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Unreal Engine Virtual Reality Quick Start Guide : Design and Develop Immersive Virtual Reality Experiences with Unreal Engine 4.

By: Material type: TextTextPublisher: Birmingham : Packt Publishing, Limited, 2019Copyright date: ©2019Edition: 1st edDescription: 1 online resource (175 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781789615043
Subject(s): Genre/Form: Additional physical formats: Print version:: Unreal Engine Virtual Reality Quick Start GuideDDC classification:
  • 794.81526
LOC classification:
  • QA76.76.C672 .P569 2019
Online resources:
Contents:
Intro -- Title Page -- Copyright and Credits -- Dedication -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Introducing VR Technology in Unreal Engine 4 -- Why use Unreal Engine 4 for VR? -- What types of VR Technology are available to developers? -- Room-scale VR -- Seated VR -- Mobile VR -- Pros and cons of popular VR headsets -- HTC Vive -- Minimum hardware requirements -- Oculus Rift + Touch -- Minimum hardware requirements -- Windows Mixed Reality headset -- Minimum hardware requirements -- Samsung Gear VR -- Limitations of VR -- Introducing our sample project - Server 17 -- Summary -- Chapter 2: Locomotion, Design, and Starting Our Project -- The Human-Centered Design process -- Choosing our locomotion method -- Natural locomotion -- Artificial locomotion -- Cockpit locomotion -- Physical locomotion -- Setting up new game files in UE4 -- Project setup -- Creating our custom Game Mode -- Creating a GameState -- Creating a custom PlayerPawn -- Programming our custom PlayerPawn -- Summary -- Chapter 3:Exploring Riveting Gameplay in Virtual Reality -- What does VR bring to video games? -- Popular gameplay mechanics -- Shooter experiences -- Action/adventure experiences -- Vehicle experiences -- Physics-based experiences -- Puzzle experiences -- Rhythm experiences -- Educational experiences -- Designing the gameplay for Server 17 -- Adding the hand functionality -- Building the teleportation -- The server - Building the puzzle box -- Building the first tool station -- Building the Timer -- Summary -- Chapter 4:User Interface and User Experience inside VR -- What is UX design? -- User interfaces in VR -- Designing the UI elements for Server 17 -- Displaying the level timer -- Redesigning the tool experience -- Summary -- Chapter 5:Creating Optimized Game Art for VR in UE4 -- Performance is key.
Artistic limitations in VR -- Static and skeletal mesh limitations -- Material limitations -- Lighting limitations -- Visual Effects (VFX) limitations -- Performance-boosting techniques -- Static and skeletal mesh techniques -- Material techniques -- Lighting techniques -- Visual effects techniques -- Measuring ingame performance -- Summary -- Chapter 6:Finalizing Our VR Game and Next Steps -- The importance of game testing -- Collecting testing data -- Usability testing -- Card sorting -- Expert review -- Preparing for distribution -- Summary -- Other Books You May Enjoy -- Index.
Summary: Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.
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Intro -- Title Page -- Copyright and Credits -- Dedication -- About Packt -- Contributors -- Table of Contents -- Preface -- Chapter 1: Introducing VR Technology in Unreal Engine 4 -- Why use Unreal Engine 4 for VR? -- What types of VR Technology are available to developers? -- Room-scale VR -- Seated VR -- Mobile VR -- Pros and cons of popular VR headsets -- HTC Vive -- Minimum hardware requirements -- Oculus Rift + Touch -- Minimum hardware requirements -- Windows Mixed Reality headset -- Minimum hardware requirements -- Samsung Gear VR -- Limitations of VR -- Introducing our sample project - Server 17 -- Summary -- Chapter 2: Locomotion, Design, and Starting Our Project -- The Human-Centered Design process -- Choosing our locomotion method -- Natural locomotion -- Artificial locomotion -- Cockpit locomotion -- Physical locomotion -- Setting up new game files in UE4 -- Project setup -- Creating our custom Game Mode -- Creating a GameState -- Creating a custom PlayerPawn -- Programming our custom PlayerPawn -- Summary -- Chapter 3:Exploring Riveting Gameplay in Virtual Reality -- What does VR bring to video games? -- Popular gameplay mechanics -- Shooter experiences -- Action/adventure experiences -- Vehicle experiences -- Physics-based experiences -- Puzzle experiences -- Rhythm experiences -- Educational experiences -- Designing the gameplay for Server 17 -- Adding the hand functionality -- Building the teleportation -- The server - Building the puzzle box -- Building the first tool station -- Building the Timer -- Summary -- Chapter 4:User Interface and User Experience inside VR -- What is UX design? -- User interfaces in VR -- Designing the UI elements for Server 17 -- Displaying the level timer -- Redesigning the tool experience -- Summary -- Chapter 5:Creating Optimized Game Art for VR in UE4 -- Performance is key.

Artistic limitations in VR -- Static and skeletal mesh limitations -- Material limitations -- Lighting limitations -- Visual Effects (VFX) limitations -- Performance-boosting techniques -- Static and skeletal mesh techniques -- Material techniques -- Lighting techniques -- Visual effects techniques -- Measuring ingame performance -- Summary -- Chapter 6:Finalizing Our VR Game and Next Steps -- The importance of game testing -- Collecting testing data -- Usability testing -- Card sorting -- Expert review -- Preparing for distribution -- Summary -- Other Books You May Enjoy -- Index.

Unreal Engine VR Quick Start Guide introduces designers to the guidelines and design processes necessary to build interactive VR experiences. Learn to use User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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