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Unreal Engine Pipeline

After our presentation to our class, one of the biggest critiques we received was the lack of a strong pipeline. We agreed and did research on gaming pipelines. We are using Unreal Engine as our main program, and within the engine's tutorials, Mika, one of my group members, discovered an Unreal Pipeline. After looking it over, we decided that it was a strong pipeline and that we would start to use it. This changed the status of many of current projects that we had been working on; Alicia and I, who had been working on modeling, stopped and switched over to creating simple blockouts. Mika built the map and I began to layout the forest.


Pipeline

- Prototype Pass

- Initial pass; simple blocks in place of models--to scale; simple lighting, simple textures (to

differentiate between objects

- Creature AI system

- no animation currently, static poses

- 3rd person controls initial pass (default Unreal character)

- Dialogue boxes

- Game Menu

- Completely playable, all mechanics worked out and completed

- Meshing Pass

- All blocks are replaced by completed or near completed models/meshes

- with completed textures

- can be refined by re-importing finished assets as they are completed

- water and wind animations completed

- LODs

- simple lighting

- Lighting Pass

- Complete lighting

- Day/night cycle

- post processing effects

- Bioluminescence animations

- VFX for lighting

- Polish Pass

- finishing touches

- final character and creature animations

- Audio

- Final Textures and Models

- Final Effects

- cloth sim

- Particle effects, cloth sim, hair sim, etc.

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