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Unreal Engine 4 GDC 2014 Tech Demo + Unreal Tournament 4's Existence (...not)

2014-03-20
this is not going to be a Steve Jobs Athena I'm just a computer nerds I'm left I'm Sweeney the founder of Epic Games and this is that on the keyboard this is the start of something new for epic if you look back every last two years there's been a lot of change a lot of the dudes that I think has been about what games we won't be developing and but he of all time that that folks won't be nothing like that's in the future but throughout that whole time we've been working really quietly behind the scenes coding a new generation of technology a new generation of games and this is really the first time we're going to have a chance to get out in front of the world and tell you about the future and I keep my brother feature because this unreal engine you know its development started in 1995 the first first Unreal Engine 80 percent myself since then it's grown into the team of 100 developers around the world they're really awesome leading attention but for the past two years we've made this engine available to a few triple-a licensees around the world and using it to go on you know so really awesome and the Eng games some of them have been announced many heaven but you know the other ball engine remains that and also many of your building very high quality games but yeah we rise we haven't covered the entire depth of what the engine is capable of and so here we're going to talk about things the mortgage go and tell you about her future for the Unreal Engine I know the future of the engine is really inspired by a lot of changes in the game industry the always think back to the last generation when it began in 2005 PT was in decline steam was like this funny download service that you had to go through to get half-life 2 next generation consoles were launching and there were gigantic triple-a teams forming around building next generation games if you looked at the game industry at that point you know and it's 20 years of history you might have realistically at that point thought okay I get it every year game teams are going to be bigger budgets are going to be bigger and this the future is going to be this simple the building bigger and more complex games but a huge amount of exciting things have happened in the in the past few years the change saw that yeah since the last generations launched Apple was introduced to I found a huge and vibrant development community of any developers has warmed up around that you have new platforms like oculus VR and the major distribution opportunities to reach you know tens of millions of gamers through venues like Steam and the online distribution systems coming to Xbox and PlayStation platforms and all the mobile platforms so really it's all about that future um whatever just to recap what what the only one engine is capable of them left here for GDC will be we bought the infiltrator demo which is a high-end and a running a real time in real time on high-end Nvidia graphics hardware and on its time we just show a video of the info here demo to recap what the engine so that's infiltrator you're probably making a bunch of things you're probably thinking that's that's really cool but it's probably really just call it and complicated to create content like that you know baloney things about Unreal Engine 4 that's been a major focus for us is building an engine until set that are very highly usable for developers of all sizes and so we haven't terrible about what the experience is like every day where the programmers and designers and artists who work with the Unreal Engine but they're generally working with the auto editor and it's a very polished and I'm fine until now and you'd be really amazed of what you can do it with just a few mouse clicks when a few days of learning and basic environment here so let's bring some geometry to the world and let's resizes to something slightly more usable for our purposes and I'll snap this right down to the ground let's bring a camera up on it all right cool I have a brick that's a copy of our brick I'm gonna make this day need some traffic so you can see I kind of started carving away some in geometry and will resize this a little bit and a little bit of moving around we end up with a little to waltz set like that currently it's a fire hazard if this one that's what put a door in the back so I'll duplicate this let's think it's a little more like puncheon's numbers I can do snap that's right down to the ground and it slide it into the back wall and the instant or now currently yeah quickly default my feels a little bit boring so back wall and spread up the algorithm to grab all the wall surfaces and let's dragging drops and break off of that floor will do this is hardwood flooring let's rotate that because it's nice and then we'll put something up on the ceiling of course these decorations would be good to do so we can just quickly drag and drop into a table a chair another chair and if we did something special we can quickly search do this would be like let's look for a cow we won't overdo it on the gas and then we might get ceiling so I can drop it a light down this is created with our blueprint system which I'll talk about a little bit more later but that means you're doing this in scriptdb native so I can turn it on it starts lighting the scene or I could do something a little more fancy like I can make a duplicate of it and toggle it slam title to something else entirely the floor light and we can put that over in the corner of the room now of course our doorway to look cooler if there was something in there so I'll just drag and drop on it or not this is also created with our blueprint system so that means now if I want to I can just go ahead and start playing right here in the editor and when I turn around and look at my environment the door just magically opens now that's just a quick look at some amount of basic environment creations moving on let's take a look at more new material features in report so we're not using any physically based material system something can we define our materials much more simply and easily work with so here we're adjusting the base color or which just changes how light is or how we can control roughness now technically then controls micro fasting along with surfaces that really just makes me shiny so the rougher something intellectually need appears as you see here we can also control how the Metallica services so here at some say it looks very much like shiny plastic as I increase its metallic properties it's just over torque wrong and we do some much more fancy things as well so here I have a couple of materials