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Jessica Plowman - Unreal Engine Virtual Reality Quick Start Guide: Design and Develop immersive virtual reality experiences with Unreal Engine 4

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Unreal Engine Virtual Reality Quick Start Guide: Design and Develop immersive virtual reality experiences with Unreal Engine 4: summary, description and annotation

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Unreal Engine 4 for virtual reality game design, development, User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.

Key Features
  • Build VR games from scratch with the power of Unreal Engine 4
  • Learn User Experience design practices to take your VR game to the next level
  • Understand the best practices to creating art for games on HTC Vive, Oculus Rift, and PSVR
Book Description

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 4s 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.

What you will learn
  • Understand how to get started with VR development in Unreal Engine 4
  • Design and create interaction and locomotion systems from scratch
  • Plan and program a sample game for VR
  • Understand how VR affects user experience and user interfaces
  • Discuss what is needed to create optimized art for VR
  • Test your game with users and prepare for distribution
Who this book is for

The audience for this book is intermediate or advanced users of Unreal Engine 4 but who have not begun working with VR technology. These users are familiar with the game engine and have an interest in VR technology. They are just beginning to explore the VR features that the game engine has to offer.

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Unreal Engine Virtual Reality Quick Start Guide Design and Develop - photo 1
Unreal Engine Virtual Reality Quick Start Guide

Design and Develop immersive virtual reality experiences with Unreal Engine 4
Jessica Plowman

BIRMINGHAM - MUMBAI Unreal Engine Virtual Reality Quick Start Guide - photo 2

BIRMINGHAM - MUMBAI
Unreal Engine Virtual Reality Quick Start Guide

Copyright 2019 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Kunal Chaudhari
Acquisition Editor: Siddharth Mandal
Content Development Editor: Smit Carvalho
Technical Editor: Leena Patil
Copy Editor: Safis Editing
Project Coordinator: Pragati Shukla
Proofreader: Safis Editing
Indexer: Pratik Shirodkar
Graphics: Alishon Mendonsa
Production Coordinator: Saili Kale

First published: February 2019

Production reference:1260219

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78961-740-5

www.packtpub.com

To my wife, Jennifer, and our family for loving and supporting me through this process. I could not do this without you. To my students, past and present I do this for you, and everyone like you, who wants to live their dream.
Jessica Plowman
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Contributors
About the author

Jessica Plowman is a game designer and educator who currently resides in the United States. At an early age, she discovered her love for video games and the joy they bring to others. She began teaching students about game development in 2005 and enjoys supporting the dreams of the next generation of developers. She has worked with Unreal technology for over 10 years, and currently teaches students game technology and game design in Sarasota, Florida. When not teaching, she consults on different topics related to Unreal technology and continues to further her education by researching best practices related to both teaching and game development.

No one completes projects like this alone and I am no exception. I would like to thank my beautiful and patient wife, Jennifer, for all her care and support during the writing and development process. Without her, my life would be empty. As always, I also want to thank the UE4 community and the folks at Tribe XR. We all stand on the shoulders of those who came before us, so thank you.
What this book covers

, Introducing VR Technology in Unreal Engine 4 , will give you a solid introduction to VR technology in Unreal Engine 4 and to the types of virtual reality hardware that are available on the market today. We discuss the current limitations of the hardware and introduce you to our sample project, Server 17.

, Locomotion, Design, and Starting Our Project , guides you through the different types of movement systems currently in use in modern VR games, and discusses the pros and cons of each. Using human-centered design methods, you will design a locomotion system for first-time players and go through the process to set up our sample game in Unreal Engine 4.

, Exploring Riveting Gameplay in Virtual Reality , has you delving into different types of gameplay used in popular virtual reality titles such as Gorn, Tribe XR, and others. You are then guided through designing gameplay for our sample game, and building movement and interaction systems from scratch using Unreal Engine 4's powerful blueprint system.

, User Interface and User Experience inside VR , teaches the basics of user experience design and how these techniques are applied to virtual reality. The book explores 2D and 3D interface elements, and guides you through creating both.

, Creating Optimized Game Art for VR in UE4 , discuses the limitations that VR software and hardware place on creating game art. You will explore the issues surrounding the creation of 3D models, textures/materials, lighting, and visual effects, as well as some best practices for dealing with those limitations.

, Finalizing Our VR Game and Next Steps , completes the journey of game creation by discussing the importance of game testing, outlines some techniques to gather testing data, and discusses how to improve your design based on feedback. You are taken through the steps for finalizing the sample game for distribution, and we'll look at where to go next with the game prototype that you have developed.

About the reviewer

Deepak Jadhav is a game developer based in Pune, India. Deepak received his Bachelor s
degree in computer technology and Master s degree in Game Programming and Project
Management . Currently, he is working as a game developer in a leading game development company in India. He has been involved in developing games on multiple platforms, including PC, macOS, and mobile. With years of experience in game development, he has a strong background in C# and C++, as well as the skills he has built up on platforms including Unity, the Unreal Engine, and augmented and virtual reality.

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