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Project Report– Game Engine

The project report by Jatin Aggarwal details the completion of a Game Engine project as part of his B.Sc. in Animation, VFX, and Gaming Design at Sharda University. It includes a comprehensive overview of tasks completed, methodologies for creating game environments in Unreal Engine, and a syllabus outlining the course objectives and outcomes. The report acknowledges the guidance received from faculty and outlines future work possibilities in game development.

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0% found this document useful (0 votes)
4 views17 pages

Project Report– Game Engine

The project report by Jatin Aggarwal details the completion of a Game Engine project as part of his B.Sc. in Animation, VFX, and Gaming Design at Sharda University. It includes a comprehensive overview of tasks completed, methodologies for creating game environments in Unreal Engine, and a syllabus outlining the course objectives and outcomes. The report acknowledges the guidance received from faculty and outlines future work possibilities in game development.

Uploaded by

jaggarwal342
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Project Report – Game Engine

Submitted in Partial fulfillment of the requirement


for the award of
B.Sc. (Animation, VFX & Gaming Design) Degree

Under the Guidance of-


Mr. Faiz Haider
Assistant professor
Department of Animation, VFX and Gaming Design
(SMFE, Sharda University)

Submitted By
Jatin Aggarwal
System ID: 2022006896
SCHOOL OF MEDIA, FILM & ENTERTAINMENT
SHARDA UNIVERSITY, GREATER NOIDA,
UTTAR PRADESH

DECLARATION

I Jatin Aggarwal hereby declares that I am a student of B.Sc (Animation,


VFX Gaming Design), fourth semester, at the school of Media Film &
Entertainment (SMFE). I am writing this report after successfully
completing my Game engine Project. I have been ethical throughout my
project and have maintained the standard of Quality. The report is the
Project of Game engine work I have done during the Project and is an
original work

Date - 26 November 2024


Jatin Aggarwal.
System ID- 2022006896
CERTIFICATE FROM THE FACULTY SUPERVISOR

This is to certify that Mr. Jatin Aggarwal of B.Sc.(Animation & VFX &
Gaming Design) has conducted and successfully completed his Project.
The report submitted by
Jatin Aggarwal.

Mr. Faiz Haider


Assistant Professor
Department of Animation, VFX & Gaming Design
(SMFE, Sharda University)
PREFACE

Date - 26 November 2024


This report documents the work done at Sharda University. Under the
supervision of Faiz Haider, the report first shall give an overview of the
tasks completed during the period of Project details. Report shall also
elaborate on the future works which can be persuaded as an
advancement of the current work. I have tried my best to keep my report
simple yet technically correct. I hope I succeed in my attempt

Jatin Aggarwal
System ID-2022006896
ACKNOWLEDGMENT

I owe my deepest gratitude to Mr.Faiz Haider under whose guidance


and continuous support this report is written and prepared.
I feel honored, and it is a pleasure to thank Prof. (Dr.) Ritu S Sood,
Dean School of Media, Film & Entertainment (SMFE) B.Sc (Animation &
VFX) and my other faculty members for their continuous help and
support .I would like to thank our library staff, Studio Staff and Computer
Lab Staff for their help during any course as the skills and knowledge I
used in my training was inculcated by them.
And finally, I express my heartfelt thanks to my parents, god and to all
my dear classmates -who supported and suggested me-without whom
this report would not have been possible.

