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: Game Competition (Day One : Garry's Incident)

About Day One : Garry's Incident with 18 comments by Kark-Jocke on Jun 8th, 2014

~ Day One : Garry's Incident ~

Day One : Garry's Incident follows Garry Friedman. Garry's wife and daughter were recently killed in an accident of some kind, leaving the middle-aged Garry depressed. He has since drowned his sorrows in alcohol and become a pilot, willing to do any job, no matter how dangerous, for the money.

On Friday, 13 June 2014, Garry collects some cargo in his plane from a research facility in Yellowstone National Park, en route to Nevada, with the drop location updated along the way. However, as he is leaving, the Yellowstone Caldera begins to erupt, and the plane begins spiraling out of control. However, this triggers the artifacts he is carrying in the back of the plane, which transport him to the Amazon Rainforest.

As the plane descends, Garry passes out of consciousness, the trees breaking his fall and keeping him alive. In the jungle, Garry discovers an ancient native civilization, finds food, builds his own weapons and survives, discovering artifacts left by aliens hundreds of years previously.

~ Day One : Garry's Incident gameplay ~

Game Competition (Day One: Garry's Incident)

~ Answer the following questions to win ~

  • Question 01: If you had been stranded on an island with no civilization, what is the first thing you would have done to survive on the island?
  • Question 02: What would have been your plan to get away from the island?
  • Question 03: You have found an old M1911 gun on the island and there are still full ammo in the gun. Suddenly you are attacked by a lion where you found the gun. What would you have done? Run for Life? or stand and fight the lion?  
  • Question 04: If this had been real life adventure, how long do you think you would survive?  

This competition
 under the Rule nr. 01 - (Game Competition Info)
One Lucky winner will be drawn in this competition.
This competition will expire 13.06.2014 - (The competition is now closed)
Those who win will be contacted by those who Sponsor this competition
The game will be handed on PC through Steam.
To aid delivery through Steam friend one of the Sponsors.
To see Sponsor list refer to main blog here.

Sponsor of this competition is: Kark-Jocke

~ I wish you good luck and may the best win ~

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Post comment Comments  (70 - 80 of 134)
Alexander0430 Dec 30 2009, 5:01am says:

i think this engine is best of all... I think

+1 vote     reply to comment
pixo45 Dec 14 2009, 11:31pm says:

Medal of Honor Airborne uses this engine, it rocks!

+2 votes     reply to comment
Ekonk Nov 18 2009, 12:22pm says:

Does this include all the materials, models, and sounds etc from Unreal Tournament?

Because if it doesn't, I kind of have no use for it.

0 votes     reply to comment
mackan4762 Dec 7 2009, 3:30pm replied:

it does have all the materials models and sounds from ut3

+2 votes     reply to comment
closed-account Nov 16 2009, 8:25am says:

This is a group for all UDK users, lets keep UE3 and UDK seperate :)

+1 vote     reply to comment
Ichiman94 Nov 11 2009, 12:12pm says:

"64-bit color High Dynamic Range rendering pipeline"
32-bit color is nice, but 64-bit color o_o

+1 vote     reply to comment
Johnchief117 Nov 8 2009, 2:27pm says:

I am sorry if this is a stupid question, but now that I have UDK, could I use any Unreal Tournament 3 mod without UT3?

+1 vote     reply to comment
Bucky0125 Nov 12 2009, 9:11pm replied:

Only if the mod developer has made a UDK version. It doesn't require too much for them to transition from UT3 to UDK though, so I think a lot of them will.

+1 vote     reply to comment
Johnchief117 Nov 14 2009, 10:24pm replied:


+1 vote     reply to comment
RavenITA Oct 8 2009, 3:21pm says:

If only it had better BSP creation... I'd love to use it but making rooms like in Hammer requires MUCH more work

+2 votes     reply to comment
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Released Aug 31, 2007
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