How to make a game with the risk reduced with the strongest class game engine "Unreal"



"Game engine"And its importance became to be spoken in various places, and it is finally one of the major cornersUnityEstablished a Japanese corporation. More and more game engines are increasing their presence. Meanwhile, it has been developing since 1998, it is no exaggeration to say that it is now the world's most famous game engine"Unreal Engine"Epic · Games Japan, which develops and licenses,How to do game development with reduced risk with Unreal EngineI gave a lecture at CEDEC 2011.

Unreal Technology
http://www.unrealengine.com/


Epic · Games Japan Junya Shimoda (Shimoda):
I am a support manager at EPIC · Games Japan. It is Shimoda. I will introduce a method to start using the unreal engine while holding down the risk entitled "knowledge to start with the unreal engine from now on to minimize the risk".


Shimoda:
Today's content is "Why the Unreal Engine from Now", and "Create a Prototype Easily". "Approach to enhance quality". And "Introduction and risk of unreal engine", and "Risks corresponding to network game". And finally it is a summary.


Shimoda:
Before you start, what kind of problems are you having with the current project?

As a common example, although there are planning documents, I think that it is recently many that the plan does not pass through with only the project plan. I can not go through the project alone with documents. Then, even if it says to make a prototype, it will take many months before a prototype of a verifiable level can be formed, so the plan will flow in the meantime. I can not see the size of the project. I have no idea how much personnel to spend on the production period.

Also, I do not know how much I can improve the actual quality and performance. For example, I tried creating a prototype, but I do not know how high the product quality can be enhanced. In addition, I think that it is sometimes troubling what platform should be issued. I think whether there are places to worry about whether it is good for consoles, whether it is good for mobile, what platform is good for console, and so on. Well, I'd like to see an action demo once.


Shimoda:
This is a demo of the third person view, but this is made of "UDK (Unreal Development Kit)". How long it took UDK to take is actually not taking a day. It is made in several hours. With UDK, you can easily make these things.




The lower movie is a promotion video that you can visually see where you are making games using UDK. Although it is a movie different from the demonstration done at the actual venue, it is close to the demonstration introduced at the venue, such as the movement of the UDK screen and the arrangement of the material.

Inside UDK: Fall 2011 - YouTube


Shimoda:
I will explain "why now is the unreal engine? The merit of introduction". You may have heard the story that unreal engine is suitable for large scale projects. Certainly large-scale projects are a good field for Unreal engine.

For example, production pipeline and content management for realizing large scale projects are substantial. In addition, there is a feature that license fee does not change even if the number of people increases. Since the production environments and tools are substantial, by using these, it becomes possible to efficiently produce games. In addition, we support total from the prototype production which is the early stage of production to the production process such as DVD and Blu - ray data corresponding to the final stage of production. By using these, developers will be able to focus on creative parts. Lead programmers can also participate in creatives.


Shimoda:
Next, on "Why the Unreal Engine? Prototyping". First of all it is recommended to prototype with a small number of people. If you develop with a large number of people from the beginning suddenly, the risk will also increase. I will explain this in detail later. And by advancing the series using the Unreal engine, production efficiency further improves. As a title under development in this form,"Gears of War"series,"Mass Effect"series,"Bio shock"series,"Batman"Series and so on. These are developing efficiently by making multiple series using Unreal engine.


Shimoda:
In addition, it is said that it corresponds to multi platform. For example, if you want to change the platform, in the case of Unreal Engine you can change it to multiple platforms simply by changing the target of the build. Not only the console but also "PS Vita", iOS, Android, etc. can be deployed in multiple ways to sell in the world.

For people who have been producing games for consoles until now, as a little hurdle, iOS and Android have to use Objective-C or have to use Java. In the case of Unreal Engine, you do not need to worry about Objective-C and Java. Since wrapping on the engine side, you can make all the games by using the script language "Unreal Splic" in C ++ or the unreal engine for the production of the game itself.


Shimoda:
Next on "Why now is the unreal engine license fee." Actually, it is possible to suppress license fee as well. Unreal engine can be used for evaluation without charge. You can first make a prototype for free. Even in the period of producing prototypes free of charge for evaluation use, we do support free of charge. Until the prototype is formed, no license fee will be incurred at all, and you can also make games while receiving further support. However, if the prototype is completed and you want to announce it officially, you need to issue a formal license before the announcement.

Although I tried making it, there is also a risk of a case where sales did not grow. I think that it is an interesting point to say, "If you failed to sell by paying the license fee," such as the story that the license fee is high are also flowing in the rumors. Actually, however, there is also a licensing program that pays with the royalty license according to sales, keeping the initial license fee low. Rather than paying the license fee to suddenly you can not sell or sell from the beginning, you can also reduce the initial license fee and then pay with royalty depending on the number you can sell. If we consider these things, we believe that we can develop sufficiently reasonably.


