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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!