
        1. Getting ready
        2. How to do it...
        3. How it works
      4. A cloth-like effect using WorldPositionOffset
        1. How to do it...
      5. Creating murky liquid
        1. Getting ready
        2. How to do it...
      6. Creating a scanning effect
        1. How to do it...
      7. Quick glass
        1. How to do it...
      8. Creating transitions between Materials
        1. How to do it...
        2. See also
      9. Static Cubemap creation and real-time reflection
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Image based reflections and Material usage
      10. Wet surface reflections with dynamic actors
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Panoramic reflected environment textures
      11. Making a holographic effect using Bump Offset
        1. Getting ready
        2. How to do it...
      12. Interactive Foliage Actors
        1. How to do it...
        2. How it works...
        3. There's more...
          1. Bobbing from the base
      13. Getting varied hit impacts off models using a PhysicalMaterial
        1. How to do it...
        2. See also
    17. 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces
      1. Introduction
      2. Setting yourself up to work with Scaleform
        1. Getting ready
        2. How to do it...
        3. There's more...
          1. Adding new CLIK Objects to your library
        4. See also
      3. Working with images to skin a button
        1. Getting ready
        2. How to do it...
      4. Cursor design and script for cursors
        1. How to do it...
      5. Importing SWF content to UDK
        1. How to do it...
      6. Placing an SWF on a BSP using Render to Texture
        1. How to do it...
          1. Additional content
    18. Index