About this Course:
Class Starts February 20th!
This course will take a complete beginner with no knowledge of game development to prototyping his/her own game using Unreal 4. Students will simultaneously learn about Design, 3D Art, and User Interface and Design for three months. Each week there will be additional feedback from game industry veterans to help maximize success.
Over 40 hrs of content
WeMake + Scholar Critiques
Over 40 hrs of content
Homework Review by Industry Professionals
FREE Access to future added disciplines
Everything Included in this Course:
Recommended Software: Internet access, Unreal Engine 4, pen and paper, scanner or digital camera, Photoshop.
What to look forward to in this course?! Find out now!
An introduction / overview of what we'll be learning using Unreal 4 technology over the course.
Downloading, installing and setting up Unreal 4 on your computer
An overview of the Unreal 4 user interface and what specific tools we'll commonly use in this course.
Here we'll go over the basics of using and manipulating geometry in Unreal 4 to make a room and add some lights.
Going a step further into using BSP to join rooms together with halls and doorways.
A session on the fundamentals of designing levels. The theory behind good level design for games.
We go in depth and look at bsp and how to manipulate it to create some very useful shapes for blocking out your levels.
We go over implementing blueprints in your level for some interactivity. You’ll learn how to place sounds, move objects, and manipulate lighting. With these three basic elements, you can create all kinds of interactive things in your level.
Looking at challenge, what makes a game both challenging and fun? How to design so your challenges are both fair and rewarding when accomplished.
Understanding and using randomness in your games and different ways to create random results.
Creating and balancing the rules to your game or game world and the importance of having them.
We will implement AI into our scene and set their behavior within Unreal 4.
Diving into the aspects of prototyping your horror game. Elements and principles that you should consider when implementing your ideas!
We will continue from last week and add prototyping elements to your game.
Continuing on from last week we work on player hints to help the player through the experience.
In this week's lecture we will introduce the power of lighting to emphasize design. Students will learn how to use lighting to promote game play mechanics and be familiar with concepts of lighting in general.
Set up items through out your prototype and learn how to design a level around these objectives!
The flashlight is the fundamental item used in all horror games. When most of these genre games are dark, you will need this handy item to navigate through out the level.
learning 3d art
Recommended Software: Internet access, Maya 2016, Unreal 4, Zbrush R7, Quixel 2.0, Headus UV Layout, Photoshop CC, XNORMAL, Substance Designer, Substance Painter, Marvelous Designer
Learn the fundamentals of Maya and apply it to making your first prop. We will learn the user interface and go right into the modeling process.
Build architectural assets using modularity. Know the importance of snapping to the grid and seeing it all fit together like Lego pieces for maximum amount of detail in half the time.
We are going to take the principles in the first two lessons and then apply it to building the architecture in Maya for your environment.
We will be go over some tips and tricks modeling in Maya and prep our remaining props before the detailing phase.
Dive into Zbrush and learn the fundamentals of the program. We will take your props that you have made so far and bring it to the next level utilizing sculpting techniques.
We will further develop the skills necessary for high poly models.
Let's take a look of how to lay out UVs and practice on primitives and simple 3D objects.
Building off the foundation of the concept of UV we turn towards Headus UV Layout to take on your own personal project.
We will use the Quixel suite to take our prop from NDO to DDO and show a few tricks along the way.
Let's set up your materials to get your props looking good in Unreal 4. We set up the master material and talk about the differences and advantages of using instances.
You will examine the importance of light mapping and discuss the correct way of making them.
We will go over the basics of lighting and how you should go about placing it in your horror scene.
Time to clean up your scene and do quick trans formative things to your scene using post processing. Also we go over important tips to make your levels game prototyping ready!
learning ui/ux design
Recommended Software: Internet access, Unreal Engine 4, Photoshop
In the first lecture of this series, I’ll introduce you to UMG (Unreal Motion Graphics). We'll combine the power of UMG and implement it using blueprint.
We’ll be focusing on the creation of a main menu with UMG. We’ll create a main menu “level” that players will begin in. Then we’ll create a main menu widget and script it to be fully functional, allowing us to start a new game, go to an options menu, quit the game, and more.
You will create main menu widgets that are essential to every game.
You are going to put on the finishing touches and complete the option menu and make everything functional.
One of the coolest things about UMG, is that you can animate just about any element of your HUD or menus. You can do cool things like animate sliding menus, rotating elements, animate colors, opacity, and more! In this lecture, we’ll create a “flashing” animation that we’ll use to make our health bar more interesting, by flashing when the player is taking damage. I’ll show you exactly how to set this all up with UMG and Blueprint.
No game is complete without one of the most basic UI systems- a pause menu! Most, if not all games, have some sort of pause menu that allows you to continue your game, quit the game, access an options screen, and more. In this lecture I’ll show you how to create a functional pause menu with UMG.
Up until now, we’ve created very basic UMG elements with “programmer” art. In the next couple of lectures, we’ll be going over techniques and workflows for creating custom art for our UMG widgets. I’ll show you step by step how to create custom art for our player HUD, including custom health, stamina, and armor bars.
We’ll focus on creating icons for our HUD. This includes icons for ammo, grenades, and more.
Let's properly import and setup our custom texture art. You will learn how to implement that custom art into our working HUD using UMG and Blueprint.
Time to look at the ammo counter for the player’s weapon. There a few things to get this to work, including creating ammo pickups and scripting ammo functionality for the player via Blueprints.
Hook up the Ammo counter in blueprint and add counting functionality for ammo to the player's weapon.
Now it's time to learn how to bind ammo count to UI widget.
Time to wrap up the ammo counter of our HUD. This time we’ll add a pretty common feature found is most games, especially FPS and shooter games. I’ll show you how to use Blueprint to create functionality that will turn our ammo counter red when the player is low on ammo. This will be a fun exercise that shows how powerful Blueprint really is, as it let’s us have complete control over how our HUD looks and behaves.
Now we’ll do some work to get our grenade HUD element working correctly. We’ll need to complete a few tasks for this lecture, including creation of working grenades. Using Blueprint, we will need to script a functional ammo counter for our grenades and the player.
You will adding a text to the UI widget.
One of the coolest things about UMG is the ability to create fully functional HUDs and menus in 3D. If you’re developing or plan to develop a VR game, it’s strongly recommended that your HUDs and menus be 3D. This helps with spatial awareness, motion sickness, and has the added benefit of just plain looking cool!
You will learn how to connect the 3D widget to the player's movement using blueprint and how to link to the character to use.
Let's put the finishing touches to make the 3D HUD to follow the player's vertical movement.
Let's put the finishing touches on your 3D HUD Menu. But also, take it a step further and make our UI interactive like many popular sci fi movies and games!