Shimoda:
So, I will show you the production process of the demonstration. As for Unreal Engine, when trying to create a new stage, templates are supposed to come out. For example, afternoon lighting, daytime lighting, morning lighting, night lighting, absolutely nothing, these are easy to do. I will open night lighting. As this opens, various settings are displayed, so try setting the map.


Shimoda:
I would like to walk. When I walk, it looks like this. It is a pattern that I can just walk on FPS or from my own point of view. Just opening from the template makes it easy to walk around.


Shimoda:
Since it does not seem like a game with this, you can designate various types of games for this stage level. In the game type, for example, there is a default game type, "UTgame". UTgame is a type of game called Unreal tournament. If you specify UTgame here, it will be the movement of the player of the unreal tournament. You can move and shoot with a gun. In this way it is designed to make it easier to type the game.





Shimoda:
I made it to the type of game of the FPS unreal tournament now, but I can easily make something like TPS for example. There is a function to designate "camera action script" for Unreal Tournament and UDK. There are about 30 methods in this camera script itself, but with some methods, Unreal script, you can change the movement of the camera by just rewriting some methods.

As for the source and details, I can not make it in time for the current session, so I actually changed some of the methods and made it with the title of UTgame TPS. Assigning this, you can quickly do something like this that can walk around in third-party view. The document for making the camera of the third person view is placed on the UDK site and the site called UDF for licensee. With respect to the changed part of the camera, by adding dozens of lines, such TPS format It is possible to change it.



Shimoda:
Since this is not yet a game if only this is the case, I would like to put out enemies. It does not change much from the previous screen, but when you go to the back, only one marker is flying. If you press Ctrl + K here, for example, "Unreal Kismet" will be launched. Until now, when a programmer builds a game, he has assembled game flow and logic in a programming language such as scripts, C ++, C # and so on. In the case of the unreal engine, you can build game logic using these visual monograms.


Shimoda:
In this case, when the level is read in, we have a mechanism called "Actor Factory" where you set up what you act in and create it. If you move it with this, enemies will come out. Place a marker inside and freely combine logic with this "Kismet". The enemy starts to move just by that.




Shimoda:
I am still sad, so I will increase enemies. I increased the number of markers to three. Change from the increased marker to an instruction to make enemies. This will increase enemies. You can also increase the number of people. In this way, you can easily put out enemies, increase it, fight it.




Shimoda:
Since it is a flat ground, I would like to express this a bit more rich. Just by dragging & dropping the material, you can easily change it.



Shimoda:
It is also easy to paste a model that an artist made finely. You can arrange the Drucker you made with this, or duplicate the material.


Shimoda:
You can place things like rocks together, or place them together by pressing shadow buttons.






Shimoda:
It is also possible to make it like the future like this.


Shimoda:
With Unreal Engine, you can easily create such a game. While making these games, you can easily make it a different platform. We have transferred this data to iPhone. It became the same screen here. In this way, you can change the platform immediately.



Shimoda:
These documents are located on the UDK site and so on. You can easily change the camera, move the enemy as an AI, or make it a third person view.


Shimoda:
So far, I actually saw the process of using Unreal scripts to create things like TPS, to construct logic with GUI using Kismet, and to easily create prototypes.


Shimoda:
There will be doubts as to whether we have to rebuild what we have just made, in actual production, but in fact this is not the case. The code of the prototype made by Unreal script can also be easily C ++ized in the method unit of the script in the case of the formal license. While using the prototype code as it is, only the place where you want to increase the speed, you can enter this production by converting it to C ++ to improve the performance.

In addition, although the ground was done with the flat space earlier, such a base can also be used as it is in the actual. I used to drag the material with & amp; drop earlier, but simply by putting the material on the ground, you can make the ground level usable in production.


Shimoda:
I think whether it is necessary to further improve the quality when it comes to production. As an approach to increase the quality, on the level editor, material is put on the prototype and further writing is done on it. Just placing it will make it look poor, so I will do a lot of lighting.

Along with lighting, we also use shadowing. By using them, you can perform calculations such as "Grobal Illumination calculation", light reflection, etc. firmly and realistically on Unreal Engine's unreal editor. And you can burn it.

Besides this, Unreal Engine provides various tools and production environments.


Shimoda:
There is "GameProfiler" which profiles gameplay. As you progress through the game, you can see how much performance has deteriorated, you can easily see the processing time of the characters on the stage, how many seconds the physical time was, check collisions and so on. You can also improve performance by using such things.

You can easily see shader complexity etc in the editor. Not only this, there are various prototyping functions and what is called the Stats function. For example, you can see how many kilos of resources are consumed by hashes, objects, models on stage.

