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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About Depth with 15 comments by AJ_Quick on Sep 5th, 2014

After more than four years of development, Depth is coming to Steam this November. Zip up your wet suits, shake off your fins, and get ready for some deep-sea violence!

Depth screenies!Depth screenies!

We have launched an updated website for the game which has a ton of information about both species and their particular strengths. There you will also find a bunch of new screenshots, concept art, and most importantly ... our new trailer, "Blood and Gold", which shows off some of the fast paced, asymmetrical combat you can expect when playing Depth.

If you are looking to get involved in the Depth player community, you can head on over to our Steam Forums and post your thoughts and comments about what you'd like to see from the game, when it releases.

See you down there!

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Post comment Comments  (0 - 10 of 134)
devmangekyou Jul 18 2013, 4:05pm 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, 11:23pm 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, 11:22pm replied:

This comment is currently awaiting admin approval, join now to view.

LordIheanacho Oct 25 2012, 6:19pm says:

Long live Unreal Technology!

+4 votes     reply to comment
asif_ridwan Sep 17 2012, 6:30am says:

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

+4 votes     reply to comment
asif_ridwan Aug 22 2012, 10:58am 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.

+4 votes     reply to comment
Jackie362 May 28 2012, 4:49am says:

This engine better

+4 votes     reply to comment
shipoopi Apr 12 2012, 8:33am says:

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

+4 votes     reply to comment
huseynxan Jul 27 2013, 11:25pm replied:

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

+1 vote     reply to comment
michael89 Mar 9 2013, 6:55pm replied:

Speak English like humans do, or get an euthanasia needle on the vein.

You decide.

-1 votes     reply to comment
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Released Aug 31, 2007
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