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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Believe it or not, this game has continued development for the last two years! Membrane has gone through some vast changes, and now sees consistent, if not very fast, asset production. So what has been happening?

Engine Changes:

Membrane started off in Unreal Engine 3. I created a simple, yet functional "Doom Style" AI, Implementing weapons, enemies, and other assets. All in all, it was easy to use... at first. Once I started seriously working on the levels, I found level creation to be a bit too cumbersome. I even wrote a program that converts levels from my level editor of choice, but constantly re-baking the lighting every time I made a change became a slog. The final straw was when I tried to make a secret exploding wall that is indistinguishable from the surrounding solid walls - you could see a "lighting seam" no matter what. UE3 was meant for mapping with modular models, and that didn't jive with the free form abstract levels I wanted to make. So I started looking at other options.

GZDoom was what I settled on. It's perfect for an old school game, because it is an old school game engine, while supporting more modern features. And with the release of GLOOME it's also commercially viable.

Concept Changes:

The initial Setting was on earth, with human and alien weapons, and a basic premise of fighting off an invasion.

It's been done.

Membrane has gone completely Alien. Waking up in an underground laboratory, the hero finds himself a result of horrific experimentation. He must traverse alien worlds, master unique weapons, collect powers, and travel through the galaxy to find his way back home.

Getting rid of recognizable earth levels allow for more abstract designs, as well as no realistic human weapons allows for much more creativity in the design and function.

In addition, Membrane is sort of a "Metroidvania Lite," wherein you will find powers / upgrades that allow you to reach previously inaccessible areas within the current level.

It's Practically a Game:

Well, a short one. Loads of textures have been created, as well as models, fonts, the entire UI, sound effects, and scripts. The goal is to have a stand alone playable demo as soon as possible. Here is the short list before that can happen:

  • Model, Texture, and Animate the player model.
  • Record All the Player sound effects.
  • Record sound effects for two monsters.
  • Model, Texture Armor Pickups.
  • Create End Screen, Credit Screen.
  • Two or so more Level Textures.

Screenshot Doom 20150803 223119

Screenshot Doom 20150716 220639

Screenshot Doom 20150716 220404

Screenshot Doom 20150716 220309

Screenshot Doom 20150716 215920

Screenshot Doom 20150716 220603


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Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PCs, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers.
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Post comment Comments  (0 - 10 of 136)
Guest Jun 18 2015 says:

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devmangekyou Jul 18 2013 says:

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

+1 vote     reply to comment
huseynxan Jul 27 2013 replied:

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.

+2 votes     reply to comment
Guest Jul 27 2013 replied:

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LordIheanacho Oct 25 2012 says:

Long live Unreal Technology!

+4 votes     reply to comment
asif_ridwan Sep 17 2012 says:

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

+4 votes     reply to comment
asif_ridwan Aug 22 2012 says:

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.

+3 votes     reply to comment
Jackie362 May 28 2012 says:

This engine better

+4 votes     reply to comment
shipoopi Apr 12 2012 says:

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

+4 votes     reply to comment
huseynxan Jul 27 2013 replied:

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

+1 vote     reply to comment
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