Charles and Tom show off our Physics Asset Editor (formerly known as PhAT), which has been completely overhauled to significantly improve usability and expand functionality! The UI has a new look and feel with an upgraded Skeleton Tree view that provides better filtering and display of all scene elements and a new Graph view for […]
Developed by All Seeing Eye, Seed is a virtual reality game where players are able to discover, grow and engineer plant life. Read more about the Developing Beyond competition in Europe at developingbeyond.com and download Unreal Engine for free at www.unrealengine.com.
Developed by Untold Games, Terramars is a game in which the player adapts to the environment of Mars by exploring the physiological and psychological challenges humans face when living on a different planet. Read more about the Developing Beyond competition in Europe at developingbeyond.com and download Unreal Engine for free at www.unrealengine.com.
Developed by Lost Forest Games, Winter Hall is a narrative exploration game about the legacy of the Black Death. Read more about the Developing Beyond competition in Europe at developingbeyond.com and download Unreal Engine for free at www.unrealengine.com.
Join us in celebrating #EpicFriday as we showcase amazing community projects built in UE4! From one person teams to large studios, Unreal Engine is helping developers across the world realise their projects on Mobile, VR, PC and Console. Are you working on an Unreal Project? Tag us with @UnrealEngine or use #ue4 or #EpicFriday on […]
Jerome Platteaux, Art Director of Robo Recall, discusses the process of evolving the ten-minute demo that was “Bullet Train” into a full game. He talks about what choices were made for the design of the robots, environments and weapons for Robo Recall. We will also cover the optimization of our assets, the setup of our […]
On this week’s livestream, Alan Willard demonstrates the creation of complex in-game effects using Blueprints, particle systems, and shaders. He shows how these three systems can be interwoven to create complex dynamic effects for in-game use. ANNOUCEMENT POST forums.unrealengine.com/unreal-engine/events/1365166
When British astronaut Major Tim Peake started chatting with a BBC VR expert a truly out-of-this-world VR experience was born. BBC Home: A VR Spacewalk takes users up into low earth orbit and onto the ISS. Looking down at the Earth from over 250 miles away will take your breath away. Get started with Unreal […]
In this presentation, Sr. Dev Rel Tech Artist Alan Willard walks developers through the process of creating complex in-game effects using Blueprints, Particle Systems, and Shaders. Learn how these three systems can be interwoven to create complex dynamic effects for in-game use.
The Fortnite cinematic trailer represents a new level of visual quality for companies wanting to implement real-time technologies into their linear animation pipelines. Join Media and Entertainment Solutions Engineer Brian Pohl as he reviews the trailer’s creative workflow and technical pipeline from pre-production through post.
In this Unreal Dev Day Montreal presentation, Technical Artist Harrison Moore goes through the texturing pipeline used on Paragon from start to finish, breaking down the steps and techniques the team uses to texture hyper-realistic characters in UE4.
The session by Lead Artist Jerome Platteaux will focus on the different ways to light a project in Unreal Engine and covers the basics of Physically Based Rendering and how to choose between the forward and the deferred render. The session also explains Baked Lighting with Lightmass, Dynamic lighting and Image based lighting while highlighting […]