that are actually perturbing their geometry take a look at this in white frame you can actually see that geometry moving around and over here we have some materials really we have some materials that are taking in input from a camera there's actually a camera object over there filming those other materials and displacing hearing here we have the material that is taking in the actual scene and then adjusting it to be sort of a high-tech tron-like look I hear we're wiping between one of the many render buffers that we use so here's the actual roughness buffer so you can get an idea of how drop all the surfaces on here we have multiple surface types with mask opacity you can see how the transparent areas are shadowing properly along the surface over here we have a material that is blending out water and metal and this is a material instance it's very easy for me as a user to jump into this and quickly make changes that update in real time with in the game or governor to make a change the actual behavior of the material I can open up our powerful material editor system and change the graph network that actually define into that material now our materials can also respond to indicators as well so if I jump in here I have three material ice wood and steel that I can pro fire and they change appropriately or I can cool them back off the water I get an entirely different look and then we gon look at blueprints you can be discussed earlier little French army the visual scripting system in Unreal Engine 4 they allow non-programmers particularly artist level designers to be able to create their own in-game agers so now I'm just going to play in the engine now I'm gonna simulate the engines which sicily means the game is playing about we remain back behind the editor students to work with names I'll select this little bouncing ball and we can open up the graph that is driving in Spain so it's fairly straightforward we have what's called a time line which is driving me being motion and scale on the ball and down here at the bottom there's a which is firing off the little ripple effect that takes place down at the bottom every time it bounces I can right click on this and add a great point and the next time that note is executed it'll actually call execution of the game in this location making debugging use these graphs very quick and easy of course you can also see how the data is flowing through it in real time now blueprints don't have the Gipsy for things that are moving and actually doing things within your game you can also use them to create powerful level design tools so here we have a railing that has a variable length so I can just adjust the slider and make us any length that I need to and this could be independent of each instance let's bring these using me to copy this off changing the length and I can quickly populate my levels and so with blueprint where we can make a powerful level design tool that we can use to make our maybe more quickly but this can also communicate with one another so here I have three blueprints I've got a button I've got some gears back here in the back and I'm just like when I step on the button the gears start turning a she's picking places to clean those two blueprints it's very easy for me to select the button and say you know what I want you to talk to the light instead no that's from a play like I'm done and actually really one of those lightbulbs now we can do some more sophisticated things as well so a repeater I have this little butterfly and I need to apply behavior that was created entirely within blueprint by a level designer not by an AI coder or anything fancy like that so as he flies around he gets tired to look for a place to land and then he'll recharge is it strike off again in a random direction and we can actually watch the data flow through its entire brain if you will as he simulates in our scene you have to really drive this home in here we have a couple of games that were made with in blueprint that exists within our eating environments as games within a game so that was created entirely by one level designer who just wanted to make a Galaga style game over here we have another example where you see my camera gets taken over I have new controls and now I'm flying this alcohol around and I can come over here into the ducts these little calves or the trees of other ones and I can put them back in the middle pen and once again all of this behavior is made possible with lip print nothing to show that off I'm not gonna jump out of the game it's like an eject and the game will continue to play without me you see here so now I can select the UFO we can open up his graph there's a suitcase going on here let's go over to the craft that actually makes the abductions being possible so the water different things going on but I'm gonna zoom in basically just on the on/off controls and on making most of my screen space here just so we can see that so now if i repossess this is fo and start flying around you can see as I turn the beam on we can actually watch the behavior flow through the ground and best of all these are not all individual necessary pieces they all just work seamlessly together so it's not like when I'm done playing around and picking up towels I have to stop everything they will interact with my all the way back to our little environment that we got earlier and of course it's always fun to destroy things so so that is a quick look at some of the new tools and techniques available in thanks thanks a so that's the engine huh you know it's with forethought more than building massive triple a project anything from lone wolf a designer wanting to build a game even if you don't know how to program I'm in C++ you can go any game using the blueprint system and just what the video tool said get something up and running really quickly and and easily to larger indie developers mid-sized teams triple-a teams ranging up to hundreds of people and even though I think this would be a fun experience for like high-end minecraft player who yearns for the capability of going more realistic and larger and more expansive worlds this is potentially a new outlet for them and all this growth in the capabilities of the Unreal Engine is is to really rethink their whole business and how we make the engine available to individuals and to teams you know all along in epic history we've made the Unreal Engine available to triple-a game developers it's often cost many millions of dollars and licensing is involved law here is negotiating for weeks for months at a time to figure out business terms but for the really big and successful teams who want access to it they were able to get it and they've built some great games over over