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UnrealCommunityCDMX-KickOff

  1. 1 Unreal Engine Community Mexico City Kick Off meeting with The State of Unreal (GDC2023)
  2. Introduction - Your Host / Speaker 2
  3. Unreal Community Mission 3 ● To help transition to the state of the art in game engine technology from scratch or from other gaming technologies ● Connect with professionals, hobbyists and indie teams building video games or real time graphics applications ● The importance of a solid background
  4. State of Unreal 4 ● Working as a Solo, very small indie or large AAA teams ● Tools for every discipline: VRX, SFX, game design, script/visual, animation, programming, network ● Open World projects and world partition ● All about sound, music and foley: Meta Sounds! ● Challenges
  5. Activities, social media and next steps 5 Adventure Together
  6. Activities, social media and next steps 6 ● Organize Facebook group ● Stream topics and platforms ● Code Challenges ● Future in-person and virtual meet-up
  7. Feedback, proposals 7 ● Best coding practices ● Connect with different teams and professionals for possible collaboration ● Centralized curated information
  8. Contact 8 https://communities.unrealengine.com/mexico-city/ https://twitter.com/dagonmeister
  9. References 9 The State of Unreal GDC 2023 MetaSounds and Quartz Unreal 5.1, Physical Interaction System Metasounds in UE5: from miniguns to music

Notas del editor

  1. Say Yes to the player: if occurs to the player and it sounds fun let them do it Object Density: The world feels crafted, rich with objects and interactivity, but not cluttered Reuse of Space: Let the player return to areas that evolve over time, building investment in the setting Dynamic Hazards: Environmental Changes force players and enemies to adapt: solar flares depressurization, Zero g, creature population Simulated World: The game world and entities exist independently of the player and behave according to consistent rules Clarity: Clearly mark the world and allow the player to navigate Dramatic Setups: Mission Settings, plot turns, characters and outcomes should feel highly dramatic
  2. Say Yes to the player: if occurs to the player and it sounds fun let them do it Object Density: The world feels crafted, rich with objects and interactivity, but not cluttered Reuse of Space: Let the player return to areas that evolve over time, building investment in the setting Dynamic Hazards: Environmental Changes force players and enemies to adapt: solar flares depressurization, Zero g, creature population Simulated World: The game world and entities exist independently of the player and behave according to consistent rules Clarity: Clearly mark the world and allow the player to navigate Dramatic Setups: Mission Settings, plot turns, characters and outcomes should feel highly dramatic
  3. Say Yes to the player: if occurs to the player and it sounds fun let them do it Object Density: The world feels crafted, rich with objects and interactivity, but not cluttered Reuse of Space: Let the player return to areas that evolve over time, building investment in the setting Dynamic Hazards: Environmental Changes force players and enemies to adapt: solar flares depressurization, Zero g, creature population Simulated World: The game world and entities exist independently of the player and behave according to consistent rules Clarity: Clearly mark the world and allow the player to navigate Dramatic Setups: Mission Settings, plot turns, characters and outcomes should feel highly dramatic
  4. Environmental Storytelling: Invite players to create stories through interpretation Improvisation: Players like to be clever; Let them use game systems to experiment and form their own solutions Intentionality: Provide information about the situation and allow the player to formulate a plan Consequences: Player makes choices that have meaningful emotional or mechanical consequences Break the Patterns: Players like to be surprised, avoid repetition inencounters or setups Well Integrated Puzzles: plausible problems to solve, not finnicky key-lock puzzles with only one solution
  5. Less relevant Space Dungeon: The player must survive a hostile enclosed world Grounded Sci-fi: Near future environment should feel convincing and cohesive, a careful balance of the familiar with the marvelous Specialization: No character should be good at everything Ecology: AI’s interact with each other and the world in interesting ways that can be exploited by the player Mood: All elements should serve a signature emotional tone Fuck Ladders: You’d just fall to your death anyway
  6. Less relevant Space Dungeon: The player must survive a hostile enclosed world Grounded Sci-fi: Near future environment should feel convincing and cohesive, a careful balance of the familiar with the marvelous Specialization: No character should be good at everything Ecology: AI’s interact with each other and the world in interesting ways that can be exploited by the player Mood: All elements should serve a signature emotional tone Fuck Ladders: You’d just fall to your death anyway
  7. Subsistence Respect Everything is alive
  8. Subsistence Respect Everything is alive
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