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Rapid Prototyping using UDK

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.

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Rapid Prototyping using UDK

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  1. Rapid Prototyping using UDK Sierra Atlantic – A division of Hitachi Consulting Corporation Munjuluri Chaitanya Game Architect

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

  3. Agenda • Introduction • Various tools • Timelines • Pros and Cons • Suggestions/Hints

  4. Introduction • About Sierra Atlantic • About Gaming Vertical • About the game

  5. Concept Art

  6. Themandatory graph

  7. Tools of trade

  8. Kismet • Quick fire idea prototyping • Visual Coding • Technical Artist Friendly • Complete game play implementation

  9. Material Editor • Material editor generates a shader for the target platform • Incredibly useful when generating target specific shaders (cooking) • Incredibly useful for artists

  10. Matinee

  11. Audio Editing Flexibility Enriched Audio experience. Easy snap and link Script control. Easy kismet linking.

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

  13. Compiling, Cooking, Packaging and Deploying Save packages in an optimal format Packaging for distribution Packaged game to connected mobile devices

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

  15. Suggestions • 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

  16. Thank you & Questions My colleagues are available to answer them offline too

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