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GettingStartedOverview
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Overview
This document is an overview of the process of planning, producing, and C heck out the Epic games site. publishing a game using Unreal Engine 3. Starting out on a new project using Unreal Engine 3 can be a daunting task. The engine is complex and knowing Questions about support via UDN? how to get started as well as how to move from phase to phase is not C ontact the UDN Staff always immediately obvious. This overview is here to help you along the way; pointing you in the right direction as to what needs to be done to get started, where documentation can be found for the various aspects of the production cycle, and where to go once production of your game wraps. The sections are laid out chronologically starting from planning and ending with publishing. Along the way, each section will have a brief summary of what is involved in that task or aspect of development along with links to more detailed documents covering important areas of the aspect in question. This is by no means a complete or comprehensive list of each and every document on the Unreal Developer Network, and you may find that your particular game does not follow the steps or aspects of development listed here precisely. This is meant to give you an idea of what is involved and provide a basis for performing the important tasks required to develop a game using Unreal Engine 3.
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What features required by your game are supported by Unreal Engine 3? Do Unreal Engine 3's minimum specifications fit your target market? Do you have enough and sufficiently skilled workers to meet your release schedule? Does the content pipeline for Unreal Engine 3 suit your needs? What legal guidelines will need to be followed? What support outlets does Epic provide for Unreal Engine 3? To answer these questions and more, visit the Getting Started: Production page for detailed information. Epic has set aside the 2nd and 4th Sunday of the month from 8am-Noon EST for performing scheduled maintenance. Please keep this in mind when planning as it is possible that any or all of the support outlets, especially network/server resources, could be affected during these times.
Level Creation
Levels, or maps, are collections of items that together form the world or environment in which the game takes
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place. Building environments and worlds for your game is obviously a very important aspect of the production cycle. The process of creating levels involves a broad collection of topics, but at its foundation it involves placing various types of Actors into a map within Unreal Editor, the editing suite provided with Unreal Engine 3. As level design does involve a broad range of disciplines, there may be several people working on a single level at any one time. There may be one person in charge of the level as a whole while one or more people are in charge of scripting events using the Kismet visual scripting system and others may be handling animating events and cinematic sequences using Matinee. The level streaming system in Unreal Engine 3 makes this all possible as a single persistent level can contain multiple sub-levels, called streaming levels. These sub-levels can contain the Kismet scripting and Matinee sequences keeping things organized and allowing multiple people to be working on the same overall level at the same time. To learn more about how to create environments for your game, visit the Getting Started: Level Creation page.
Content Creation
Unreal Engine 3 provides both custom tools within UnrealEd as well as pipelines for bringing in content from external applications. These features give artists the complete freedom to create content that will bring the game environment to life. From static meshes to create the environment, buildings, structures, and decorations to skeletal meshes used for player characters, weapons, and vehicles. From complex, dynamic materials to amazing particle effects, Unreal Engine 3 makes content creation simple and efficient. The Getting Started: Content Creation page contains more information on each of the major content types as well as how to create, import, and edit them.
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