Category Archives: Unreal Engine

Once a Freelancer – Always a Freelancer

Well well well, its my second day continuous to write a post on my lovely blog GamyGuru. I would like to thank you all the readers who supported me and my blog by reading this. Thanks

You probably be thinking about the title of post, its a little confusing i guess. Well, it is. Here is background of title. Before starting my new job, i was at home doing some rest for while. I was at home for 2 months doing nothing and rest. So, a friend of mine, he is an iPhone developer, recommended me to start freelance and earn money at home. I was getting bored of rest, so I created account at and started bidding and getting projects. You can see my Freelancer profile at this link:

So, I always took freelancing as negative step, so i was never interested in it. This time I thought of giving it a try, and boom boom boom, I was liking it and I was getting projects. Then I suddenly got job as game developer and yes! I love games, so i accepted offer and started the job. But, as committed with my early and new clients I had to finish their projects and work, so I started working double shift. One shift at job and other at Freelancer. Man!!! That was tough life,  and i wanted to stop it, so i stopped to bid and apply for projects and hired some non expensive and affordable freelancers and gave projects to them and finished the projects. Phewwww, I took long deep breath and now its time to rest.

Haha, that’s not end of post, that’s the start of post…. well, as title says Once a Freelancer is always a Freelancer.  I stopped applying for projects but projects and clients never left me. They still contact me and provide projects and different offers, which i really don’t want to deny. So, its been 4 months to stop freelancing but still doing it, sometimes intentionally and sometimes unintentionally…  you really can’t quit freelancing so easily, its more tough job than starting freelancing. Let me explain this. One way to stop freelancing is to be unresponsive to all clients you got and sooner or later they will stop to contact you. Well, that will make your negative image in clients mind and the respect, you got by working hard and by providing quality solutions, will be gone within a minute. I would say, there is no worthy thing than respect in this world so I will never do that. The other method is to provide the projects which you get to other clients and manage things in middle. What I learnt through this was that managing projects is much much easier than managing people. Human behavior is toughest part in people, and that’s the skill in a true leader and entrepreneur.

Thanks for reading this, and I will be back tomorrow with my other experience story. I hope You like this post.

Wajahat Karim

From Game Developer to Game Designer

Hello readers!!!
Well, its my life, i think its going in a little different direction now.

What? Am I happy with it?
Umm….. i can’t say anything about it now because its not changed, its still same but I think it is taking turn now. And, my expectations are very high and positive, and let’s just hope and pray that I get good from it.

What was it before?
I first got personal computer when I was 14 years old. After learning some basis, I moved to learn Adobe Flash. At that time, it was known as Macromedia Flash. I was using version 5. I kept learning and getting more and more motivated to this field. I wanted to create an animated movie and for this goal, i kept learning it. Then, i reached in university where i started my graduation. I was doing grad in Communication system engineering but I wasn’t sure about it. I couldn’t get interest in it, I just hated it and avoided it so much and 3 years passed. While this time, I was moved to Android already, and was developing Android apps. Then, in final year at a cafe table with few rough papers and pen inked blue, a hot cup of tea half empty, cricket commentary voice in background,  washing dish and waiter service light noise, with my 2 partners, I decided to develop a game for Android devices. And through tough decision, tough routine in last year, emotional ups down, motivation of positive people, making fun of negative people, mid-night oil burn, sleeping on chair with head on table, I with my team finally created a game. And during this whole phase, I was very motivated to game development. I thought of making my future as Game Developer, and i am right now doing job as Game Developer.
So, I am Game Developer In these good days.

So, what happened then ?
Then? Yeah then, then my one coworker in my office gives me 2 seasons of IGN – The Next Boss. Its a reality show started 2 years ago. The concept of show is to choose best person suitable for game industry and give him /her title of The Next Game Boss along with some cash prize and other benefits like super computers, paid software license like Unity 3D pro version, and Adobe license to use their software for free. It was so much learning and fun in the show that i can’t say in words. Season 1 was on creating a playable game in less than a week, while season 3 was to select best game of different indie game designers working in their homes, garages, office etc to make next big hit in game industry. The show was on Unity 3D. Everything thing shown and developed was on Unity 3D. The judges were well reputed game industry people. For example, in season 2, there was a judge who was Game Designer, Game Producer, of hit games like God of War series, Twisted Metal series and so on. That’s where from I got attracted to being Game designer instead of game Developer.

Oh, you want to be game designer?
Yep, that’s what I am trying to say. I mean look at any game designer. He keeps all developers, musicians, artists, manager, story and script writers on track and motivate them all to get in line and move them on same track. I just loved the role in game industry and thinking of being game designer.