For example, if it is a mobile version, the capacity is still worrisome. At Connector Texture Statts, this texture checks how long it was seen when I played the test play on this stage, and lists the parts where the resolution is high even though it has never appeared on the screen And you can brush up for mobile.




Shimoda:
In addition, as one approach to quality improvement, while creating prototypes, we have created high quality meshes and models by artists and shared it to arrange stages easily. . It will be possible to suppress the production man-hours while keeping the quality of the appearance high.


Shimoda:
Next, on "the risk of introducing the unreal engine". When prototyping with Unreal engine, prototyping itself has no negative factors or risks. However, I think that starting with a large number of people is high risk. Even if it says that the unreal engine is suitable for development with a large number of people, it has suddenly begun with a large number of people and it is necessary to change the specification greatly like Shabu-bashi, in the worst case the project is canceled If you think about doing it, starting with a large number of people will cause damage to be extremely large.

First, prototyping with a small number of people is recommended, and pipeline verification and construction are recommended. If you want to start over, you should judge it as early as possible. In that respect, I think that using protocols such as Unreal engine quickly prototyping will be a great advantage.


Shimoda:
As for the actual introduction of the unreal engine itself, I think that there is a doubt that "it is not hard to master it". Regarding this, a seminar is also held at Epic Games. Asking to the development company to introduce, in front of the developers, "You can make prototypes as soon as you make them like this" or "You can make various types of games by making them like this" "Or" I will have such an edit kit to produce levels. " At first, you may think that it might be a problem, but I believe that the burden can be reduced considerably with support.


Shimoda:
I wonder if there is concern that "the level of technology that concerns the core of the engine will not remain in people or companies". I think that this will mean "What matters to the company?" Is the purpose of the company aimed at accumulating technology? I think that there is not much need to stick to the in-house engine if it is the purpose of creating interesting games and making them happy and getting profit from them.

Essentially, know-how on game creation and know-how for constructing game fun is also important. If so, I think that there is plenty of merit in using the unreal engine. With the Unreal Engine you can easily test the fun of the game. First of all, I'd like to try out a small group and see the fun of the game can be easily made with this. If there is still a problem that is still difficult, I will also hold a seminar.



Shimoda:
I think that there is also a desire to make a network compatible game by console and mobile. Regarding network games, there are risks not found in standalone games. For example, for network games, various synchronization functions are required. It is necessary to synchronize the characters on the stage with multiple PCs, multiple consoles, or multiple mobile.

Also, in the case of network games, the connection often runs out, an error occurs, or a delay occurs before the packet reaches the other party. Considering such a point, how long will it take to make a prototype with full scratch?

In the case of Unreal Engine, the synchronization function and packet link function in the vicinity of the player are contained in the engine itself, and it is also provided in the previous Unreal script. The Unreal script also has features for synchronization, features to restore characters elsewhere, and more.

If you try to make it by full scratching, it may take time to produce a prototype at a level exceeding a few months, or over a year. Although the unreal engine has functions related to synchronization, testing of synchronization is still essential. Originally the function of synchronization is included, but if you start making games without first considering it, it will be quite hard to make it network compliant at a later time. While testing the synchronization, it is necessary to build up.

Also, the part of cooperation with MO and SNS is also starting production. For example, we have started implementing in conjunction with Facebook with iOS version.


Shimoda:
In summary, it means that "cost of introduction can be reduced", "can be used for high-speed rabbit prototyping", and "can be transferred to production as it is". And there is "a proven high end environment". "Gears of War" and "Mass Effect" etc. have actually succeeded in making multiple versions, multiple series using the Unreal engine in fact. It also supports "multi platform". Recently, iOS, Android, PS Vita and other platforms to deal with have increased, but we will respond to these promptly as well.


◆ Q & A


Q:
I mean that there is a profiler, is it that you can get profiles on the target platform?

Shimoda:
As for the script, I think that it will run on the PC. Since you can work on Xbox 360 and various platforms if you make something that runs on the PC, I hope you can see the script on the PC and use it while using it with the profiler of each platform I will.

Q:
That is not to be able to take profiles on Android or iOS.

Shimoda:
I agree. Now, as part of starting the correspondence, I am making part of the profile function of iOS. Similar things are starting to move, I think Android is still taking a little more. However, I do not want to do Android, but I'd like to start from iOS first.

Q:
Then, I am looking forward to what I can do.

Shimoda:
Thank you very much.


Q:
When it comes to a large-scale project, when creating one stage map, I think that multiple people will work only in the background. In Unreal, is basically one person who plays the level data as the direction of the work when placing the stack image on the map or writing it on the map?

