Unreal Development Kit 2 - Creating Cinematics & Environmental Effects

Back by popular demand, Sjoerd “Hourences” De Jong builds upon the information taught in his first DVD (An Introduction and Application) by creating an entire in-game cinematic. Sjoerd starts with a custom existing level and adds rain, wind, thunder, lightning, splashes, puddles, and even plants that react to wind in order to bring the environment to life. From there he goes through adding a character to the scene, adding multiple cameras, triggering a lighting strike, creating an electrifying effect, creating a fire, blowing off a small door and finally setting everything up in kismet/matinee for the final cinematic.

You will also learn from an Unreal Master exactly how to develop your own workflow and start making amazing cinematics inside UDK right now.

About the Instructor:
Sjoerd “Hourences” De Jong has been working with the Unreal Editor for over 10 years and has worked as titles such as Huxley, Warpath and UT 2004. Sjoerd recently Designed and directed the UT3 mod "The Ball" that has already won a range of awards in some of the world's largest competitions such as the ModDB MOTY and the MakeSomethingUnreal contest. Make sure to check out Sjoerd's website www.hourences.com for free unreal tutorials, books, and personal tutoring.
Apps Used: Unreal Development Kit (UDK). You can download it free HERE
Duration: 4 1/2 Hours
Instructor: Sjoerd "Hourences" De Jong
DL Filesize: 1.8 GB
Project Files: Unreal Map and Packages of the final level.

User Comments


August 16, 2010 - 10:01am

Yea interesting points Paul Smiling

Thanks for the insight and comments!

Paul Cloney (not verified)

August 13, 2010 - 11:21am

And id like to add...

The thunder sky is mega. It really looks the business. So many sky's are real poor but that one smashes it.

Paul Cloney (not verified)

August 13, 2010 - 11:06am

Sorry Riki, I havent bought it. Ive been looking through the clip and the other images on here. I can gather it all just from that.


August 13, 2010 - 11:01am

Its probably a workflow and showing off a certain technique, rather than performance. Since this is a cinematic there are a lot of things you can get away with. We always enjoy any feedback and will work hard to improve with each release. Thanks for the purchase!! Laughing out loud

Paul Cloney (not verified)

August 13, 2010 - 10:57am

I have to disagree. The issues i have brought up are not of any extra cost what so ever. Mesh emission is actually cheaper than billboards believe it or not. And using local world space as opposed to local space incurs no extra cost either. But hey, Im just giving a professional critique.

But props to everyone for getting it out there.


August 13, 2010 - 10:50am

I think for the intended medium the VFX came out great tbh.
Sjeord is usually very thorough when weighting up quality vs cost in everything he does so i think he must have had his reasons for doing it this way. (for e.g. the distance that the VFX are viewed at, im not really sure if any increase in fidelity would have been necessary.)
But like Riki said, im not a VFX artist so take my opinion with a grain of salt ^^
And yes the Wind and Rain look Badass Smiling


August 13, 2010 - 10:40am

Thanks Paul. Hourences actually made the DVD and I wouldn't know the first thing about VFX. Seeing as he is a "jack of all trades", his techniques are very practical but Im sure a full time VFX artist would use different techniques. I also think the rain and wind are really awesome and I think the cinematic as a whole works very well. Its great to see someone like him take a static environment and make it come to life, then make a cut-scene of it. Smiling

Paul Cloney (not verified)

August 13, 2010 - 10:33am

Thats fair. Although if i can give you a couple of free tip's Riki, i would try not to use local space transformation on weapon VFX unless they are absolutely essential. Also, I tend to mostly use meshes when creating electricity fx, as the have a far higher level of fidelity. Ive only ever used a texture for electricity once, it did work realy well, but only because of the nature of the effect.

I do really like the rain and the wind fx though.

Keep pushing.

Hope that helps


August 13, 2010 - 10:12am

Sorry to hear that Paul. For in-game I think they came out pretty good. Smiling

Paul Cloney (not verified)

August 13, 2010 - 9:53am

VFX look poor. 1/2