What did you do then?
Well, i started looking for to  understand meaning of Game Designer, so downloaded a book on game designing and still reading it. And, I am learning lots of new things and this time I am applying this knowledge on my Cut on One game and designing its game concept and so on. When i finish my book reading, I will write about it on this blog,  and when i finish cut on one game designing, i will write about how i applied my knowledge to design a game.

okay that sounds great
Well, for a while i am focusing on game designing. Even, I am looking for doing masters in Game designing probably from Full Sail University, North America.

That’s wrap call
I think its a lot for today. Thanks for reading. Looking forward for great feedback and comments and suggestions….. more will me coming soon, keep reading GamyGuru. Thanks

Wajahat Karim

Unreal Engine 4 Reveal: Gameplay Vs Graphics – What It Means For Next-Gen Gaming

Unreal Engine 4 has been officially revealed by Epic Games, by way of two brand new tech demos. We go through the trailer with a fine comb and discuss what it tells us about next-gen gaming on PC, PS4, and Xbox 720.

Published on Jun 7, 2012

Unreal Engine 4 has received a stunning debut trailer from Epic Games out of E3 2012, and the footage really does give us a glimpse into what the next generation of gaming will look like.

You can watch Epic’s Unreal Engine 4 reveal trailer in HD here:

And you can check out 19 HD screens of Unreal Engine 4 in action here:

Games developed on PC, PS4 and Xbox 720 that use Unreal Engine 4 will look stunning – that much is a given – but that visual gloss will now, in more ways than ever, feed back into gameplay.

Visuals aside, Unreal Engine 4 also delivers a stunning selection box of new innovations. The mind races over the possibilities of how developers might put these tools to use.

Join us as we go through Epic’s Unreal Engine 4 trailer and discuss what these new features could mean for your gaming experience in the next generation.

Unreal Engine 4 delivers true, real time and dynamic destruction

Many people enjoy destruction in their games – It’s the reason people choose Battlefield 3 over Modern Warfare 3 for one. But no game has really embraced the idea of destruction as an organic, truly integral game mechanic.

What do we mean by that? Well, imagine a game world similar to Battlefield 3’s where yes, buildings can be torn down, cover corroded by gunfire and enemies killed by collapsing houses. Unreal Engine 4 expands on this notion drastically.

In the Unreal Engine 4 tech demo, we can see the central character walking down a crumbling stone corridor. The debris falls in real time and pools around the floor.

In Battlefield 3 – aside from collapsing structures on enemies in specific areas – smaller, individual shards of debris can’t kill foes, be stacked, or walked upon. In fact, most smaller shards disappear. In the Unreal Engine 4 demo however, every grain of collapsing rock stays where it falls and properly impacts on the world.

You could use an RPG to blow up a wall and damage anyone hit by debris, or even tear down rock faces to crate makeshift ramps to reach higher areas, or dig down underground.

How about using debris to fill up lethal pitfalls or raise the floor below you – thereby turning a lethal drop into a safe one? With Unreal Engine 4, this is entirely possible.

Unreal Engine 4 makes malleable materials behave realistically

Here we can see streams of lava flowing realistically, spreading around rocks and pooling in to troughs below. Games that use water in environments and in puzzle solving do this correctly in specific areas where the mechanics are required, such as Uncharted 3’s capsizing cruise liner escape.

But Unreal Engine 4 makes these malleable liquids function properly in real time as standard, so any body of water or soft substance can behave in an organic fashion, regardless of where you are or what you are doing.

How could this mechanic be used in a game? You could use any container to store water in real time and then use it to douse a fire, have your character drink it, or use it to solve puzzles. You can even manipulate and guide liquids in Unreal Engine 4, as we can see here:

In this scene, the lava flows into troughs and is directed to stone glyphs that line the corridor, activating magic within them. This is perfect for an organic puzzle. We can picture a character creating makeshift streams, guiding the lava to switches, pour on enemies or melt ice blocking the way.

Going back to water, you could flood chambers organically, allowing you to swim down great heights, drown foes, and many other uses. This is a huge deal among the Unreal Engine 4 tool set, and one that is sure to set the minds of developers racing.

Unreal Engine 4 delivers real time particle effects that react to your touch

Requiring tons of processing clout from hardware and expertise on behalf of studios, particle effects seem like a tricky thing to master, and few games have really wowed us in this department in recent years, as it’s still something that is growing over time. Once again, Unreal Engine 4 has knocked it out of the park.

In this segment of Epic’s demo trailer, we see a fire orb spewing hundreds, if not thousands of individual particles in real time. Not only does the environment light up in reaction to every single one of those sparks, they react to your touch too.

You can pick that orb up and swing it around, sending a flowing trail of sparks swooping through the air in real time, entirely at your command. Here’s a still of the real time effect in motion.

All of these sparks are moving in real time as the trailer presenter hurls his magic orb around the room.  It’s impressive, but this doesn’t have to be restricted to sparks however. It can apply to any particle effect, and this is where things get interesting.

