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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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Finalizing Our VR Game and Next Steps

Server 17 has come a long way from the idea we conceived at the beginning of Chapter 1, Introducing VR Technology in Unreal Engine 4. From our initial designs and discussions with users, we have created a game prototype with flexible systems that puts player fun and comfort first. In Chapter 5, Creating Optimized Game Art for VR in UE4, we discussed the limitations of game art in VR and some best practices that can be used to build the visuals that this game demands. So, where do we go from here? It's time to test!

Once we have a working prototype, it is time to test with our users and see whether some of our design ideas are right. Only the players can tell us whether we are on the right track. No design is ever perfect right out of production, and our game will often undergo several rounds of testing and redesign before we hit a version...

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