Interlude: The Upside and Downside of UE4

This isn’t the blog post I promised but, whilst starting to put together my turn-based idea, I stumbled onto something that made me think about one of the big differences between UE4 and UDK.

When I used UDK, the Content Browser was a faithful friend. It wasn’t overstocked with meshes and objects but there was enough there to let you throw together an aesthetically interesting level without too much trouble. A far from profound, but certainly noticeable, adjustment to using UE4 is the bare cupboard of a content browser.  It took me a while to understand that, simply, the free content from UDK’s default content browser had been replaced by a shop.

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My default reaction, predictable, reasonably, was to be a bit put out. Swapping my free things for expensive things hardly seemed like a good deal. As is often the case (and with the help of a friendly “thank you subscriber, we’re free now” voucher) I was able to see the benefits of the new marketplace.

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Turn-Based Zombies Project: Part 1

For a while I’ve had an idea for a game which I really want to make. However, for the purposes of showing design skill and proficiency with UE4, disappearing for a couple of years (or five?!) then reappearing with a finished game doesn’t really do me any favours.

What I thought I would do instead is write up the pitch for the game, then start working on a series of design documents which highlight the individual features/elements of the game. Once these short design documents are written I can then use UE4 to make small to medium-sized prototypes of the individual features. Where that is beyond me, or I would need code/art/audio support, I will flag that up and just present the design document.

The aim here is simple; show original thinking, show that I can write clear, concise design documentation, and show that I can turn an idea into a high quality design.

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