the unreal engines history but I look at the new shape that the industry now we're like that's an outdated model for most people this was a joke and an engine that command fit absolutely everybody and to let it be the possibilities for the engine we started out from scratch and we asked how can we make the most valuable and useful engine available to everybody as as practically as possible and so we came up with the entire to do in business model for a for the Unreal Engine which we're announcing today and so here's what is there to start two parts to the to the equation first of all absolutely anybody can gain access to Unreal Engine 4 or by by subscribing to the antenna and in this subscription you pay $19 a month and you get access to to everything you get the latest tools the Unreal editor and the other supporting tools for PC and Mac you can use the tools on those platforms to develop games and on those platforms you can then deploy to PC and Mac iOS and Android all of this platforms today and more coming in the future and so that gives you access and then for developer who wants to ship a game we have a very simple royalty model where developers pay 5% of the game's gross revenue from product sales to users and my thing is Ron with easy access the complete engine until 10 no I'm now you know over history we made the Unreal Engine available to the public in various ways you know with under tournament we released the mod to up get back in 1999 in particular the immersion of the editor but the ability to ship standalone games more recently with Unreal Engine 3 we released the Unreal development kit which was a binary only version of the engine which included the adder and some some terms where developers could actually build and ship indie games and some of the successful games have come out of that but it hasn't gone into the magnitude that we go and so with other one you were aiming to just wipe the slate completely clean and here's how we're doing that everybody who subscribes to the Unreal Engine get access to the engines complete C++ source code no one was talking to my outside of the game industry about source good and they're like oh is that textile stuff that programmers edit it and then yeah yes it is that but it's also a lot more the source coded its epics crown jewel this is the entire code base that we used to build all our games the entire code makes that we make available to all of our licensees paying millions of dollars for access to the engine and now we're making it available to everybody in the general public and with the source code you can do absolutely anything you're not limited by the features have any design in the product absolutely whatever you want you can either find it internal engine for today or you can find it out in the Unreal Engine 4 community developed by somebody else or you can do it yourself and with the complete source code you can do all that you can modify it Indian cherry and we're really seeing the source code through the github community it's a it's a sharing and sort basically a community source kind of development website which provides really great features for developers to collaborate together to build projects to modify and extend other people's code bases and to magically present so everybody could subscribes to the engine and go download the binary version the tool is the editor without any programming experience you can get up and running and start building levels just like that parish can and if you're a programmer you can then download the source code and start editing it and do absolutely anything you want to wipe it we think this model it's going to be really really interesting for the game industry because if you have absolutely everything offer under economical access to absolutely everything we add up at Cash when we develop our games eternally all of the advantages and all the capabilities are on there and you can do with it whether you like so I'm going to pay $19 per month for access and and 5% of grants revenue and it's a that's a Bourdon aesthetic but we think it's an appropriate one given you know the new style of the game industry it's now grown into a very to open in a democratic form where everything anybody can go and build a game and and ship it and the best game so I rise to the top and be successful and if the Unreal Engine didn't be a valuable part of the people's development pipeline and building these next generation games will be will be very happy in that supportive of it now I'm to support Unreal Engine 4 we're Anisa epic performance where the community and the developers can get together in chat about development we're hosting Q&A site for asking questions on the answer hub we have the source code available on github zach has recorded some awesome video tutorials explaining how to use all the content creation aspects of the Unreal Engine we also have a very large hub documentation available for everybody and all this we're not just announcing it it's available today starting at 9:30 you can go to our website sign up and get started and then you know this is really just the beginning if you go download that source code you can see the beginning of many new initiatives in Unreal Engine 4 there are not quite ready for primetime yet but are well under development and can be used and experimented with my developers all over the world it was support for Linux and now a steam boat steam steam OS operating system in the anticipation the steam platform coming out their support for deploying the Unreal Engine 4 games into html5 where they can run run within a web browser without any plugins at all we brought that in partnership with Mozilla now everything we develop from today forward is going to be accessible in our source code you'll be able to start seeing the code changes were making and seeing a big future its might be a very open and collaborative environment not in this sort of secretive elite uh-hum approach that we've taken in the past where the engine is that they all been available just to a few teams and strict secrecy but they all go to everybody and a very very transparent process so we're excited about this and besides releasing the engine we're also releasing lot of samples of things you can note with the Unreal Engine they wanted to help or to show what you can do using the engines for high end graphics capabilities to build it into the original type of game all right so we go happy chicken this isn't necessarily so we'll just change the gender by real quick quick recompile done awesome play again all right I got just now I see precision controls sort of not really so this was built by a designer and owner in the course of two days this is a demonstration of what