Game Development with Unreal Engine

OData support
Supervisor:
Dr. Blázovics László
Department of Automation and Applied Informatics

Computer Games are becoming more and more popular nowadays, because they are easily available and can provide a great experience. You can simply take your portable computer device on the bus or on the train and play your favourite game. This made computer game development a popular professional choice. The reproduction of a finished computer game is essentially cheap, regarding the fact that there is no need for hardware production, such as cards or figures and most logistical problems are solved by digital transfer (downloading from the internet).

The main cost of computer game development comes from the time invested into designing and developing the complete game. This is one of the reasons that so many people engage in developing frameworks and modules, which provide game developers an easier and faster way of doing their job, in taking care of the basic development problems and visualization. An example to these frameworks are Unreal Engine, Unity3d and CryEngine, which have been used to produce a great amount of successful computer games.

My thesis provides an explanation on what exactly Unreal Engine framework is, introducing its functions and interface, which I have used during the process of my game development. I go into details regarding the settings, user interface and game features, also discussing the methods used and the problems encountered during the work process. The game is a MOBA (Multiplayer Online Battle Arena) style program, featuring a controllable hero for both of the players. The objective is to fight alongside computer controlled minions and destroy the enemy’s base.

Unreal Engine is using two major programming languages for development, C++ and Blueprint Visual Scripting. I have used both languages to implement the game. My thesis describes the advantages and disadvantages of these languages, also providing an insight on the communication between them.

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