We mentioned pooling liquids and stacking debris earlier, and the same could be said for soil. Digging down, filling gaps, building up – all of this could be achieved organically using this effect, giving you organic construction and destruction the likes of which Red Faction promised, but couldn’t deliver at the time.

Also notice that the sparks nearest the fire orb are glowing brighter, illuminated by the natural light of the orb itself. This could act as a visual indicator when using magic spells, highlighting damage radius – enemies hit by the lighter sparks takes more damage than those entering the darker particles for example.

Unreal Engine 4 delivers dense fogging effects that you can manipulate

Realistic smoke and fog are two effects that developers are only just getting right in this generation. It’s a hard thing to do, but Infinity Ward really nailed it back in Call of Duty 2, using smoke grenades that really did obscure the environment, create ad hoc hiding spots and disorientate enemy AI. Unreal Engine 4 takes this to the next level.

In the Unreal Engine 4 tech demo, we can see the above lava pit emitting a thick plume of smoke. Every so often, fireballs leap up and illuminate the shroud briefly in real time. This could effect next-gen gameplay in a number of ways, as we can see in the image below:

In this shot, the presenter hurls a light orb into a room filled with blue and red smoke, repelling the blinding effects. Now imagine someone throwing down a smoke grenade during a multiplayer game of Call of Duty: Black Ops 2, and a member of the other team turning on a flash light to see through it.

Better still – imagine a next-gen Silent Hill game, as the series’ iconic fog rolls in to consume the town in real time, smothering structures and the player. You could then turn on your flashlight, or use other illuminated objects to increase your visibility.

Given that the fog is dynamic, even other variables – such as natural wind and fans – could blow the fog away and make it move around to as the player commands.

Unreal Engine 4’s dynamic lighting is a stealth fan’s dream

The biggest talking point of Epic’s Unreal Engine 4 tech demo is the use of dynamic, real time lighting and the way changes in the environment impact on light sources. This looks incredible, but like everything else on our list, could impact gameplay in a massive way.

Shadows and light go hand in hand with stealth, so imagine a game of Metal Gear Solid, where Snake must stick to shadows to avoid detection. Simple enough, but when said shadows are moving constantly, the game becomes infinitely more tactical.

Or how about creating your own source of darkness? Close a window or smash a light, and suddenly your world is plunged into darkness, entirely organically, and entirely at your whim.

It’s not just darkness either, as Unreal Engine 4 has dynamic lens flare, which could be used to blind enemies, or give flashbangs in shooters a whole new spin. It wouldn’t be a visual filter or trick anymore, your character would actually be blinded temporarily by a tangible, organic light source.

Picture a next-gen Castlevania game where light can be used as a dynamic weapon against vampires and suddenly the importance of the scene above takes on a whole new meaning.

Unreal Engine 4 spells the death of blatantly obvious signposting

If game developers truly want their experience to feel immersive, why do so many of their releases still insist on holding the player’s hand through text-based instructions, radio chatter and HUD markers? Unreal Engine 4 – once again – fixes that issue.

It’s all a question of artistic design and being clever when creating game worlds. For example, picture a next-gen Skyrim sequel running on Unreal Engine 4. It’d probably look something like this:

Pretty neat huh? Now imagine your hero is given a quest in which he must journey to Lava Mountain to defeat an evil bad guy. Looks hard to find with all the mountains and snow in the way right?

Oh, there it is.

Sure, you’d still need a world map to see where you’re going, but with draw distance and visual effects this good, the amount of crap on the HUD and arrows pointing to objectives would be reduced drastically.

EA’s Skate already tried this by plonking a great big world marker at your objective and having it stretch into the sky. It’s a great idea and we’re surprised that more developers haven’t used this mechanic. It’s certainly less intrusive than a messy HUD that’s for sure.

Unreal Engine 4 delivers day/night cycles that give you two very different worlds

We’ve established that lighting is a major hook of the Unreal Engine 4 tech demo. As such, the change between day and night will not only provide a world that looks lighter or darker depending on the time, but one that delivers two very different worlds in terms of artistic direction.

In Epic’s tech demo, the presenter enters the lava filled chamber and shows us how it looks during the day, with lens flare, flickering shadows and more. It looks like this:

The presenter then switches the time of day to night, and turns around to look into the chamber again. Only this time, it looks like this:

The difference is significant, as the lava becomes highlighted, illuminating the chamber naturally and realistically. This could feed into gameplay in a big way, especially in something like Minecraft, where you really do need light sources to find your way around in the dark.

Take this premise, but then throw in Unreal Engine 4’s dynamic lighting, and you could find inventive ways to light the darkness, or to create crumb trails for you to navigate the world during the night.


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