Hit the switch 🔀 Check out seven stories of switching to Unreal – and how it’s given the developers more creative power than ever before!: https://lnkd.in/e9xWnqPT
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Hit the switch 🔀 Check out seven stories of switching to Unreal – and how it’s given the developers more creative power than ever before!: https://lnkd.in/e9xWnqPT
😍
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🎮 Pushing the Boundaries of Game Design with Unreal Engine 5! 🎮 🔍 Stunningly life-like visuals? ✅ 🎥 Influences ranging from ‘Inception’ to ‘The Matrix’? ✅ 🧪 A mysterious mission for a secret group of scientists? ✅ The future of gaming is here, and Unreal Engine continues to push the envelope! Developer Motion Blur Studio is leveraging UE5 to bring the highly-anticipated TPS ‘Black State’ to life, showcasing the cutting-edge of visual design and immersive storytelling. 🌐✨ It’s fascinating to see how advanced tools like UE5 are transforming the way we experience games, making them more immersive, cinematic, and visually compelling than ever before. Black State seems set to capture the imaginations of gamers worldwide, merging storytelling, stunning visuals, and game mechanics in an unforgettable package! 🕹️💥 🌟 Want to take your gaming career to the next level? Dive into the tools and resources available for you to grow within the industry: https://lnkd.in/g8Hhx64u 🚀 #UnrealEngine #UE5 #GameDesign #GameDevelopment #CinematicGaming #NextGenGaming #BlackState #MotionBlurStudio #ImmersiveExperiences #VirtualWorlds #GamingInnovation #TechInnovation #VisualEffects #GameEngine #TechTrends #DigitalArt #Esports #ProGaming #GameGraphics #FutureOfGaming #CuttingEdgeTech #TPSGames #GameCreators #GameArtists #UnrealEngine5 #GamingIndustry #GameTechnology #GameBusiness #VirtualReality #GameEconomy #GamingTools #VisualStorytelling
✅ Stunningly life-like visuals? ✅ Influences ranging from ‘Inception’ to ‘The Matrix’? ✅ A mysterious mission for a secret group of scientists? Check out how developer Motion Blur Studio is using UE5 to deliver TPS ‘Black State’. https://lnkd.in/eZfGHVEg
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Been working on my script for my solo game project, and it's been a throwback to the days of my thesis project on non-linear narratives. I need to have a document for the overall storyline of what happened, a document for the actual dialogue of the characters, and a separate document for all of the worldbuilding elements. Theoretically, I could combine these all into one document, but right now, keeping them separate makes it easier for me to focus on the structure, actual dialogue, or overall world. One day I may put this all into a wiki structure, but for now, I am going to focus on actually finishing the script, at least up to the first Act, and then turning my attention back to building it out in Unreal for testing. One thing I try to keep in mind, is "Don't let perfect be the enemy of good." And right now, I just need it to be good enough to test. 😅
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On Wednesday, September 25, 2024, I reached my goals for the year. I was able to build tools that didn't exist and that I've always wanted to have. What's next is still unclear, but at least I will continue to create with peace of mind. The video shows a small tool I added the day before yesterday. It allows me to focus on the sound to work on in less than a minute. The script automatically finds game objects that contain certain components and, through the corresponding buttons, directly focuses on the desired object. The script is available here: https://lnkd.in/ge_gf3A2
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🚀 Just wrapped up an exciting project: Implementing Rock-Paper-Scissors-Lizard-Spock game in C! 🎮 Project Highlights: Developed a Rock-Paper-Scissors-Lizard-Spock game with 8 rounds. Utilized a 2D array for efficient game logic and outcome determination. Implemented input validation and random gesture generation. Challenges Overcome: Outcome Logic: Simplifying the game logic using a matrix for quick lookup as opposed to writing multiple nested if statements Random Gesture Generation: Making sure the random gesture was random with a somewhat unpredictable pattern. Key Learnings: Efficient use of 2D arrays for complex logic. Importance of robust input validation. Simplifying logic with pre-defined outcomes. Here's a snippet of the game logic matrix in action
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I released a new XState example a few days ago: a video player. Today, it's time to review my implementation in video and discover advanced XState topics like parallel states and raising events. Video players are complex components and require much care to work well. That's great because XState is made to take care of your most complex features and make them indestructible! XState is the ideal tool for building complex interactive components in your products. It makes the logic explicit, reduces bugs, and facilitates understanding the codebase across your team. https://lnkd.in/enZU6XHV
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I wanted to share with you guys some UE5.3 implementation into the Nuke pipeline using the UE reader node. Combining these two powerful software, You will be able to create unlimited environments. This is a huge game changer inside the VFX industry. #unrealengine5 #ue5 #compositing #nuke #virtualproduction Asset credits: Soul city by Epic game. Footage plate: Tears of steel.
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Super excited to share my new PCG Extended Toolkit for Unreal with the tech art community! Explore it here: https://lnkd.in/ejsgt-Mg Released under the MIT license, it's completely free and always will be! I've started working on this C++ plugin for PCG since last fall, unlocking a wide range of possibilities. It focuses on graph creation and establishing relationships between points, featuring extensive pathfinding tools and numerous utility nodes for attribute remapping, complex sorting, partitioning, and so. much. more. There's also a work-in-progress example project: https://lnkd.in/e8VrBzx7. There's still plenty to refine & documentation to write, but I wanted to share it in its current state. I believe my fellow tech artists will have some interest in this toolkit (especially if you come from Houdini) 😀 #unreal #pcg #gamedev #tool #opensource #techart #innovation #procgen #pathfinding #plugin
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Rare Unreal Engine tip that might save you many troubleshooting hours: The editor build (PIE) and packaged (standalone) builds load in different orders. If you find, in your packaged builds, that code is not executing or is executing out of order, this might be the cause. Sometimes a Delay Until Next Tick node will solve this, sometimes you need to reorganize your code. Now you know.
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Mastering Unity’s New Input System: A Fresh Perspective The first step in the Player Controller Series allows us to dive into integrating Unity’s New Input System. While I’ve used this package in various prototype projects and felt confident in my understanding, this series has introduced me to a new approach I hadn’t considered. One key takeaway? Using generated interfaces to get callbacks from the action map’s autogenerated C# script—a cleaner, more efficient method than what I was previously using. If you're working with Unity’s Input System or just curious about the advantages of this method, I encourage you to check it out. Click the link below to learn more about these interfaces and how to apply them in your own projects! https://lnkd.in/gYQicyJE https://lnkd.in/gx3n85GJ
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