class 1 is he continued the games in design entirely in blueprints there was absolutely no programming in this the designer doesn't even know a C++ and I doubt he even server so there you can see blueprints me I'll have to work on that as you know various different controls and and you know look we're kind of the interface now between programmers and designers as you're doing a more complex game there's nothing the designer needs the visual tools to create gameplay logic within the game they can then ask the programmer for a teacher instead of the programmer going and including its gameplay specific logic somewhere the programmer can expose expose new types of blueprints and then the designer can reuse them all over the game so it's really designed to make create a very simple iterative process for designers and programmers to both maximize their productivity in building games you know Anna forward looking feature style to take advantage of everybody's abilities we've also we're chipping about ten samples with the Unreal Engine and have many more in the pipeline one of the samples for example is a shooter game we thought what to kind of demonstrate what a very simple and basic but next generation type of Pewter would look like this is the sample making available to the entire community for free the community can take this and all the assets and all the code and build their own games with it and so here you see the shooter weapons we have enemies we have something out here but it's just one of many examples are providing to show the Kennedy how to build games of different types we have a strategy game that's basically a tower defense type of scenario you have some other simple 2-d game examples and on other things on the way honey is the engine for different genres of games at this point you think that it the engine isn't just a shooter engine anymore itself or just to have anything you might might have going and because you have the combination of the full ed or in the blueprint system and before C++ source code for those four platforms you really not limited by what provides at all you're limited only by your imagination and your to development cool things with it and so we were looking forward to seeing what people can do with it so we've made a great green amount of fun learning it and we're really excited to be able to make it available this way everyone and now um well uh any questions anyway I would like after that any of these times yes oh sure so at the five percent royalty terms apply to gross revenue from users from all aspects of the game that would include the sale price of the game if it has one if the game is free-to-play you announce microtransactions includes micro transaction revenue and the developer community from advertising and this is explained in a lot of detail on our website there's an end user License Agreement meant to be the simplest possible amount of lines all the all the ways that that these terms were it's designed to be simple and enter Keable so that you know if if a developer succeeds with the engine and we succeeded and because we're pricing the engine available with everyone the same basic subscription prices in an MMO you know that's not going to fund 100 person development team our whole business model is structured so that we succeed with this Elliott cooperate succeed and making great games and that's what really excites us about this business model he reminds me of this year our dates back in 1991 when released one episode of a game for free and then asked people to send in a check and then I know a three and a half inch floppy direct desk with that with the other episodes of the game with that model if our product sucks nobody's never going to pay for it so we are absolutely forced by the economics of the world valiant everyone and make sure the terms are I know if the game is if the game is completely free then there's no way to attach to it so everybody can do anything they want as a hobby project and release it to the public and if you're doing it for fun then then there's over yeah console projects will be separately negotiated back yes right now so other ones in for runs really well on console we have some stuff in our DDT but shutting it off we were support Xbox one and PlayStation 4 we have a that shooter game chat has nothing around a high frame rate on the console platforms is an example we can't provide the console source to the general public under these terms because the variance in the age agreements in place it is available under negotiated license you know for anything who's a building game with other engines for and each console access we can talk to us and we can find a way to give you access you know we hope in the future over the coming months and working with Microsoft and Sony to find a way to make all this console support generally available to everybody that's what we'd like to do but you know opening up things really widely to the Indian community are new to all of us and it's going to take a few months to figure that out well have additional cost would it be for the additional licenses heard counsel the console terms their custom negotiated oh depending on the scale so in addition to these terms that we've announced here we will still work with any game developer who wanted to negotiate custom license terms you know some developers and publishers prefer to pay no royalties at all and so they negotiated a deal where they paid you know some money up front generally in our development and it's changed for nothing royalties for console access we can do anything ranging from like the terms would have been on the team but for a good team voting ago game we're gonna try to be very supportive so is there anything you can say about Unreal Tournament it's normally debuted with engine technology oh no we are not shipping another tournament we have a lot of nostalgia for that being but actually you're not developing anything in the game universe at all at the moment we have a you know we've announced fortnight which is a roll yeah you're you're building structures and then defending them in zombie attacks by day and by night this game will be staying more about lately we don't have we don't have the game to show you here today at GDC we're developing that they have several other projects other than they aren't announced yet being built with Unreal Engine 4 and so we're pushing the engine is feature set on all platforms really hard ranging from MP TV console her mobile and then well we just have to leave the announcements of those things to later any more questions okay well thank you very much for coming forward to seeing how this all works out
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