Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists and designers to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular, scalable and extensible framework for building, testing, and shipping games in a wide range of genres.

Main Features

  • 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
  • Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; custom artist controlled per material lighting models including anisotropic effects; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; directional light maps; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
  • Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for four shadowing techniques:
    • Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    • Dynamic characters casting dynamic soft shadows on the scene using shadow buffers. Shadow buffer filtering takes samples on a jittered disc that are rotated per-pixel to detect shadow penumbras. Dynamic branching is then used to refine shadow coverage in penumbra regions.
    • Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
    • Directional Light Mapping enables the static shadowing and diffuse normal-mapped lighting of an unlimited number of lights to be precomputed and stored into a single set of texture maps, enabling very large light counts in high-performance scenes.
  • All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
  • Volumetric environmental effects including height fog.
  • Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
  • UnrealKismet, our visual scripting system:
    • Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
    • By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
    • UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.
  • The Unreal Editor (UnrealEd) is a pure “What You See Is What You Get” content creation tool filling the void between XSI, 3D Studio Max and Maya, and shippable game content.
  • A powerful browser framework for finding, viewing, and organizing game assets of all types.
  • Visual placement and editing of gameplay objects such as players, NPCs, inventory items, AI path nodes, and light sources – with a full realtime view of their appearance, including 100% dynamic shadowing.
  • Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
  • Realtime terrain editing tools allowing artists to elevate terrain, paint alpha layers onto terrain to control layer blending and decoration layers, collision data, and displacement maps.
  • Visual Material Editor. By visually connecting the color, alpha and coordinate outputs of textures and programmer-defined material components, artists can create materials ranging from simple layered blends to extremely complex materials and dynamically interacting with scene lights.
  • Animation tool enables artists to import models, skeletons, and animations, and to tie them to in-game events such as sounds and script notifications.
  • In-editor “Play Here” button puts gameplay just one mouse click and a fraction of a second away. Here, you can test gameplay in-editor in one window while modifying objects and rearranging geometry in another.
  • Plug-ins for 3D Studio Max and Maya to bring models into the Unreal engine with mesh topology, mapping coordinates, smoothing groups, material names, skeleton structure, and skeletal animation data.
  • Fully integrated source control, so that artists and level designers can check out content packages, modify, and check in from within the editor.
  • All the other niceties you'd expect from a modern content editing tool: Multi-level undo/redo, drag-and-drop, copy-and-paste; customizable key and color configuration; viewport management.
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In an interview with Super Nerd Land, A team of XCOM 2 modders claim to have received a Cease and Desist notice from Take Two the parent company of XCOM 2 developer Firaxis Games. The team, named Dragonpunk – which is also the name of the shared universe its multiple XCOM 2 mods inhabit – is most well known for the development of a co-op XCOM 2 mod, which allows multiple players to co-operate in the campaign missions.

Toward the end of 2016, the Dragonpunk team took to its social channels to propose the creation of a fan-made standalone expansion pack for XCOM 2, set within this Dragonpunk universe. This expansion pack would comprise elements of the existing Dragonpunk mods, but would ultimately exist as a total conversion inspired by the Shadowrun series.


Seemingly aware of the legal quagmire they were entering into – due to the solicitation of money from fans in a Kickstarter campaign using the XCOM 2 intellectual property - the Dragonpunk team created a petition to ask for Firaxis’ blessing. Included in that petition was the proposal to to send any funds raised “directly to Firaxis to further build trust and confidence in this campaign”. However, Firaxis’ parent company, Take Two, officially declined to allow for a Kickstarter campaign to take place.


Dragonpunk’s official statement regarding Take Two’s response follows:

“We just received a call from Take Two, the parent company for Firaxis. They respectfully declined to allow a Kickstarter. We always knew this business model was not without risk, and we respect their decision. Please look for our Dragonpunk Demo built in Amazon Lumberyard!”

CzByShjUQAAuI92


The aforementioned interview expands upon the team’s cease and desist notice, and also reveals intentions to bring the co-op mod to Long War 2:

“This summer we were set to release a Co-Op version of Long War 2 that would allow 4 players in the same strategy campaign at the same time with the ability to split up the tactical mission amongst the 4 players. With just a few more months needed for development, we’re contemplating finishing it, but we’ve just all been put off by how this whole situation was handled.”