Shimoda:
Of course it is possible for even one person, but in the case of the unreal engine, there is a function called level streaming, which is originally a system that reads in the same play flow as it makes a split when making a big stage . Level streaming does not mean that you have to be out of place, it's possible to place multiple levels on the same place. By using it, for example, you have multiple levels of looking-like level and game logic level of game, level-designer who is closer to the game uses logic and artistic level designer You can divide work such as using art level.

Q:
For example, can you do something like doing work at the same time, separating the person who places the static mission and the person who makes the lighting?

Shimoda:
At first, I think whether the lights could be reflected in other places, but I think that I would like to set up the light as well as the arrangement at the same time, so I think that it is easier to handle by the same person.

Q:
The title of this session is "Knowledge to start minimizing the risk by starting with the unreal engine" and ask about this risk part. I think that there are two ways of thinking, "the risk that can be overcome by using the unreal engine" and "the risk arising from using the unreal engine". As a risk to be generated by using it, it was said that it is risky if it starts suddenly with the number of adults, but please let us know if there are other examples of failures that occur by using the Unreal Engine.

Shimoda:
Before Epic · Games · Japan was able to be done in the past, there were several cases where several Japanese big game developers used the Unreal engine, although it was possible to create until the production, it was serious .

The standard production styles of Unreal Engine are the way we make the level above and how to share it and arrange it. Depending on the company, in the case of a game company so far, I think that there is a style that the stage data make one big stage, import it and use it in the game. When taking such a style, the merit of Unreal is a little hard to make out.

Q:
Please tell me about a future roadmap-like platform that you would like to add.

Shimoda:
I would like to respond to the platform that Unreal may move, if possible, on a platform that Unreal does not deal with yet. It is hard to say now on this occasion, but if you look at the site called Unreal Technology, the name of the platform which should have not corresponded to until now is raised. I think that I would like to proceed with such a thing.


Q:
In using the Unreal Engine, if there is something like "I do not like this kind of genre" such as the genre of the game which is the most difficult, such as not being suitable for these game styles, please tell me .

Shimoda:
Is it a failable genre ... ....

Q:
I see a lot of samples such as FPS or TPS, but I do not see RPG styles and sound games or such styles, so I wonder if there is a compatibility problem.

Shimoda:
I agree. Regarding RPG in fact, before the Epic · Games Japan can be done, two domestic manufacturers, two companies are issuing two RPG titles for Japan. Regarding sound games, there are dance games already in Korea,Black Eyed PeasDancing game-like things like that of the group are announced. I do not think there is anything particularly weak.

However, as for the additional code and other necessary items, it is easy to play an FPS-like match-up game of normal communication battle, but if it corresponds to something like MMO, it is a little MMO-like There is a server, there is a client, I think that it is necessary to give the communication log to the characters, communicate, etc. I need to write such things. It's not that we can not do that, especially when you are in Korea, MMO type action RPGs like Blades & amp; Seoul and Tera are coming out, so I do not think there is a particularly weak field .


Q:
There are things I want to ask about three points. Is there a difference between the paid version and the free version? Also, is the asset sold separately? Is there an asset to add and purchase later? Regarding the smartphone version, perhaps the output is output on a project basis and I think that the build will be in a different environment, but for iOS version, for example, will the final filter be on Mac's Xcode or Android Could you please tell me about the need to prepare Eclipse?

Shimoda:
About the difference between contents of free version and those of paid version, it is not possible to use C ++ code for what is called free version UDK. If you develop using C ++ code you will need to use a paid version. If you are a paid editor, you already have published the code of the engine, the code itself of the editor using C ++, or those using unreal scripts.

As for the asset, in the case of UDK, it is possible to use things other than the character model. Basically, we ask that you make assets from a paid version.

Regarding compatibility with multiple platforms, in the case of iOS, actually you use iOS like a server, and some of the client software will be included, but if you put it in, I saw it earlier From the screen of the editor, if you build from the screen of Visual Studio build target, a lot of solutions out there, when you build, communicate among them and compile it on the Mac side, and the result It is possible to bring another. So, especially if you say that you can not debug on Xcode, it will be completed in Visual Studio. The server can be completed with Apple.

Q:
In the case you talked about in the past, it was a story that it was struggled when reading a very large map and trying to make it. Since I think that it is originally based on FPS, TPS, do you have something to consider when you try to make a game that will play with me on a very extensive map in advance?

Shimoda:
In the case of FPS type level called Unreal tournament, it is made in one stage, one level. In the case of something like Gears of War, the level was divided to some extent and how to process the distributed levels was not very good at the early unreal engine So its splitting function, peer list function etc. have been improved. There are also examples of making MMO, so to support it, we are trying to create a vast groundlandscapeThere is a function called.

Q:
Thank you very much.

in Game, Posted by darkhorse_log