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Unreal Engine Virtual Reality Quick Start Guide

You're reading from   Unreal Engine Virtual Reality Quick Start Guide Design and Develop immersive virtual reality experiences with Unreal Engine 4

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Product type Paperback
Published in Feb 2019
Publisher Packt
ISBN-13 9781789617405
Length 178 pages
Edition 1st Edition
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Author (1):
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Jessica Plowman Jessica Plowman
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Jessica Plowman
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Summary

At the beginning of this chapter, we learned one of the best ways to design with a particular type of user in mind: the HCD process. When using HCD, we always want to keep our player in mind as we make each design decision, ensuring that the game we create meets every one of our player's expectations and is a delight to play. This is our goal for Server 17. With a few of our design decisions in place, we then created our project and began to customize our files by creating our custom GameMode, GameState, and PlayerPawn files.

In the next chapter, we'll further flesh out the design for Server 17 and look at the different types of gameplay that are popular in today's current VR market. Specifically, we'll focus on gameplay that takes advantage of the unique input methods and immersive qualities that VR has to offer and how we can apply those to our own...

You have been reading a chapter from
Unreal Engine Virtual Reality Quick Start Guide
Published in: Feb 2019
Publisher: Packt
ISBN-13: 9781789617405
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