Jatin Aggarwal
System ID- 2022006896
Table of Content
Title Page 1
Declaration 2
Certificate From the Faculty Supervisor 3
Preface 4
Acknowledgment 5
Table Of Content 6
Syllabus 7
Terrain in Unreal engine with vegetation 8
and roads
Game environment in Unreal Engine 9
PPT on a competitive analysis between 10
Unity and Unreal
Syllabus
School: SSMFE Batch 2022-26
Program: B.Sc. Current Academic Year: 2023-24
(Animation ,VFX and
Gaming Design)
Branch: Mass Semester: 5
Communication
1 Course Code AVG309
2 Course Title Game Engine*
3 Credits 4
4 Contact Hours 1-2-2
(L-T-P)
5 Course Type Core Compulsory
6 Course Objective To explain importance of game engine
To elucidate scripting techniques using C++
To assess physics parameters required for game development To construct particle
systems and camera techniques
To identify about the build process and platforms
7 Course Outcomes After completing the course, the student will be able to:
CO1 Describe unique features of a game engine
CO2 Explain the importance of game engine.
CO3 Compare various concepts of programming for developing a
game using C++
CO4 Use required physics, effects and other GUI implantation
CO5 Correlate the methods to Create, modify and reuse of
prefabs in game development.
CO6 Plan to Optimize and test a game build.
8 Course Description The course is designed to equip students, who are at a very basic level of gaming,
to design and develop programs with ease in varied workplace environment. The
course begins with game engine and ends with optimizing and testing the build.
9 Outline Syllabus CO Mapping
Unit 1 Introduction
1 Unreal Engine Setup, Installing Unreal Engine,
Installing Visual Studio CO1
2 Creating First Project, Understanding Project CO1
Structure, Understanding The Game Window
Hierarchy, Understanding Unread Editor.
3 Working With Unreal Class System ,Create Scenes, CO1
Understanding The Blueprint Mechanism,
Understanding Predefined Workflow, Terrain, Import
Assets, Audio, Sprites, Font, Using Market Place,
Import And Use Assets From Asset Store.
4 Working With Multiple Scenes, Using 2D Objects CO1
5 Working With SFX
Unit 2 Working with C++
1 Understanding C++ Function Syntax. CO2
2 Working With #Include, Namespaces. CO2
3 Working With Enumerations, Creating Header Files, CO2
Using Type Alias
4 Understanding TMap And Map CO2
Unit 3 Game Scene
1 Physics And Collider 2D CO3
2 Working With Line Tracing. CO3
3 Work With Different UI Components, Handling CO3
Different Events, Understanding Physics 2D, Using
Landscape Layer
4 Working With Colliders, Using Physics CO3
Material,Material, Meshes, Animations And
Animator Controller 2D & 3D.
5 Creating Animations, Handling Multiple 2D CO4
Character Animation, Creating Text Animation.
Unit 4 Visualization
1 Camera And Particles. CO4
2 Working With Camera Controls. CO4
3 Understanding 3rd Person Camera Control. CO4
4 Working With AI Controls. CO4
5 Working With Particle System.
6 Using Particle System In Game
7 Working With Particle Bounding Boxes.
Unit 5 Game Finalizing Techniques
1 User Interface CO5,CO6
2 Package Project- Android/PC/MAC Standalone CO5, CO6
3 Texture compression and debug stripping CO5, CO6
4 Quality Settings CO5, CO6
Terrain in Unreal engine with vegetation and roads
Creating terrain with vegetation and roads in Unreal Engine can be broken
down into five key steps:

1. Create the Terrain

● Use the Landscape Tool: Open the Landscape Tool in Unreal Engine (found under the
"Modes" tab). Select Landscape to create a new terrain. You can adjust the section size and
resolution based on how large or detailed you want the terrain to be.
● Sculpt the Landscape: Use the Sculpting Tools to modify the landscape's elevation. You can
raise, lower, flatten, and smooth the terrain to form mountains, valleys, or plains.

2. Add Terrain Materials

● Create a Landscape Material: To give the terrain more visual detail, create a new Material
for the landscape (using a blend of textures like grass, dirt, rock, etc.). You can use the
Landscape Layer Blend node to combine multiple textures based on different height values
or slopes.
● Apply the Material: Once the material is set up, apply it to the terrain in the Landscape tool
by dragging it into the landscape material slot.

