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Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

By : Jessica Plowman
3.7 (3)
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Unreal Engine Virtual Reality Quick Start Guide

Unreal Engine Virtual Reality Quick Start Guide

3.7 (3)
By: Jessica Plowman

Overview of this book

With the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology. With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution. By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.
Table of Contents (8 chapters)
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Creating Optimized Game Art for VR in UE4

Server 17 has come a long way. We have brought the game from a simple puzzle idea to a working game prototype. At this stage, we have a sample level, custom gameplay, and custom interfaces. We have built interaction systems that can be expanded to add even more game mechanics. However, the game is not much to look at, is it? Our lighting is basic. We are still using the default textures for many things. There is nothing wrong with it, since this is still a game prototype, but if we want to be able to present this to anyone beyond family and friends, it is going to need a bit of sprucing up.

Creating 3D game art for VR is not like creating game art for other titles. Though we use many of the same programs, VR requires us to be conservative with our art. The performance requirements of VR demand that we keep polygon counts low, use tricks...

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