It’s all in the title, and the embedded video!
Archive for the ‘Unreal’ Category
UnrealScript Edtior Proof Of Concept 1 comment
IDE Feature Set Leave a comment
I’m currently traveling down the road others have gone and trying to create an UnrealScript IDE myself as well. nFringe and WOTgreal and some of the newer attempts are all usable and nice, but none of them are as lightweight as I want and are either missing key features, aren’t extendable to include features I want, or are outdated. Hopefully I should have a prototype by the end of the week, but if you have any suggestions for what you would like to see in an UnrealScript IDE please comment away your suggestions.
Kyle’s Modular Building! Leave a comment
So if there was any way to build a level fast and efficient its some modular building. I suggest if there are any of you artists out there that love environmental building, look into this because you will instantly make a level designer your best friend. Here below are a few pieces I modeled & textured out, with this set I can make hallways all day, throw in some rooms and clutter… Waala! You have yourself a pretty decent level to go around go play, tweak, and then refine.
If you are going to try to start making some modular pieces here are some tips:
- ALWAYS stick to the grid, make sure everything will snap just right.
-Try to work within the a power of 2 (specifically 256 or 512 sizes) .
Everything has to be extremely precise, otherwise it will end up not fitting correctly when you import it into your favorite editor. But once done right, can be super powerful. One good read about modular pieces is this. I will update the hallway above, maybe even with some game-play!
Frustration: ScaleForm GFxMoviePlayer Not Calling Init 1 comment
If your GFxMoviePlayer isn’t calling your Init function, I bet you are loading your custom GFxMoviePlayer class through Kismet.
Apparently Kismet fires Start but not Init, at least that is the conclusion I just came to. I didn’t find any documentation on this so I’m posting it here for reference.
Beginning Your UDK Game: Tools Setup 20 comments
Hello reader! Whether or not you are brand new to programming in general, programming with UDK, this will set you up with the tools you need to have to make awesome!
At the end of this tutorial, you will have:
- A copy of the Unreal Development Kit installed (at the time of writing, version Dec. 2011)
- Visual Studio 2010 with Version 1862.1 or higher of Visual Assist X installed with UnrealScript auto-complete
- Or Wotgreal if you do not have access to Visual Studio 2010
- UnCodeX for browsing UnrealScript code
- Everything set up for you to begin a new game project!
Things you will need to download:
- The Unreal Development Kit
- Visual Studio 2010 (or Wotgreal)
- Version 1862.1 of Visual Assist X (if using Visual Studio 2010) You must use Version 1862.1 or higher of Visual Assist X
- UnCodeX
- Visual Studio 2010 Project Files and VAX Enabler
This video comes in two flavors. The first video is for people who are brand new or have no idea whats going on:
This second video is a much shorter rapid fire approach to the above, and is either for those without patience or who already know what they are doing but would just like to get Visual Assist X working properly:
Composing Game Music 2 comments
Game music is, without a doubt, one of the hardest things to break into, ever. To put it into perspective: I had a friend start a band, get the band signed to a label, make an album, toured Europe, then left the band, all while I was still trying to break into the industry.
Unlike artist, programmers, and even sound designers, very few studios actually house full time composers. Your chances are already slim. Small time indie developers make the mistake of wanting a sound designer that can do both sound and music, or a composer that can do sound design. Add that to the fact that the director of the indie project has a brother with a cracked copy of Fruity Loops who now thinks he’s Mozart, and you may realize your chances of becoming a game composer, or even working on projects, are less likely.
Frustrating and depressing at times? Yes. Without a doubt.
Does that mean you should give up? No, of course not. But knowing how hard it is will help put things into perspective.
Taking the music aspect out completely, being a game composer is so much more than knowing how to write music. Dare I say it’s an art to itself. Understanding interactive media and how that translates to the music is one of the differences that sets it apart from any other media. You’re not just writing a piece of music. You’re writing music that has to adapt and change with the player. Not only is it interactive but you have to understand that it is fluid, not abrupt stops from the ambient piece to the tension track. It has to evolve from one to the other. Which, in reality, might be a whole different “transition” piece you have to write all together. Being a game composer means understanding all of this and being able to write music according to these demands.