Moving forward, the Dragonpunk team now intends to create a standalone game from similar concepts, using the Amazon Lumberyard engine. The first step is the creation of a conceptual demo, funded through a small business loan, that the team hopes will lead to further funding opportunities if its vision and ideas can be communicated.

Native Doom Dev Update #005 - New Characters
Native Doom -  Puzzle Game

Native Doom Dev Update #005 - New Characters

Native Doom - Puzzle Game

Details related to some of new characters for our story and finally we have our main character included in the game. The ally of the shadows was announced...

First february 2017 update - new portal, mushrrom and core effects
Native Doom -  Puzzle Game

First february 2017 update - new portal, mushrrom and core effects

Native Doom - Puzzle Game

We're announcing the first new effects on objects for Native Doom. Mushrooms usable, portal activation and highlight for core.

HUD & Special Itens
Native Doom -  Puzzle Game

HUD & Special Itens

Native Doom - Puzzle Game

More details about HUD, inventory and abilities in Native Doom revealed!

Steam’s 2016 Top 100 Sellers Include Indie Hits

Steam’s 2016 Top 100 Sellers Include Indie Hits

News 3 comments

The best-selling games on Steam last year aren’t just the triple-A juggernauts.

Add game Games
Master Arena

Master Arena

First Person Shooter

Master Arena is a project developed by an independent team and for gamers. It is a Arena FPS with modern tactics gameplay.

XCOM 2

XCOM 2

Turn Based Tactics

Twenty years have passed since world leaders offered an unconditional surrender to alien forces and XCOM, the planet's last line of defense, was left...

Native Doom -  Puzzle Game

Native Doom - Puzzle Game

Puzzle

Native Doom is an puzzle/adventure/RPG inspired by such games as Crash, Mario and Minecraft. We have a lot of interesting stuff: The character can interact...

Rainbow Project

Rainbow Project

Third Person Shooter

Inspired by true story, the game takes place on an island inhabited by half-humans. This tribe is framed by Dr. Brain that naive, was originally one of...

Rocket League

Rocket League

Racing

Soccer meets driving once again in the long-awaited, physics-based sequel to the beloved arena classic, Supersonic Acrobatic Rocket-Powered Battle-Cars...

Smite

Smite

MOBA

Smite is the online battleground of the gods. Players choose from a diverse cast of deities and use their unique powers to triumph over the opposition...

Kader Mühürleri

Kader Mühürleri

Role Playing

An exciting MMORPG that unfolds the historical events and mythology of Anatolia and Mesopotamia in a unique way.

Marvel Heroes

Marvel Heroes

Role Playing

Marvel Heroes (originally known as Marvel Universe Online and Marvel Universe) is a massively multiplayer online game currently under developement by...

The Deadly Tower of Monsters

The Deadly Tower of Monsters

Adventure

The Deadly Tower of Monsters is an action-packed adventure video game for PC and PS4 inspired by Sci-Fi B-movies from 40s-70s.

Killing Floor 2

Killing Floor 2

First Person Shooter

Descend into continental Europe where the outbreak caused by Horzine Biotech’s failed experiment has quickly spread and gained unstoppable momentum...

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devmangekyou
devmangekyou

Can I make my game on this engine without getting charged if I decide to sell my game?

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huseynxan
huseynxan

yes, till u get 50 000 $ income, afterwards you will 25 cents of each dollar, so it is not such a big deal. if you get 100.000$ from your 1st game or at least 60.000$ it is O.K. to pay back something to EPIC.

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LordIheanacho
LordIheanacho

Long live Unreal Technology!

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asif_ridwan
asif_ridwan

Unreal Technology, Sure is the best of all. I love this game engine!

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asif_ridwan
asif_ridwan

An awesome engine. If someone could make Half Life 2 HD Remake Mod for any FPS game of Unreal Engine 3 (like Unreal Tournament 3), then it would be awesome.

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Jackie362
Jackie362

This engine better

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shipoopi
shipoopi

Is this the same thing as Unreal Development Kit (UDK)

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huseynxan
huseynxan

Yes. same, UE is licensed and ready to serve version of UDK

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