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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Tripwire Interactive have today awarded a total of $50,000 dollars in prizes to creators of the best player-made Survival and Non-survival maps for the award-winning, survival horror, co-op shooter, Killing Floor 2.

As an independent development and publishing studio founded by members who won the 2004 “Make Something Unreal” competition for work on the total conversion mod Red Orchestra: Combined Arms, Tripwire Interactive is excited to continue its support for grassroots game development and the modding scene that helped them get started. Without such support, critically acclaimed titles, like Red Orchestra: Ostfront 41-45, Killing Floor 2, and Maneater, the upcoming action RPG where you play as a shark, would not be possible. Taking the opportunity to give back to the community that helped them get started, Tripwire Interactive is proud to highlight the winning maps and creators. Please find below brief summaries about what makes each winning entry special from the judges along with direct links to the official download page for each map, hosted on Mod DB.

Killing Floor 2 Best Survival Map Winners:


1st Place Prize: $10,000

Map: Sanitarium by 13tisa13


Tripwire Interactive Judge Notes: This map showed enormous creativity and clever reuse of existing assets to create a new Cthulu themed experience for the player. There are numerous interactive elements such as traps, attacking tentacles, low gravity zones, and changing weather patterns that really impressed us. We knew we had a strong contender when the judges had a hard time moving on to the next submission during our playtests.

2nd Place Prize: $6,000

Map: Carrillon Hamlet by smiffy555


Tripwire Interactive Judge Notes: This map impressed us with its strong layout and use of assets to convey a unified theme. This map had a strong understanding of gameplay flow which navigated the player into interesting layouts that interweaved across the map.

3rd Place Prize: $3,500

Map: Desolation by delta-ranger


Tripwire Interactive Judge Notes: This map had a creative use of lighting and a strong presence across its expansive layout that went from interior and outdoor spaces. Given that it utilized strong themes and assets from Outpost, it was interesting to see the climate flip from frigid to a tropical setting.

4th Place Prize: $3,000

Map: Silo Seven by Soundwave2142


Tripwire Interactive Judge Notes: Verticality was a strong element of this map as you descend through multiple basement layers of the complex. We also appreciated the use of changing weather elements as a brewing sandstorm approaches over the duration of the match.

5th Place Prize: $2,500

Map: Training Grounds by Apapin


Tripwire Interactive Judge Notes: This map was an extremely impressive technical showcase for how it constructs the environment for each of the different rooms like the holodeck. It made the small spaces feel much larger with the simulated backdrops.

Killing Floor 2 Best Non-Survival Map Winners:


1st Place Prize: $10,000

Map: Biolapse by delta-ranger


Tripwire Interactive Judge Notes: This map was impressively put together and polished. It showed a strong understanding of what made Biotics Lab fun and interesting and translated that into a totally new and different layout that exhibited a good grasp of gameplay fundamentals.

2nd Place Prize: $6,000

Map: Twisted Story by 13tisa13


Tripwire Interactive Judge Notes: This map was loaded with imagination and creativity translating the KF2 formula within a fantasy environment. It made great use of scale within its different hold out environments

3rd Place Prize: $3,500

Map: Elysium by Seanchaoz


Tripwire Interactive Judge Notes: This map made great use of Endless mode and particularly impressed us with its transformative nature as the waves progressed. Each of the different zones you play across gets reintegrated into the central courtyard which was a pleasant surprise.

4th Place Prize: $3,000

Map: District VII by DEFALTUSER24


Tripwire Interactive Judge Notes: District VII was effective in translating the Burning Paris aesthetic into Objective style survival gameplay. It showcased a solid gameplay flow as you progressed through the map to each of the individual zones.

5th Place Prize: $2,500

Map: Hospital by S281


Tripwire Interactive Judge Notes: This map had a unique location not seen in KF2 that was well put together through effective asset reuse. We particularly enjoyed its well-polished interior spaces and gameplay flow through its wave-gated linear track.

Congratulations to all winners - and thanks to everyone who participated, it's time to slay some ZEDS! For more information about Killing Floor 2 and Tripwire Interactive, hit the links to head to the official websites.

2 Days Left To Enter The Killing Floor 2 New Grounds Mapping Contest
Killing Floor 2

2 Days Left To Enter The Killing Floor 2 New Grounds Mapping Contest

Killing Floor 2

As the $50,000 contest nears its end, let’s look at the impressive entries so far

16 Days Remain To Enter The Killing Floor 2 New Grounds Mapping Contest
Killing Floor 2

16 Days Remain To Enter The Killing Floor 2 New Grounds Mapping Contest

Killing Floor 2

With $50,000 up for grabs, enter your Killing Floor 2 map to be in the running!

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Sumocrats - Devblog 1

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Alpha to be released on February. A look back on one year of dev.

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SPONSORED: Why BioShock has everything today’s discerning gamer could want

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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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Iheanacho
Iheanacho

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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