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Building Realistic Game Environments with Unreal 3 Technology
By: Graden McCool
Supervisor: Chris Jagers
Masters of Interactive Technology degree conferred September 22, 2007
Thesis / Project completed: August 17, 2007

This project will focus on the principles and techniques used to create a highly detailed, realistic environment for video games. The appeal of a believable space in games comes from the increased immersion players feel in environments that are not far removed from reality. The assets created for this project will mimic objects from the real world that would populate an environment which has been neglected and fallen into disarray.

When creating objects that strive to mimic real-world environments, accurate light and shadow representations and photographic research of those items are the foundation of a scene. Neglect and decay which occurs naturally in the real world over time must be considered and understood in order to manufacture it in the digital space. Fabricating objects with these considerations in mind becomes easier with repetition but the techniques used for one object often do not apply to another. Finding the commonality in a suite of object types
was an important foundation for asset creation.

To present the results of the project, the Unreal 3.0 game engine has been selected. In choosing this engine for presentation, the research will make full use of the best rendering technology available. This will add relevance to the findings as Unreal 3.0 is one of the most widely used game engines in the world. The core terminology and techniques used by Unreal 3 as it pertains to artists is also applicable to other popular engines as many were built using Unreal as an example. 

Download entire thesis (.pdf)