The Unreal Development Kit (UDK) / Unreal Engine 3 (UE3) and WWISE / FMOD are probably the best examples of how a game engine (or middleware in some cases) create an interactive musical landscape. If you do not understand at least the basics of these programs, and how they relate to, and handle, music you are doing yourself a disservice.
Do you understand when the tension track is played in UDK? How about the action track? Do you know how loop points get set in WWISE, how it can relate to your music, and how it’s incorporated into UDK / UE3?
If you have no clue what I’m talking about or don’t know the answers to those questions then I suggest downloading both UDK and WWISE and experimenting with them.
Both are free to download and learn.
Not only will this give you an understanding of how these tools work but it’ll give you a better understanding of interactive music. How it’s created, applied, and possibly even change how you write you music all together.
Now on to the music aspect.
If you want to sound like Zimmer, do sound like Zimmer, or only write music that has staccato strings with horns playing fifths, and don’t even know there’s a woodwind section to an orchestra, then don’t waste your time trying to break into the industry. Zimmer clones are a dime a dozen and, honestly, not very well-respected in the musical community. Yeah, you might pull off a convincing Zimmer sound, but no one cares. We’ve all heard that style time and time again.
On a similar note, if all you write is “un-tis”, house, techno, whatever you want to call it, you might want to try a different industry as well. Everyone with their cracked copy of Fruity Loops is a “producer” and can write that same stuff. They too come a dime a dozen.
I can hear the angry mob forming, ready to lunge at me with their pitch forks and torches. I know it’s very blunt and may even be hard to hear. But the fact is, you’re applying for an industry that has some of the most talented and creative people you’ll ever be given the chance to talk to or associate with – people who aren’t a dime a dozen and could probably write that same generic crap ten times better than you in their sleep.
Do you think Kevin Riepl knows what notes are in a B minor scale? Without a doubt. Do you think Sascha Dikiciyan uses stock presets in Massive? Far from it. These guys have honed their craft and are damn good at what they do. Jesper Kyd, Sam Hulick, etc, these are, essentially, the same group of guys you’ll be applying against (or possibly even working with). What are you going to do if someone tells you, “Alright guys, we’re gonna write this whole soundtrack in A minor.” and you don’t know what A minor is, or what notes belong in that scale? (Red Dead Redemption’s soundtrack was all in A minor)
Again, this isn’t musical elitism. This is knowing your craft inside and out and being able to deliver on all fronts when asked.
So if you are reading this and are becoming depressed – good. But that doesn’t mean don’t try to break into the industry, just know that it’s something extremely hard to do and you really have to be on top of your game to get that foot in the door. Hell, things are just now starting to come around for me after many years of determination and growth.
- David Mason
Jump or Die Released! 3 comments
In my final quarter at my college, I need to have three completed games in my portfolio to graduate. While I am working on a rather large project that takes up most of my time, I decided that to fulfill this requirement I would make two really simple games. I present to you the first of those two games: Jump or Die. Jump Or Die is a very, very simple side-scrolling ‘platformer’ built with the ridiculously robust UDK. Sure, UDK is complete overkill for a game like this but because I’ve spent the majority of my recent time in UnrealScript, I felt it would be fastest for me to make it with UDK. Even for a very simple game like this, I’ve still had my share of problems that I had to work through and learned far more than I intended, as this was supposed to be a 2-day game max. The odd little quirks that had to be overcome to make this is a discussion for another day, and so now here is info about the actual game.
Jump Or Die

You are a blue box racing for your life.
You must jump over everything in your way and reach the end.
Tap the screen to jump, tap and hold in order to jump higher and further.
Available in English, French, German, Italian, and Chinese
iTunes Link: http://itunes.apple.com/us/app/jump-or-die/id449394637?ls=1&mt=8
Yeah, the game description says it all.
Global Game Jam 2011 1 comment
Design and build a game in 48 hours.
I was there last year, I was there this year along side An-Tim Nguyen, Cordell Felix, Michael Sanchez, Samuel Gonzalez, Evan Hill.
iPod + iPad + Kinect game with UDK
UDK + Kinect Controller Leave a comment
Watch the video. ‘Nuff said.
Kinect Controller 2 comments
I bought a Kinect controller. It ships soon.
I don’t own an Xbox 360.
This should be fun.


