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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Blog RSS Feed Report abuse Latest News: Depth is on sale NOW!

About Depth with 13 comments by AJ_Quick on Oct 15th, 2014

Hey guys!

After five long years of blood sweat and tears, Depth is now on sale on Steam!

We are offering a 20% discount to those brave souls who choose to pre-purchase the game, and support us before it releases on November 3rd. Pre-purchasers will also relieve two exclusive skins which will only be available during pre-purchase.

wait... what is Depth?

To put it simply, Depth is a competitive multi-player game where you play as either a shark, or a diver.
Of course, there is a lot more to it than that, and you can get the whole story over at our website.

The Jaws of DeathDepth screenies!
Depth screenies!Depth screenies!

If you have any ideas or comments for us , feel free to head over to our forums and let your voice be heard. We are a small team of indie developers, and fan feedback is our bread and butter. We look forward to hearing from you :)

Until then, watch where you swim!

The Depth Team

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Post comment Comments  (20 - 30 of 134)
AmaroqDricaldari Apr 13 2011, 11:54am says:

I have Unreal, Unreal II, Unreal Tournament 2004, and Unreal Tournament 3 on my computer. Will there be an update where later versions of the Unreal Engine update the physics of earlier versions? Unreal Engine 3 Physics in the first Unreal game would be EPIC.

Also, it would mean whenever I installed another Unreal Engine Game, I wouldn't have to download files that I already have, and when I install Dust 514 (once it comes out), I will have lighting that is even better than HDR (in both quality and performance).

+4 votes     reply to comment
OverwatchNow Jan 6 2011, 4:05pm says:

Currently I played UT3 and Black Site Area 51 which is using that technology. The only dissapoint is a huge amount of bleaks on everything you see.

+2 votes     reply to comment
P4TRICK Dec 1 2010, 4:02pm says:

Want this for xbox!! do want

+2 votes     reply to comment
JustNameless Aug 10 2010, 6:41pm says:

One of the best engines around but awefully theres no AA support for my favourite games... :(

+5 votes     reply to comment
valatmir Jul 31 2010, 12:15am says:

Its a battle agains Unity and Unreal Engine!^^
So I must use a 3rd Engine mhm I think Cryengine xD (If Cryengine comes out 4 free!)

+2 votes     reply to comment
gearsguysucksl4qpwns Jul 21 2010, 2:28pm buried:


this engine sucks nig puzy vavls 1 pwns

-17 votes     reply to comment
ytres Oct 17 2010, 10:57pm replied:

"gearsguysucksl4qpwns" probably likes the New Boyz.

+4 votes     reply to comment
catman_94 Aug 8 2010, 6:40am replied:

its so great you dont know what it is called.......

+5 votes     reply to comment
Paxton Jun 28 2010, 12:51am says:

I can't imagine Mass Effect 2 running on this. :l

+2 votes     reply to comment
HalfLife-HeadCrab Jun 23 2010, 5:40pm says:

I'm new to making maps and stuff and I was wondering is this easy to use first time trying to make a mod or model? If you have a answer please go to my profile and write it on the main page.

Thanks Guys.

+2 votes     reply to comment
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