3. Place Vegetation (Foliage)

● Use the Foliage Tool: Open the Foliage Tool and add various vegetation assets (trees, bushes,
grass, etc.). You can drag foliage assets into the Foliage tool and configure their density, scale,
and alignment for natural placement.
● Paint Vegetation: Select the types of foliage you want to add and paint them onto the terrain
by clicking and dragging over the landscape where you want the plants to appear. You can
also randomize their placement for more organic results.

4. Create Roads

● Use the Landscape Layer for Roads: To add roads, you can either manually sculpt flat areas
or use Spline Tool to create smooth, curved road paths. The spline allows for precise control
over the road's shape and ensures it follows the terrain's contours.
● Add Road Meshes: Once the road path is defined using splines, you can use road meshes or
create your own custom road material to texture and place over the spline, creating a
realistic road surface.
Final Results
Game environment in Unreal Engine
Creating a game environment in Unreal Engine with elements such as a 3D
model car, a futuristic eye, and buildings designed in Maya involves a
combination of modeling, texturing, and importing assets into Unreal Engine.
Here's a breakdown of the process in five steps:

1. Model and Texture Assets in Maya

● Create 3D Models in Maya: Start by creating your 3D models in


Autodesk Maya.
○ Car Model: Design a futuristic car, making sure to create proper
geometry for each part (wheels, body, glass, etc.).
○ Futuristic Eye: Model the futuristic eye, keeping in mind the
detailing (mechanical parts, lenses, etc.).
○ Buildings: Design modular buildings or structures, adding details
such as windows, doors, and unique architectural features for a
futuristic look.
● UV Unwrapping and Texturing: After modeling, ensure you unwrap the
UVs properly to apply textures. You can create textures in software like
Substance Painter or Photoshop to give realistic or stylized looks. Once
the textures are ready, assign them to your models in Maya.

2. Export Models from Maya to Unreal Engine

● Export FBX Files: Once your models (car, eye, buildings) are ready and
textured in Maya, export each asset in FBX format. This format preserves
the geometry, textures, and even animations (if applicable) when
imported into Unreal Engine.
● Exporting with Proper Settings: Ensure you check the export settings in
Maya to include texture files, materials, and animation (if applicable).
Also, check the scale settings to match Unreal Engine's unit system
(typically 1 Unreal Unit = 1 cm).

3. Import Assets into Unreal Engine

● Import FBX Files: Open Unreal Engine and use the Content Browser to
import the FBX files. When you import, Unreal will create a new folder
and place the imported meshes and textures into it.
● Check Materials: Unreal Engine may not automatically apply all materials
correctly from Maya. Make sure the materials are linked properly to the
imported meshes. You may need to create or tweak materials within
Unreal to get the desired look (such as reflection for the car or emissive
materials for the eye).

4. Build the Environment in Unreal Engine

● Place and Arrange Models: Use the Viewport in Unreal Engine to


arrange your models (car, futuristic eye, buildings) in the environment.
Place the buildings on the ground, set the car on a road or designated
area, and position the eye in a way that fits the futuristic theme (e.g., in
a floating or prominent position).
● Terrain and Ground: Use Unreal's Landscape Tool to create the terrain
(ground) for your environment. Sculpt hills, plains, or futuristic city
streets. You can apply custom textures or materials to the terrain to
match the sci-fi aesthetic of your game.

5. Add Lighting, Effects, and Final Polish

● Lighting Setup: Add Directional Lights for sunlight, Point Lights for street
lamps or building interiors, and Spotlights for accent lighting. You can
also use Post Processing Volumes to add futuristic effects like bloom,
fog, or color grading.
● Add Additional Effects: Use Particle Systems for futuristic effects, like
glowing lights on the buildings, energy beams from the eye, or dust and
exhaust coming from the car.
● Final Tweaks: Adjust camera angles, tweak the environment for
performance, and make any final adjustments to textures, animations (if
the car or eye is animated), and placement of the assets to create a
polished, playable game environment.
Final Results
PPT on a competitive analysis between Unity and
Unreal

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