Join Craig Barr for an in-depth discussion in this video Building a playable game, part of Unreal: Architectural & Industrial Visualization.
- [Narrator] Now that we've tested our game or the playability of our visualization, we're ready to start to package this up to make it it's own standalone playable visualization project. Now a couple things I want to note here. I'm going to go into the key components of how to quickly package up your project so that you're able to play it and be able to visualize or experience the visualization rather quickly. There are a couple of things to keep in mind. By no means is packaging a project the end. You can certainly package it, play it, have someone else test it out and critique it for you.
And then come back and adjust as needed and output as many versions of builds as you need. So here we are within our project. If you have the exercise files, you can certainly follow along with what I'm going to do. I've set up some package or pre-packaged settings for you so that you can output in the same way that I'm doing. Unreal makes it actually quite easy. So you want to come up to the file menu and go to package project, now here we have Windows is what I'm working on. I'm working on Windows 64, I'm not going to click that yet cause I don't want to built it quite yet.
I want to go down to the package settings and take a look at what we have here. So once we go into our package settings, we can start with a project here, and click on description. Now I've just simply put in linked in learning here. I put my name and I built a little icon based out of one of my screen grabs. Now, by default it wants it to be 192 by 192 as its maximum size, you can use whatever image you want to in there, maybe put some text in there as well. Here's where you can add a simple description. I've added a simple description as to what this course is.
I've given it the project name as to what this course is. And that's about it, I'm not going to go into any of the other big details here. I'm not putting anything to do with copyright. But you can certainly go and do what you need to do to set these, but those are the basics that I'm using right now. Here's where it gets really important. I'm going to click on maps and modes. Now I'm using in this here, the final video in this project which is this chapter 1103 to build this out. You can certainly use any of these maps here. Whatever map you use with the settings in that project is what it's going to build out.
So I strongly recommend you use the final version to build this out, in my case here, it says chapter 1103 which is the last video where we build this out. And this is where you have all of your settings as to how you want to build it. But that's the most important, this is where you define the map to use to generate the build. And the default start up map as well. As well, if you have any movies, we've created a movie, we could simply put a movie at the beginning of this and have someone view it if they wanted to. Or skip through it and be able to play it. So that's another way to do this, have a viewable movie version, maybe some stills, and then also the playable game.
I'm just going to package up the playable game here so that that experience is available. Of course you can get into things like the target hardware and they keep this simple as well. I'm doing it for desktop and console and I want to do it out at maximum quality as well. So I'm going to leave it like that. I'm going to leave all my settings the way I have them. Those are the basics as to what I want. And then we can just simply exit out of there. That's a quick overview of the settings that are important for building out a playable game so that we have the overall package ready to go.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume