State of Unreal | GDC 2019 | Unreal Engine
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State of Unreal | GDC 2019 | Unreal Engine

August 11, 2019

you all for coming. Epic is founded
on building games and sharing the results
of all of our work with the whole world.
We believe that all developers should have all the capabilities
and advantages that we have ourselves
when we build our games. The Unreal Engine,
the Epic Online Services, and the new Epic Games Store
are all built in this spirit. So, Unreal Engine 4:
it is available for free for everyone to download
with full C++ source code. It scales from indie games
to AAA games, from stylized games
to photorealism, and it enables
console-quality games on mobile. The Unreal Engine
is funded by 5% revenue share from games
built with it and the business model
where we succeed only when you succeed as a developer. The Epic Online
Services are a new offering. These provide backend systems
that you will need for friends, matchmaking, cloud storage,
analytics, and other things. These are the services that
power Fortnite at a huge scale and we are making them
available to all developers for free supporting
all platforms and all stores. This includes
Epic’s friend system, which is the largest cross-
platform social graph in gaming. This means your players
will have access to all of their friends
from Fortnite, and as new games enable players
to form new relationships, they will be available in all
games across all platforms, and all gamers benefit. We are not building
this as a walled garden. For example,
we are partnering with Ubisoft as peers to enable gamers
to link their Uplay and Epic accounts and support
friends across all ecosystems. This is the first of very many
partnerships that we aim to form to open up all of our systems
and connect all gamers. The Epic Games Store
is a new PC storefront built on an 88/12 revenue split. It gives developers a direct
connection to gamers and a fair share
of the fruits of their labor. I have a lot of great news
to share about the Epic Games Store later
in today’s presentation. So the Engine, the Services,
and the Store are all here to serve the seven
and a half million developers who have chosen Epic’s Engine
and our other offerings. We are also here
to help financially. Remember, back in 2015,
we launched Unreal Dev Grants with $5 million
of no-strings-attached funding, and these funds have helped
many projects succeed, including games like Astroneer,
Ashen, and Spellbreak. The very last
of these grants were announced this week,
bringing a close to the program. And now, thanks to Fortnite’s
amazing financial success, we are launching
a new grant program, Epic MegaGrants. [APPLAUSE]>>This is
a five-year program that will also provide
no-strings-attached grant funding across game development,
enterprise, film, education and academia, and open source.
By “no strings attached,” we mean we will consider
every grant proposal and make grants based
on merits and potential, and there are no, there is
nothing due back to Epic, no obligation of publishing
or store or any other
commercial relationship. And this Epic MegaGrants fund
will distribute $100 million. [APPLAUSE]>>Thanks. Throughout
the rest of today’s event, you will hear from
some of the leaders within Epic and our creative partners
about all the things we are working on,
starting with Chris Dyl, the Director of Platform
for Epic Games. [APPLAUSE]>>Thank you, Tim,
and good morning, everybody. With more and more games
needing online features, we believe that developers
should be free to focus on making their games fun, rather than worrying about the
infrastructure needed to launch, operate, and scale their games.
So, we have built our services to handle the real-world
problems of Fortnite, and at Epic, we believe
in sharing technologies we build for ourselves to help
other developers succeed. So out of Unreal Engine video
game came Unreal Engine in 1998, and out of Fortnite comes
Epic Online Services in 2019. These services are a new toolkit
for creation to enable developers to add
online features to their game. It took a lot of effort
to build these services to handle
the cross-platform features and sheer scale of Fortnite. In fact, the services
have supported nearly 250 million players now at more than 10 million
peak concurrent users across the seven platforms
that we publish on, all in one set of services
that work globally, without charting of user
accounts between regions. The services make
cross-platform gameplay easier by providing
platform-agnostic features that allow users to connect
across any major platform you may publish
your game on. At Epic, we believe
in the power of social gameplay and cross-platform features help bring together
different platforms, allowing players more choice in how they play
with their friends. And because we want
to help developers succeed, we are releasing them
to game developers for free for them to be used
by any engine and any store. There is no catch here, folks.
Let me be clear. Whether you are using Unity
for your game or publishing on Steam, these services are going
to be completely free. [APPLAUSE]>>Since the December
announcement, many developers
have been asking us “How does ‘free’ work?”
or “What’s the catch?” Well, we know at Epic, developers need services
like this to build online features
for their games and we want to give back
to the community that has helped us succeed. We have achieved huge economies
of scale with Fortnite so we can operate
these services economically and we benefit
from your patronage. As Tim was talking about,
for example, if you choose
to support Epic identity, your players will benefit
from having new — — an established
friends list from Fortnite and all games will benefit
from new friend relationships that were made
from your game. So, and as Unreal Engine
has been available for more than 20 years, Epic is fully committing to
providing these services to you. So imagine the game
that you could create if you had cross-platform
services available to you that, like Fortnite,
enabled players to log in and connect with friends,
whatever platform they play on; allowed you to manage
player inventories, including purchases,
across different platforms; allowed you to store and
retrieve arbitrary game data, such as user-generated
content and more. Kept track of statistics,
in-game achievements, and provided leaderboards
to your players; and set up game matches
for your players who may all be playing
on different platforms; and enabled
in-game communication such as voice chat between
players across any platform. So some of these services
are available now and others are coming
through 2019, but today… today
we are making available the SDK
and the developer portal. You can visit
the Services web site, sign up now and access
the Dev portal, and download
the SDK right now. [APPLAUSE]>>So let’s talk about
what is available to you today. So using SDK,
you will be able to access any available services
in your game. We are currently supporting
Windows, Mac, and Linux, and in the coming months, we will be providing
support for PlayStation, Switch, Xbox, iOS, and Android —
any platform Fortnite supports. Now the SDK
is a highly portable CAPI to allow integration
to any other language or engine and will provide integrations
into both the Unreal Engine and Unity
later this year. We would also like
to invite our community to help create any wrappers
you might want for any language or other engine that
you may deem beneficial, and please, let us know
if you’re interested. We would be very
glad to help you. Second, we are launching
a developer portal, and the developer portal
is your destination for SDK updates and news and information
and provides tools for managing your services
and accessing your data. Between the SDK
and this developer portal, we have a framework
we can use to provide
all future services to you. So let’s actually talk about one
of our first service offerings, game analytics. You can use game analytics
to collect telemetry and view basic KPIs
about your game on a dashboard. The dashboard provides insights
about your players, including DAU,
MAU, retention, new players, game launches,
online users, and more. With Epic Online Services,
your player data is your own. We treat is as confidential and only use it to provide
the services that you request. So let’s talk about our second
offering, the ticketing system. So, players want to be heard
by developers and a ticketing system helps by
providing a direct channel to your players for support. For example, you can
solve a player’s problem before they choose
to write a bad review. This is just the beginning.
Please join us on this journey and help guide the formation
of Epic Online Services. Be sure to sign up
for our newsletter, and we will send
you more updates as new services
become available. Over the course of 2019,
we will be releasing many more of the services
we use for Fortnite. Our web site contains details
on a full roadmap covering all
the Fortnite services I talked about earlier and more.
Thank you very much. Now let me introduce
and welcome Kim Libreri to talk to you about what is
happening with Unreal Engine. Thank you. [APPLAUSE]>>Well, that
is amazing news for developers
across the planet. All engines, all platforms.
It is fantastic. All right. So. Hi, Unreal developers.
How are you doing? [CHEERING, APPLAUSE]>>For the last few
years, we have been tirelessly improving the visual
capabilities of Unreal Engine. We are heading towards a time
that the real and virtual worlds will be indistinguishable
from each other. Creating tools
and rendering technology that allows this to become
a reality is what drives us. Let’s recap some of the cool
capabilities we added to our rendering systems
in recent years. So obviously,
the foundation of UE4 is our physically
based rendering system. Having materials and lights that behave like they do
in the real world is what greatly improves
quality and intuitiveness of creating
a photorealistic scene. Of course, PBR is great
for making awesome hyper-realistic games
like Ace Combat 7. It also powers the explosion
of interactive visualizations that we have seen
in recent years and has enabled UE4
to cross over into the world
of cinematic content production. Speaking of
cinematic production, we put a tremendous
amount of effort into creating
photographic effects that closely match real-world
cameras and real-world lenses. These include accurate lens
distortion, blooms, chromatic aberration,
class-leading motion blur, depth of field,
and anti-aliasing. We also have industry-standard
post-processing through ACES and OCIO
color management, and all of these
things add up to a system that is
incredibly easy to use and produces
amazing industry images that meet the highest
professional standards. We have the best graphics team
in the world, and every day, the incredible
images that you all make, that we get to see and love, is really what drives us to push
the envelope towards a time where we have achieved
total photorealism. One company that has inspired
not only us but the entire computer
graphics industry is Quixel. Their combination of
state-of-the-art photogrammetry, super extensive assets
and material library, and world-class artistry
really sets the standard for what video games
can look like going forward. It is with great pride
that we are able to premiere Quixel’s —there is Teddy,
over there — Quixel’s latest work,
entitled “Rebirth.” It is an amazing movie made
entirely in Unreal Engine 4.21. It is lit, composed, edited,
and rendered all in UE4, the vanilla version.
CONTINUE]>>Adaptation. The ability
to learn from past experience. The use of knowledge
to alter their environment. These virtues defined
our creators and drove them
to the brink of destruction. [TEMPLE BELLS AND STRING
INTENSITY] But we cannot exist
without them. We must save her. [METALLIC AUTOMOTIVE RUMBLING] [YOUNG WOMEN
within us? [VIOLINS AND BELLS CONTINUE] Humanity has always had the
potential to recognize its flaws and choose a better way. Can we save humanity? [BELLS CRESCENDO AS VIOLINS STOP] [VIOLIN PLAY TONE] Was bringing her here
the right choice? [BELLS RING]>>So amazing. [APPLAUSE] Can you believe
that is made in a game engine? And not with fancy ray tracing. That is the existing version
of Unreal Engine. Incredible. Teddy tells me the team that
worked on it was three artists. Just three artists, plus their
amazing, amazing asset library. Okay, moving on. So. One of the most complex things
to recreate using computer graphics
is a believable human. Years of iteration have tuned
our subsurface scattering, eye rendering, hair shaders to
the point where they are looking really, really, really,
really pretty close to reality. And the demands of each digital
character project, from a boy and his kite
all the way through last year’s Siren,
has helped us improve Unreal to the point
where we are very close to approaching motion-picture
quality for digital faces. Creating digital humans
at this quality level is very difficult to master. We recognize this and we want
to bring tools and capabilities to all developers
to make it easier. It is important for you to focus
on making a great game or great experience. Learning all the minutiae
to make the details that you need in this
Andy Serkis face is something that takes years
and years of experience. And through every demo
we have worked with, it has been obvious 3Lateral
is the best team in the world in creating believable
digital humans for video games. We are thrilled this amazing
team is now part of Epic Games and we can’t wait
to start bringing this expertise and this technology to you. To talk more about
digital humans and our plans,
please welcome to the stage the founder of 3Lateral,
our great friend and now director at
Epic Games, Vladimir Mastilovic.>>Thank you. [APPLAUSE]>>Thanks Kim, exciting times.
So as many of you already know, 3Lateral was founded
with a vision to become a studio specializing
in high-end digital characters. Our vision was to have a studio,
a workshop, a laboratory, an ecosystem,
but before all, a team that focuses on this
complex and magical challenge. So it is a hard task because it involves all
disciplines across the spectrum. Characters,
and especially digital humans, have to look correctly,
move correctly, behave and respond
in a believable manner. We also need to make them
in a way which is not too expensive
in terms of time, computational resources,
and yes, of course, within production budgets,
as well. So it is one of those problems
where there is not really a category
which can be compromised if we want to be successful
in creation of characters that can evoke emotion and tell a story in which
we can immerse ourselves in. So, you know,
telling a powerful story has been important to humans since the dawn
of our civilization and there are not
that many stories really which can be told
without characters. So this is where
we draw our motivation from and this motivation
was recognized by many major game
developers over the past decade. They trusted our team to
innovate and deliver characters to which they could offer their
vision of interactive worlds populated by characters that we remember
through our entire lives. So five years ago, we started
working on demos with Epic Games and this went so well that it became
a regular thing for every GDC. We started with the demo boy
and his kite, then following it was
a live-captured and rendered Senua
from Hellblade. Then we had Meet Mike,
a pioneering project where we could speak to Mike
in VR space over a distance. Finally, there were Siren
and Andy Sirkis and Osiris Black demos which shifted
everyone’s perception of what a digital human
could be. And this year,
there may be another one coming. So as we were progressing
each year in this collaboration, both teams were realizing
that the culture and the goals are very similar.
So an idea was born. What if 3Lateral is
to support the industry not only through services but through integrating its
technologies in Unreal Engine? This made perfect sense
to all of us. We feel we have developed and proved
a powerful set of technologies and our mission now is to bring
this to all Unreal Engine users. 3Lateral is also expanding
its team and in addition to starting
to contribute to developing
new Unreal Engine features, we will continue
to provide services, as this is an important part
of our identity and keeps our technologies
always challenged and relevant. We are truly excited
about the future and about bringing
powerful character tools to all Unreal Engine users.
Thank you. [APPLAUSE]>>KIM: Thanks Vlad. All right,
so last year on this stage, we introduced you to the future
of real-time rendering. Through a collaboration
with ILMxLAB and NVIDIA, we gave you a sneak peek
into a real-time, ray-traced future. Later, at SIGGRAPH, we demonstrated
what real-time ray tracing can bring
to the enterprise space with an awesome collaboration
with the design team at Porsche. Porsche and Star Wars
in one year. It does not get
much better than that. And this month, as promised, we are shipping ray-tracing functionality in
Unreal Engine 4.22. Many of you have already
been playing with it and we are happy
to see the results, and also as we see little bugs
and things come up, we are fixing them
as quickly as we can. So to demonstrate
this capability, we really did not
want to do a another demo ourselves. We wanted to team up
with a partner that has extensive
real-time experience but also has worked
in visual effects for television and movies.
So, without further ado, let me introduce you
to Tobias Dahl, Fredrik Löving,
from Goodbye Kansas, and our writer/director
friend Björne Larson, from Deep Forest Films. These guys were super awesome.
and all come from Sweden, so they will have
a cool accent. [LAUGHTER]>>And they are going
to show you what they were able to do with the new generation
of ray tracing and the future of rendering
for video games. See you later. Good luck.>>Thank you. [APPLAUSE]>>Fredrik: We are
excited to be here today to demonstrate the power
of game engines, something that myself and Tobias
have worked with our entire careers.
We always were curious on how the very best
technology can help us tell stories, create worlds,
and even build IPs. Exactly one year
ago, we sat in this audience watching
State of Unreal where amazing stories
came to life, all in real time. Then and there, we set the aim
to be on this stage this year with a project
that would push ourselves and the Unreal Engine
to the next level. We at Goodbye Kansas
joined forces with director Björne Larson
and Deep Forest Films to fusion the very best talent
from both film and games.>>Tobias: For the
last couple of months, our team of amazing artists
at Goodbye Kansas have been working on this piece. This short snippet you are about
to see is showcasing real-time, never-before-seen
lighting fidelity, amazing effects,
and cinematic realism. We truly believe that the future
of digital content creation will be powered by game engines and not only for games
but also for movies, TV, and today-unknown
future forms of escapisms. So we are very excited
and honored to show you a glimpse of what
this future can look like, created by
Oscar-winning filmmakers, pixel perfectionists,
and tech pioneers, all rendered in real time live
here on stage in Unreal Engine. Marcus, are we ready? Enjoy. [APPLAUSE] [CROW CAWS IN DISTANCE] [BIRDS CHIRP
WOMAN VOCALIZES] [APPLAUD]>>Björne: Thank you,
everyone. Fifteen years ago, I started a journey to being
a legendary book to life. This magical fairy tale
has captured the imagination of millions of children
and adults … and in just a few months and thanks to the power
of the Unreal Engine, my dream just came true. Epic Games’ absolute passion
for cinematic realism and pioneering tech creates unbelievable
storytelling opportunities. I truly believe the
Hollywood engine is Unreal, a powerful storytelling tool for
all our game and film makers. Kim, you are right,
digital humans are quite hard and our Princess Bianca
is actually ray traced. With that,
we would like to introduce, we would like to introduce
Nick Penwarden to show you a closer look on how we used ray
tracing in this piece. Thank you.
Thanks, Marcus. [APPLAUSE]>>Thank you, Björne. Yeah, I would like to thank
Björne, Tobias, and Fredrik. It is truly incredible
to see what your team was able to achieve with real-time ray
tracing in Unreal Engine. Now I would like
to take a closer look at some of the features we just
saw in that beautiful piece. Colin here is going to operate
our virtual camera as we explore the scene. Colin, are we good to go?
All right. Great. Now of course, ray tracing
gives us beautiful reflections and refractions on the water. Previous real-time techniques
have a number of limitations. Screen-space reflections
can only reflect objects on the screen. A planar reflection would be
a decent approximation here but it would not accurately
catch the ripples of the water. But ray tracing is more
than mirror reflections. It is about all of the subtle
lighting interactions needed to produce
a natural, beautiful image: for instance, accurate
soft shadows for area lights, as seen here on Bianca. Now, let’s move the key light
a bit to her right for a more dramatic look. That looks good, but the shadow
of her nose is a bit harsh. Could we increase the size
of the light a bit? That looks beautiful. Using area lights allow artists
to light humans and environments as they would
in the real world, lighting becomes both more
intuitive and higher quality. Now let’s take a look
at a more interesting case. Complex glossy reflections
are contributing to the lighting
on the crown, and if we make
the surface smoother, we can even see
Bianca’s reflection. Yeah. Ray tracing adds these subtle
lighting effects throughout the scene, making everything
look more natural and making it easier
to create beautiful shots. It is these subtleties
that really make the difference. And all of this is running
in real time on a single NVIDIA RTX 2080 Ti graphics card.
Thank you, Colin. [APPLAUSE]>>And with that, the
future of real-time ray tracing is here today. All of these features
and more are available now in early access
with Unreal Engine 4.22. So, yeah, download it today. [LAUGHTER]>>Come back later today
for a detailed look at how ray tracing works in UE4
and how we built the demo. Now I would like to take a look
at some of the other features we have been
working on for 4.22. Improving developer iteration
times is a major focus for us. UE4 is written in C++
for maximum performance, and by optimizing
our build tools and refactoring some of our code to avoid bottlenecks
in the compiler, a full recompile of the Engine
in 4.22 is up to 30% faster than in 4.21
and an incremental build where you only need
to modify a single source file is up to 350% faster,
vastly reducing iteration times. Speaking of iteration time,
4.22 includes a feature that we are calling
“live coding.” It allows native
code modifications to be made while the game or editor
is running. This is a deep integration
of Live++, as faster and more robust
implementation of C++ hot reload that scales up to AAA games. Engineers at Epic
have been using it for both Engine
and Fortnite development, and it has transformed
the way that we work. And of course, we are always
improving runtime performance. We now ship Fortnite running
at 60 frames per second on PC, PlayStation 4, Xbox One,
and even iOS and Android. The tools and optimizations
needed to make that possible have made 4.22 the fastest
version of Unreal Engine ever. Now, scaling content
across all of these devices is a
major challenge. 4.22 adds support
for simplifying skeletal Meshes. Along with the in-Editor
Hierarchical LOD and Static Mesh LOD generation,
you now have all of the tools that you need to create
optimized scalable content. And we have added new animation
sharing and budgeting tools that enable UE4 to animate more
characters than ever before. This tech was crucial for
shipping the Fortnitemares event where a massive number
of Cube Monsters invaded the world
of Battle Royale. We have also built
a rendering architecture to power the next decade of
rendering technology in Unreal. It is the foundation
for high-performance, real-time ray
tracing, pushes more rendering work
off of the CPU to the GPU, and best of all, the code
is both simpler and faster. With all of these advances,
Unreal Engine 4.22 is the best tool
for shipping a game that scales
across all platforms. Now, at Epic, we believe that
AR is going to revolutionize the way we work and play. Gaming,
digital content creation, figuring out what furniture will
look good in your living room, socializing with friends
and family that live far away: AR will change the way
we live our lives, and UE4 is the best tool for building high-fidelity
AR applications. Our friends at Magic Leap
have been exploring a really interesting question: How do you create
convincing interactions with a virtual human? Their talented team used
the rendering and animation capabilities of UE4 along
with a custom AI solution to bring to life Mica, a digital person with whom you
can interact and collaborate. This brand-new experience
is available at the Unreal Engine booth
here at GDC. Stop by to sign up
and check it out. We believe open standards
are crucial to supporting
a vibrant multiplatform AR and VR ecosystem, which is why,
as a member of Khronos, we have worked from
the beginning to develop OpenXR. We were the first
to publicly demonstrate OpenXR’s capabilities
at SIGGRAPH last year, and just this week, Khronos unveiled the OpenXR
provisional specification, which I am happy to say will be
supported in Unreal Engine 4.22.1 when we release
our first update. Finally,
at Mobile World Congress, we announced full support
for HoloLens 2, coming to UE4 in May. And in 4.22 we already support
streaming AR content to HoloLens from a Windows PC, which enables you
to build applications for visualizing
complex data sets that could not otherwise
run on a mobile device. All of the features
and technology I have talked
about today and much, much more is available
to download now in Unreal Engine
4.22 preview, with the full release
coming next week. Join us later today
to learn more about the rendering, audio,
and animation improvements coming to 4.22
during our Tech talks. Now, we have talked a lot
about the technology and features
that we are developing. Let’s switch gears. Dana Cowley will talk about
the success game developers are having
with Unreal Engine. [APPLAUSE]>>Thanks, Nick. Many, many awesome people make
the Unreal Engine 4 community the world-class development hub
that it is today, and game developers
are at the heart of Unreal. This is a sampling of studios
that use Unreal to ship amazing games,
and many of them are hiring. At Epic, we only succeed
when you succeed, and we are committed
to helping you realize your creative
and technical ambitions with an engine that scales
from one to a thousand. Speaking of creative
and technical achievements, one of the most critically
acclaimed games of this year is Kingdom Hearts III, which brings together
iconic worlds from Disney and Pixar movies to tell a story
about the power of friendship. People all over the world have cherished these
diverse characters and what they represent
for decades. Clearly, Square Enix
has had a high bar to hit when shipping this game. Here to tell you more
is Kingdom Hearts III co-director Tai Yasue. Please help me welcome
Yasue-San to the stage. [APPLAUSE]>>Hi, everyone. Wow, it is great to be here.
I am Tai Yasue, co-director and the game designer
for Kingdom Hearts III, and today I will be talking
a little bit about the main game design
of Kingdom Hearts III, as well as how we used
Unreal Engine 4 to create the graphics
for environments. So now let’s talk
about the game design. Kingdom Hearts III was all about
creating an abundance of delightful choices
for the players. We wanted players to choose
their actions not just because it was
a strategic necessity but because it was
a thrill to use. To have the battle constantly
evolve and be full of surprises, we created commands
that would pop up, sometimes several at a time, to do things such as key
the transformations, and summoning theme parks and also doing dynamic
cooperative attacks with your friends. For those who like speed
and dynamic movement, we created a shot lock system where you could lock onto
several enemies at once and zoom towards them
in a flash of light and also shoot a volley
of attacks at your enemies. Here is a link system
which are magical spells. This is, we wanted people
to really feel like they were creating
their own magical spell show, so for Ariel, you would place
different fountains in the move and create a magical water
show at the end. And for Ralph, you would
place different cannons so that you could create
your own original trap pattern. Because there is
so much you can do, it was a huge challenge
to create each action and get them right
in a variety of settings, so we created
these sandbox environments to get the specifics right, like the height of a jump
or the speed of a run. Another challenge was doing
all the highly stylized assets and creating them —
for example, the effects. Each effect in Kingdom
Hearts III had a sort of dramatic arc
with a beginning, a climax, and a resolution, so we created a timeline
module inside Cascade that let us control the timing
of each effect generated. For example, for lighting,
there is lightning striking, and there is an explosion, and at the end,
particles float in the air. For the animations, we used a
mixture of procedural techniques and also handcrafted
key frame animations. An example of the newer
procedural techniques would be Rapunzel’s hair.
We integrated in-house tools so that Rapunzel’s hair
would react physically to her environment. Here is an example of a
handcrafted key frame animation where we created key blades transforming with the bones
sort of scaling to create toon-like
and anime-like expressions. We could not rely too much
on efficient middleware to create a lot of our assets
because they were so varied. Instead, we relied on the
craftsmanship of our animators to create gameplay
that was beautiful and bold. Next up, I would like to talk
about the graphics and how we create them. We wanted players to feel like
they were playing in the original Disney film, so and because
the original films had these unique
artistic styles, we created whole new looks
for each world with different shaders
and different textures, different materials. In the Pirates
of the Caribbean world, we created a system where you could combine
different sets of waves to create realistic waves
to match the film, so by changing the parameters
and properties, you could change, make the waves
into peaceful waves, choppy waves,
and stormy waves. Another thing we wanted
to get right were the clouds. Each world in Kingdom Hearts III
had these stylized clouds, so we created
a ray-marching feature that let us create
volumetric clouds. And by changing
the properties we can make, change the movements
and the shape and the texture of the clouds
to fit the original movie. And here is one of my favorite
scenes from the Tangled world without
any shaders or lighting, looking very different
from the film. I would like to show
you what happens when you add
our post-processing features. So one of the things we really
worked on were the shaders, and there were four
different shaders in the game, and by changing them, we could
change the color of shadows. And I guess we could do
other things like create borders to create
a more vibrant look. Here we are changing
the color scheme and adding effects
to create a warm, magical look
that really matches the film. Finally, we are adding
particles that are lanterns, so we were
able to change in real time and rapidly iterate
the number of lanterns to really match
the look of the film. So that was
my short presentation. I would just like
to add one more thing. Unreal Engine was excellent,
amazing technology, very cutting edge — but I think one of the biggest
draws for me personally was the ability to collaborate
with the huge Epic community. When we really crashed
into a huge wall, there was always someone there
to help us out, and I guess Kingdom Hearts III,
as a whole, is a huge
collaborative endeavor, with our friends from Disney
and Pixar really working with us and giving us great feedback
on story, animation, and art and Epic community
really giving us and sharing
technology with us, so that was great and most
of all, I guess, the fans. They were really excellent.
They really gave us a sense and meaning
to what we were doing and I guess that really
pulled us through. So I would like to thank
everyone that was involved and I would just like to say
that the game is what it is because of you guys,
so thank you. [SPEAKS JAPANESE] [APPLAUSE]>>DANA: Thanks. Thank you. What a, what a cool look
under the hood. Now, we have been
talking for years about the rise of
AAA mobile entertainment with Unreal Engine–powered
games like PUBG, ARK: Survival Evolved, and even Fortnite,
supporting the theory that players want to enjoy
great-looking 3D games with large-scale
online multiplayer features on their phones
and tablets. Two years ago,
Netmarble brought Lineage II: Revolution, a world-class MMO,
to mobile with no compromises. Here to give you an update
is Simon Sim, the president and CEO
of Netmarble US. [APPLAUSE]>>Thank you very much.
Hello, everyone. My name is Simon Sim and I am
the president of Netmarble US. Two years ago,
I was on this stage to talk about Lineage II:
Revolution, a mobile game that we developed leveraging
the power of Unreal Engine 4. With Lineage II: Revolution, we
uphold a true open-world MMORPG that combines
the highest-quality visuals with massive-scale PvP battles
of up to 200 players at once, features that many people
thought were only possible on PC and console.
It was an industry first and quickly became one of
our most successful titles, grossing over $1 billion
worldwide in less than a year. [APPLAUSE]>>Thanks. And breaking
records across the globe. With our newest game, we doubled
down on our core strengths by offering
an even more cinematic, high-fidelity game
for core gamers. We took an even bigger leap
towards bringing our AAA blockbuster MMORPG experience
into the palm of your hand. With Blade & Soul: Revolution, we are once again pushing
mobile technology even further, leveraging the power of Unreal
Engine 4 to really elevate and improve the visual quality
to produce these beautiful, vast, open-world environments where thousands
of players can play together in real time. A game filled with hundreds
of high-quality cinematic cut scenes that tell a rich
and compelling storyline. And a game that can support
these massive, real-time PvP faction battles, which is really amazing
once you realize this is all happening
on a tiny mobile phone. Blade & Soul: Revolution was
launched in South Korea recently and is currently the #1
and #2 top-grossing game
on iOS and Google Play. We are working hard to expand
our service beyond South Korea, bringing this game into other
parts of Asia and the West. Please enjoy this short video
about Blade & Soul: Revolution. Thank you very much. [APPLAUSE
really impressive. Now let’s talk about indies.
We made Unreal Engine 4 free to help small teams punch
above their weight and compete in the AAA space. The Bearded Ladies
have been doing just that with Mutant Year Zero:
Road to Eden, which is now available for PC,
Xbox One, and PlayStation 4. Let’s hear more from Circus
Director Halli Thormundsson and First Lady David Skarin. Give it up
for the Bearded Ladies. [APPLAUSE]>>HARALDUR:
Thank you, Dana. Hi. We are the founders
of the Bearded Ladies, a small studio based
in Malmö, Sweden, and we are the creators
of Mutant Year Zero. We have actually been around
for a while and started creating indie games
more than a decade ago, but this one was
the big one for us. It is based upon
a Swedish role-playing game, a pen-and-paper game, that our generation
grew up with, and it was a huge honor
to turn it into a video game. We started making concepts
and trying out gameplay more than ten years ago but we took the scenic route
through the AAA industry to get back to here.>>DAVID: Yeah,
when Halli says we are a small team,
he means small. When we got the band back
together to make this one, we started out with two people
and took it all the way to a solid first playable
with Unreal 4. Now, I should be completely
honest: we started in Unity. But we switched to Unreal
very early because it gave us
the full source code access. And we are very happy
that we did, because what we achieved
with our small team is something we were just
dreaming about back in the day. And we were able to ship it
on multiple platforms and to great reception.
And we would like to think that we should take
all the credit for that, but we would
share some with Epic for creating a great engine. And one last thing:
before leaving, we found a new checkbox
in the Packaging settings, so take it away, Dux.>>Whoa, look
at the shiny screen. You think these buttons
make the missile go boom? [CLICKING NOISE] [SYNTH MUSIC] [APPLAUSE]>>HARALDUR Awesome. Thank
you. We are happy to announce that
the game is finally coming out on Nintendo Switch
on June the 25th. At the same time, we will have
a brand-new expansion DLC level
come for all platforms.>>DAVID: And also for the
first time, we are releasing a physical retail copy
that will be on Xbox One, PlayStation 4,
and the Nintendo Switch. This will be a deluxe edition
that includes the said DLC, and that will drop
on June the 25th, as well.>>Thank you. [APPLAUSE]>>Nice. And thank you for
sharing the good news with us. There we go. Hang on.
I am sorry about that. We know that as game developers, you need more than just a great
free engine to stay ahead — to get ahead
in a crowded market. You also need
competitive options for getting your game
in front of players. Here to tell you more about that
is Steve Allison, head of Epic Games Store. [APPLAUSE]>>Thank you, Dana. Hi, everybody. Make sure we
got the right slide… Yes. We built a distribution platform
to support millions of Fortnite players on PC
and now we have opened it up to all developers
with the Epic Games Store. This means your game can reach
the 85 million PC players in our ecosystem today. We believe in fair digital
distribution economics for all. We have achieved massive
economies of scale and we are passing our savings
on to you, our developer partners. You receive 88% of the revenue
from sales of your games. 85 million players
is just the start. We are committed to building
a massive audience for the Epic Games Store and we are doing it
through a very simple strategy: Fortnite plus a great free game
every two weeks plus major exclusives that bring incremental large
audiences with each new release. Next I want to share some
results from our early efforts. Let’s talk about free games
for a second. So our first free game
in December was Subnautica. It ran for two weeks
and in that two weeks, it was downloaded four
and a half million times. We were really stoked
and surprised and happy to see
so much activity so early. Our current free game live
right now is Slime Rancher. It ends its run
in our program tomorrow and there will be a new game,
Oxenfree, out tomorrow. It has also been downloaded
by 4.5 million players, but they have a shot
to set the record — break the record
set by Subnautica. You still can get it today, so we encourage everybody
to go grab it while you can
and help these guys, you know, set the record.
One thing is clear: free games are bringing millions
of new players to the store. Now I want to talk about Metro:
Exodus, our first AAA major exclusive.
It had a great launch. The first few weeks of PC sales
here at the Epic Games Store were two and a half times better than the
PC sales on Steam for the previous version
of Metro, Metro: Last Light,
which I want to make clear was a very successful game
on PC in its own right. It just means that Exodus
did a little better. This proves that it is
really about the games, not so much about the Store, and this result really
solidifies a belief for us
that the Epic Games Store will make many
hundreds of millions of dollars for our development partners
this year. If you have not seen it,
last week we put out an Epic Store roadmap, all the features
we are working on, when we expect them to come. If you have not had a chance
to check it out, please go to the web site
and take a look. And now it is time for the fun
stuff: some announcements. Last Friday,
we released Tom Clancy’s The Division 2 in partnership with Ubisoft and
their Uplay team and we are thrilled
to announce today that we have extended
our agreement for several additional major PC releases, details of which
will be released by Ubisoft in the near future. The heart and soul of any store
and distribution platform on PC is its live service games, so the following free-to-play
live service games will be making their exclusive
home here on the Epic Games Store. Dauntless, Phoenix Lab’s
cross-platform, cross-play monster-hunting game; dueling mage battle Royale game
Spellbreak, by Proletariat; and The Cycle, by Yager,
where mercenary squads battle to complete contracts
on deadly planets. We have another announcement
that we are super excited about. We have, we are excited today
to launch a partnership with Take-Two’s Private
Division label to bring Obsidian’s sci-fi RPG The Outer Worlds
and Panache Digital Games’ Ancestors: The Humankind Odyssey
to the Epic Games Store exclusively
later this year. These three announcements
are just a sample of all that we are revealing today. In total,
there are 14 announcements that will hit the wire
as soon as we leave this room, and let’s take a look
at some of the other ones. [ MUSIC “In With The New”
by Giants of Industry] [RAIN AND THUNDER]>>Jason!>>Are you prepared
to suffer to save your son? You have five minutes.>>What is going on, Nathan?
>>I see things at night.>>You look upset.
>>Terrifying things.>>This is Ryan Clayton
from the CIA, the agency wants you to join their military skill program
at Camp Perry.>>Once Pandora’s
box is opened, it can never be closed again.>>More and more androids
show signs of deviancy. There are millions
in circulation. If they become unstable, the consequences
will be disastrous.>>You can
count on me, Amanda. [APPLAUSE]>>These are some amazing
exclusive games, but our goal at Epic is not
to build another walled garden. We believe in growing
an increasingly open ecosystem with many partners. So I am happy to announce we are partnering
with the Humble Store to enable all our developer
partners to sell Epic Store games on Humble,
including our exclusives. So let’s welcome John Graham,
co-founder of the Humble Bundle, to the stage.
John, come on out. [APPLAUSE] What’s up, dude?
>>Thanks, Steve. We founded Humble Bundle nine years ago
with a humble mission to help game developers, help gamers,
and do good things with charity. And since the very
first promotion, we have believed super strongly
in openness and the power of choice as something
that makes people happy and does good things
for the industry. So we are super excited
to announce this collaboration because it means
more options for gamers, more sales for game developers
and more ways for them to sell, and also more money raised
for good causes. So thanks to everyone’s support, it is my pleasure to announce
that over the lifetime of Humble Bundle, we have raised
over $145 million for charity. [APPLAUSE] And this is just the beginning.
Thank you. [APPLAUSE]>>STEVE: Nice job.>>JOHN: Thank you.
>>STEVE: Thanks, everybody.>>KIM: Hey, again. [LAUGHTER] All right. So. As I earlier said,
real-time rendering is getting pretty close
to being able to recreate the look of the real world.
But what about the feel? Interactions with objects
in the virtual world are still limited
to simple rigid body collisions, rag dolls,
and occasionally some cloth. We felt it was finally
within our reach to start to produce
a new physics system that will produce Hollywood-
quality special effects and physical simulations that not only creates
amazing spectacles but also adds a new dimension
to gameplay. We are ready to show
off this new system. It is called Chaos. And here is Evan Champlin
and Jeff Farris to show you
what we have been cooking up. Are you guys Robo ready?
Are you guys Robo ready? Okay. Bring the house down. [SCATTERED APPLAUSE] [LIGHT WIND.
NEWS ALERT]>>Breaking news:
Robo resistance leader K-OS has broken into a Robo
Ready research lab and stolen top
secret military hardware. She has managed
to evade authorities by using her teleport module. [ROBOTIC LAUGHTER] Recall agents
have been dispatched.>>Okay, Agent 38,
it is renegade recall time. Oooh! She is fast. [ROBOTIC LAUGHTER] And dangerous. Time to take these
chain guns for a spin. [GUNFIRE, CRUMBLING
BRICK, ROBOTS YELLING]>>Are these guys
made of explosives? [GUNFIRE, FALLING
a break for it. [RAPID GUNFIRE,
CRUMBLING BRICK]>>I am compensating
for your lack of skill with higher-caliber weaponry. [CAR ALARMS]>>Enjoy your new Robo
suppression auto cannon. [EXPLOSIONS
will buff right out. [EXPLOSIONS, CRUMBLING BRICK,
sidetracked by K-OS’s goons. [EXPLOSIONS, PIECES
OF BRICK FALLING]>>She is getting away. Activate rocket boost
and get after her. [JET ENGINE WHIRRING]>>She has gone
into that building! [GUITAR CHORDS]>>Time to upgrade
to sticky bombs. These ought to level
the playing field. [EXPLOSIONS,
CRUMBLING BRICK SOUNDS]>>Well, she is in there
somewhere, Agent 38. [CRUMBLING BRICK
ROBOT LAUGHTER]>>She is on the
move again. Get after her. [ROBOTIC SYNTH LAUGHTER]>>Uh oh. She has gone
into Robo Ready headquarters. [COMPUTER BEEPING]>>Hmm, that
is a lot of targets. I know! Let’s just recall the
entire building. Demolition-grade architectural
recall systems are now online. [EXPLOSIONS]>>Good thing
it is a bank holiday. [EXPLOSIONS,
ROBOTS COMPLAINING]>>This place was not in
great shape before we arrived. [EXPLOSIONS,
ROBOTS YELLING]>>Let’s see her
teleport out of that one. [ROBOT SYNTH LAUGHTER]>>Ugh! Cut her off at the pass. [ROCKET JETPACK]>>Now would
be a good time to figure out
what that thing actually does. [EVIL ROBOTIC SYNTH LAUGHTER]>>Oh! That is not good. [INTENSE RUMBLING,
ROBOTIC SYNTH LAUGHTER]>>Let her go, Agent. I think
we have got bigger problems. [INTENSE RUMBLING]>>On the bright side, you have been approved
for mandatory overtime. [JET ENGINE TAKING OFF] [GUITAR RIFT] [APPLAUSE]>>Well done, guys. Thank
you. Well, it was quite a blast. Thanks, guys.
How is your heart? Okay? [LAUGHTER]>>We really believe
that next-generation physics will be an
absolute game changer. We have assembled a team
of the world’s greatest physics experts from games, movies,
and even academia. We aim to literally
blow your socks off in upcoming years. We plan to ship all of these features for early
access in 4.23 and then we will follow up
with next-generation cloth, vehicles, character physics,
and much, much more. Our philosophy is not only to
create awesome in-game effects but also allow you
to harness the full power of your workstation as an artist
or a technical artist. You will be able to create
super high density simulations that you can also play back at
runtime on more modest hardware. There will be a more in-depth
Tech Talk here immediately
following the keynote, so come and join
our physics team and also our friends from Intel helped with
optimization and making sure that we were getting everything
out of their processors. And also be sure
to come by the booth. The demo is fully playable. We have two demo stations
there with crazy big screens so come along and have some fun and enjoy
the world of Robo Chaos. Anyway, that is enough from me.
I am going to clear off, and back to Tim
to wrap the show. Thank you. [APPLAUSE]>>Thanks, Kim. Thanks. This has been
some really amazing stuff and wide-ranging partnerships with great companies
around the world. I would like to say how grateful
Epic is for all of our partners and what they have enabled us
to accomplish together. You know, this year I would like
to especially thank one partner, Sony, alongside Microsoft, Apple, Nintendo, and Google,
for the great opening up that they have enabled
in the past year. Their support made it possible to run Fortnite seamlessly
across seven platforms and grow to reach almost
250 million players worldwide. [APPLAUSE]>>All of these
efforts with all of these companies
working together are making gaming better
for everybody, and we here at Epic
are happy to share all of the things
that we have built for Fortnite with all developers,
the Unreal Engine, the Online Services,
and the Store. So throughout GDC,
we welcome you to come visit our GDC booth and experience
some of our core values, which are games, jobs, and beer. [LAUGHTER, APPLAUSE]>>Free beer. [APPLAUSE]>>We also
welcome you to stay throughout the day
for Tech Talks, these wide-ranging talks
going into great detail into how we built all of these,
all of these crazy things. So thank you very much
for coming here, and have a great GDC. [APPLAUSE] [MUSIC]

Only registered users can comment.

  1. Could we please see the rest of the show? e.g New Animation Features, the in depth look at troll, Chaos Physics etc, their was an unlisted video somewhere before but now its gone.

  2. Guys from Epic are simply awesome. Their contribution to game industry is just amazing, another thing – it’s cool that Fortnite allows them to further enhance engine and introduce new services! Btw with 88/12 Epic shows that Valve is simply ripping off developers, as someone said “Valve takes a 30 percent cut for doing next to nothing”. Monopoly is always bad, glad to see things changed

  3. do synched animation for combat when your teams talent is on the graphical side. tricks the brain to see it as far more engaging and interesting than it is (btw ff used a better version of this combat and it was annoying and unintuitive to use there.)

  4. What about 8th platform (linux users)? Dont they need your game-shop access of what? SDK only? WTF?

  5. The Robo Rampage demo looks cool, but that female announcer made me cringe. I hope developers aren't being cringey on purpose. It's not a positive attribute.

  6. Очень хорошие разрушения Нам показала команда, отлично ребят!
    Я люблю такую детализацию!-)
    Хорошая работа.

  7. 4.5M FREE downloads!
    now we know how many people will wait every two weeks to not spend anything!
    I do not know how the developers accept this!

  8. Hey guys, where can i find the usual individual talks? I only see Epic-Google-Unity presentations but not speeches…?

  9. I hope you will upload the "Causing Chaos: The Future of Physics and Destruction in Unreal Engine" talk as well. Unreal's future is brighter than ever! Thank you for providing a store that is more dev friendly too!

  10. While I love the entire setup and the progressive leaps… in I am also still struggling to learn 4.21, making simple prototypes and viewing tutorials made in 2015 and later – now what parts will it actually make sense to work with, get into and learn?

    Seems that the entire UE4 class system may be changing, again and again (or was it changed?) – giving more power… but also rendering what was learned "depreciated"? Is, or will, the new technology be encapsulated in the old object/BP-shell? I understand that that will not give us the full package, but how do you ensure the upcoming transitions? (got some ideas, if you need some… )

  11. He’d be doing everyone a service by not buying out exclusive rights on games they didn’t develop or publish but actually giving us reasons to CHOOSE Epic Store rather than trying to force it. I was all for it until the big 4 that got “exclusivised”. That’s not a choice – it’s forced exclusivity. By all means, an epic developed or published game should be up for exclusivity – not a 3rd party title. Be real here – they don’t want to compete with Steam, they want to BE steam – like every company now a days: they want ALL the money, ALL the market share. You think that’s gonna be good for customers? You think you’ll still get massive deals and free games? You think the spyware was a bug or a result of moving too fast? I’ve got many a bridge to sell you (and a monorail – I’ll even show you a roadmap to really give you that false sense of security. Hell, I’ll tell you whatever you NEED to hear so that you buy games thru me! You don’t see it but I’m actually good for the Industry, just take my word for it)

  12. I have been Unity-user since forever, but have always admired the graphics of Unreal Engine. Love the Unity community, but to be honest, Epic really is epic. It's a hard battle, but Unreal are a couple of steps ahead, might be enough for me to take the shift. Just don't understand; Can I mix blueprint and c++ in UE4? -Seems it's one or the other

  13. Everything sounds fine and dandy but…. for the love of everything that is sacred… PLEASE MAKE THE DOCUMENTATION MORE USEFUL AND HAVE NEWER TUTORIALS. If you want new people using and trying your software, a good set of documentation and tutorials will help in expanding the use of it.

  14. 4.5million downloads for a paid game offered for free?

    Oooof, I feel bad for their developers. That's a lot of lost revenue.

  15. After watching this I did what Epic suggested, downloaded the SDK. Except you cannot use any of the social/connect/log-in services (the core if you ask me) without a clientId and clientSecret (like many API's). From what I can gather there's one little note stating it's only available for games published to the Epic Games Store… how is that cross-platform? I want to bake this into my game at the very beginning so there isn't anything to publish! Not for at least 6 months to a year and then no where nearly complete. I'm a developer chomping at the bit to use your services, let me in please! 🙂

  16. Didn't know they added a timeline component to cascade, now they can just use niagara 😀

    Awesome presentation by everyone, thanks Tim.

  17. Unreal I’ve submitted game demos to you for support. Why won’t you respond to my attempts? I’m just a small indie developer, so the demo is not going to be polished. Give the funding to polish it please. You giving grants to developers that already have tons of money. It’s not what I would think the grants where for.

  18. Great presentation and news.
    I hope next year we have a custom solution to PC VR that don't depends on SteamVR to work and don't pop-up notifications like 57:54.

  19. Unreal engine 4 and the game devs just keep on making cartoon games robots and other nonsense … Only thing they made good with unreal engine 4 is just the level of destruction n demolition . Gameplay and characters and prices and stores all the same

  20. People who hate on Epic and Fortnite are absolute morons. These guys took their success and used it to promote open source and freeware that'll drive a new generation of developers. I can't applaud Epic enough, you guys are the gold standard that proves that shady business practice isn't the only road to success. Love you all.

  21. Ive had thoughts of photo realistic games since I was 13yrs old. Trail riding growing up and playing old quad games had me thinking back on playstation days…what if they could build trails to ride off of photos and impliment them into games? Well here we are, now just imagine the possibilities.

  22. 7:17 lol they didn't include CryEngine. And instead of CryEngine they included amazon's lumberyard engine, which is modified version of CryEngine. Epic did you lost your mind?

  23. Can't wait until the day the engine is capable of being programmed with a more accessible language or iteration of C. The fact that it's C++ is the only reason I stay away from it, otherwise it's an amazing engine, as it's always been.

  24. more known as UselessEngine 4.

    Where is CPU multi-threading? doesn't really exist.

    What about multi-threaded backdoor cash shop exploiting children? Hell yeah!

  25. They finally stopped giving that streamer kid money and started giving real inspiration of the game industry money

  26. ⚠ My concern with 3Lateral: digital humans: (1) "That person looks like me, so I will sue for using my face without permission." (2) SFM [straight from maker] porn, now see Keanu Reeves' 3D character model have sex in every possible way with everything and everyone — ripped straight out of the official Cyberpunk game.

    Lemme explain my concerns for each one.

    1 – The look-alike problem.

    I'm worried that if the characters look too much like real people, what will happen when someone sees a character that looks like them and decides to sue the developer? It could be by pure coincidence. The human face has a lot of variety, but there's still a strict mold that it has to adhere to before reaching deformity or the uncanny valley.

    That being said, if you do make a believable human model from combining the faces of various people or even by just imagination, it is VERY possible that someone sees it and says "you're using my face without permission".

    This could very well cause a lot of problems with very unreasonable people in the long run. If you don't have an actor that you paid, and you decide to use your head or a collage of different facial features from different faces, you can still end up in trouble with that one person out there who thinks "that is ME".

    2 – SFM porn & asset ripping.
    ⚠ 😣 For the record, even with fictional non-believable characters, I have deep hate for the SFM community that rip 3d character models from games and use them for porn videos (attaching genitalia, doing.. "things", etc.)

    If you end up using such realistic technology to create a 3d model or Keanu Reeves or some other actor or maybe even your children, 😐 how are you going to deal with the SFM community who rip those character models out of the game to use for porn?

    👉 How are you going to deal with the 3d artists who feel disgusted to have their hard work turned into pornography?

    👉 How are you going to deal with the actors and actresses (of various ages and moral values) having their faces and bodies be molested in some sick fan's 3d porn masterpiece?

    While i love how far technology is going, you're gonna have one hell of a mess on your hands.

    And if anyone actually has the guts to use Cyberpunk character models in their porn ((which I'm sure they will since no one in the community has been punished yet)), there's gonna be a really big problem. 😐

  27. The best engine ever! Epic, you guys are so great! Thank you!! So glad to be using Unreal Engine for 4 years!

  28. I'm gonna be in the game dev industry someday. I just have to finish my things in this country, Philippines, and probably move in the US.

  29. Love everything about the Unreal Engine. Definitely enabling me to do things I thought would take a lifetime.

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