Experiences with Environments: Part 2 Unreal Development Kit

Result of Experiences with Environments: Part 1 Creation

Result of Experiences with Environments: Part 1 Creation

After creating the scene in Autodesk’s Maya, I was very excited to start delving into the impressive and sophisticated program of Epic’s Unreal Development Kit to light my scene and truly make it come alive.

Welcome to the second article in the three part series of Experiences with Environments. In this article, I will discuss my process for importing my assets, creating materials for those assets, lighting, and post-processing techniques.

The first task was to create the same composition in UDK that I had in Maya. I exported my meshes as .fbx files and imported them into the Content Browser of UDK. I inserted the same meshes and then added a couple of wires to add a little more realism to the scene. I then dragged the meshes from the content browser onto the scene to create the visual below:

Meshes Placed in UDK

Meshes Placed in UDK

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2013 Global Game Jam Vancouver

Global Game Jam Banner

This past weekend, around 15,00 people gathered around the world for the Global Game Jam with one simple purpose: Create a game in less than 48 hours. This kind of rapid development is the essence of the different game jam events around the world, like Ludum Dare,  the Nordic Game Jam, the Toronto Game Jam (aka T.O.Jam) and VFS’s very own 2Jam.

What is a Global Game Jam?

You might think, “Ok, got it — a game jam is something like a game making marathon.” And you’d be right to think that, but you’d also be wrong. Sorry. A game jam is not only a game making marathon — it’s also a great chance to network with industry professionals and celebrate a common interest: game design.
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