April 8th, 2022
Jace Talk: Unreal Engine 4
Jace Talk: Unreal Engine 4 (Part 1)
https://youtube.com/clip/UgkxidAarRVATlSr5B6iAeDwRGHGb8LtxXw4
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Jace
So the first tool that I'm going to mention is, of course, going to be Unreal Engine 4.
We use Unreal Engine 4 to make Satisfactory.
So if you don't really know what a game engine actually is, it's just essentially a suite of tools that provide you tools in order to render stuff or play audio or do animations, programming.
That's essentially what it is.
And so engines don't necessarily have to have fancy UI or anything to them, but Unreal Engine is actually just kind of like a general purpose tool that can be used to make many different kinds of games or applications.
And so it has a nice interface and a lot of extra tools in it as well.
Jace Talk: Unreal Engine 4 (Part 2)
https://www.youtube.com/watch?v=o6ao9-UIZIQ&t=264
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Q&A: Do your programs use C++ or Blueprints?
https://youtube.com/clip/UgkxPMNT3hI6yP1QwEdl_6D1Vb8drM52CfKu
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Jace
And so some people sometimes ask us, do your programs use C++ or Blueprint?
For the most part, they prefer native, so C++ programming.
That's generally where most of the programming work gets done.
However, Blueprint is like an integral part of the way Unreal Engine works, and it's also a very useful tool for our UI artists and designers.
And so our programmers do need to bridge the gap between native and Blueprint sometimes and do have to do some things in Blueprints.
Sometimes it just makes sense to do things in Blueprints.
You just got to use the right tool for the right job.
And of course, they use Unreal Engine for testing the game and debugging the game as well.
Jace Talk: Unreal Engine 4 (Part 3)
https://youtube.com/clip/Ugkx481NsgcWGIyHZeOgcgpWWlCnStxqdvEY
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Jace
And so the last tool that 2D artists use is actually Unreal Engine 4.
They also use the engine as well.
They jump in there.
They use the engine to essentially block things out, to block out scenes or assess scale between different items or buildings before they go in and start creating any sort of concept art that they might need to be doing.
Jace Talk: Unreal Engine 4 (Part 4)
https://youtube.com/clip/UgkxpXmNp57_5p7y2JHHDzjealUYOuQCf1Fb
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Jace
So we use Photoshop to basically export them into PNGs or maybe touch them up a little bit if they need a little bit of love or a little bit of tweaking.
Our UI artists also use Unreal Engine 4, and this is because they not only just design and draw the UI elements, but they also do some of the programming for it as well.
So they need to use blueprints to script the UI elements to work the way that they want.
They use a thing called UMG, which is basically the UI
I guess you could call it in Unreal Engine 4, like a layout tool and things like that.
So they use UMG to set up their UI elements.
And they also work with some shaders, which are basically small scripts or programs that run kind of on the graphics card.
And they use that to manipulate certain UI elements to do certain things.
One example is, for example, the fluid animation on pipes, for example.
There's actually no animation on the artwork of that.
There's no waves or anything like that.
That's all created using shaders.
Our UI and UX people also use Microsoft Visio and YEd.
Jace Talk: Unreal Engine 4 (Part 5)
https://youtube.com/clip/UgkxELkY5wALF765hCH__vtvWyAroejM9uvK
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Jace
Or he also uses Blender to create 3D meshes that he might need to use for various VFX purposes.
Our VFX artist, of course, also uses Unreal Engine.
So our VFX artist uses this for creating materials in Unreal Engine, but also uses the Niagara particle system.
We used to use Cascade, which was the old one, but Niagara is now production ready, so we switched to Niagara.
Jace Talk: Unreal Engine 4 (Part 6)
https://youtube.com/clip/UgkxRtRkmTQ6bAGNU3eNC3lVB2ZqHjDUadcy
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Jace
And the first tool that our game designers use is, this is a no-brainer, it's going to be Unreal Engine 4.
And basically what our game designers do is they pretty much grab everything else that everyone else has done and they glue it all together in Unreal Engine 4.
And most importantly, they then make it fun.
So this means like integrating new content, might be setting up new buildings, adding them to build menus, setting up progression, for example, tweaking settings.
Yeah, tweaking a bunch of things like, you know, use zoop limits or creature health, alt recipe balancing, I mean, balancing factory numbers in general.
They also work in the engine in order to do some small adjustments to the world or for prototyping new features that they want.
So they use blueprints to just quickly prototype some stuff that they want to try out.
And they also use the engine to add gameplay elements to the world as well.
So think about like creature spawners, resource nodes, adding nuts and berries, gas pillars, collectibles, you know, all that kind of stuff.
Jace Talk: Unreal Engine 4 (Part 7)
https://youtube.com/clip/Ugkx48U5ZlMv6ENuqPzy1W90lVvZO_LhXXhc
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Jace
Next up is going to be the tools used for world design.
The big tool here for world design is going to be, of course, Unreal Engine 4.
This is where we implement any of our world changes and things like that.
So we use the tools in Unreal Engine 4 to shape the terrain.
We can use them to paint foliage, and foliage can be, of course, bushes and trees, but it can also be small rocks.
And then we also use the engine to just like manually place larger indestructible things in the world as well.
For example, cliffs.
Jace Talk: Unreal Engine 4 (Part 8)
https://youtube.com/clip/UgkxSRbgvL9m2ufZWW9I0HuXhd_g51x_AYBq
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Jace
The first tool is Unreal Engine, so they're working in the engine as well.
Unreal Engine has a localization dashboard, which is a place where you can add languages that you want to support.
So you can import, export text translations.
It also has a handy function to gather all the text in the entire game and put that into the localization database so that it can be translated.
And then lastly, of course, Unreal Engine needs to compile all the text translation so that it can be used in the game at runtime as well.
That's what we also need to use Unreal Engine for.