Game Development Intro
Transform your ideas into interactive worlds with our beginner-friendly game development course. Master the fundamentals of game design, scripting, and asset implementation to build a playable project for your portfolio
Learn Game Development with Unreal Engine 5 in 8 weeks
The Unreal Engine Game Development training course provides a comprehensive overview of game development with the powerful and versatile Unreal Engine. Students will learn how to create 3D environments, set up lighting and cameras, control characters through animation systems, build levels using blueprints and materials, add sound effects for interactive audio experiences. Additionally, they will gain an understanding of optimization techniques to ensure their games run smoothly on multiple platforms as well as explore ways to monetize their creations. This course is ideal for students who are interested in creating immersive gaming experiences with the latest technology available today!
Course Outline
Week 1: The Engine & The World
Topic A: The Real-Time Pipeline
- How Game Engines differ from 3D DCCs (Maya/Blender).
- Interface Tour: Viewport, Content Browser, Outliner, and Details Panel.
- Project Management: Folder structures and naming conventions.
Topic B: World Building with Lumen & Nanite
- Importing 3D Assets: Static Meshes and Textures.
- Nanite: Handling high-poly geometry without performance loss.
- Lumen: Understanding Global Illumination and real-time lighting.
Topic C: Landscape & Foliage
- Creating terrain with the Landscape Tool.
- Painting materials (Grass, Rock, Sand).
- Using Foliage brushes to populate the world.
Week 2: Blueprints – Logic without Coding
Topic A: Blueprint Fundamentals
- Actors vs. Components.
- Events, Functions, and Variables.
- The Event Graph: BeginPlay, Tick, and Custom Events.
Topic B: Interaction Logic
- Triggers and Collision: Overlap vs. Hit.
- “Press E to Open”: Creating a functional door or chest.
- Branching Logic: If/Then statements in Blueprints.
Topic C: Blueprint Communication
- Casting: How one object talks to another.
- Timelines: Animating object movement (doors, elevators) via code.
Week 3: Blueprint scripting
Topic A: Game Modes & Pawn Classes
- Setting up the GameMode Base.
- The Character Blueprint: Capsule components and Mesh.
Topic B: Input Enhanced System
- Mapping keys (WASD/Space) to actions.
- Movement Components: Walk speed, Jump height, and Gravity.
Topic C: Cameras in Games
- Camera Booms (Spring Arms) and Third-Person vs. First-Person views.
- Using Camera Shakes for impact.
Week 4: Animation in Real-Time
Topic A: Skeletal Meshes & Import
- Exporting from Maya/Blender: FBX settings for UE5.
- Skeleton Retargeting: Using different skeletons on your character.
Topic B: Animation Blueprints
- State Machines: Idle -> Walk -> Run -> Jump transitions.
- Blend Spaces: Creating smooth movement transitions based on speed.
Topic C: Animation Montages
- Triggering one-off animations (Attacks, Reloads, Gestures) via Blueprint
Week 5: Materials & VFX
Topic A: The Material Editor
- PBR (Physically Based Rendering) workflow.
- Material Instances: Saving memory and time.
- Dynamic Material Parameters: Making objects glow or change colour through gameplay.
Topic B: Niagara VFX
- Creating fire, smoke, and magical sparks.
- Emitter types and Particle lifecycles.
Topic C: Post-Process Volumes
- Colour grading, Bloom, and Depth of Field in real-time.
Week 6: Sound & User Interface (UI)
Topic A: Unreal Audio (MetaSounds)
- Adding 3D Spatial Audio.
- Triggering sound effects via Blueprint events.
Topic B: Widget Blueprints (UMG)
- Designing an In-Game HUD (Health bars, Stamina).
- Creating a Main Menu and Pause screen.
Topic C: UI Logic
- Binding variables (Health) to the UI.
- Button interactions and screen navigation.
Week 7: AI Workflow & Innovative Methods
Topic A: AI as a Development Partner (Gemini)
- The Logic Architect: Pasting a logic requirement into Gemini to get a step-by-step Blueprint breakdown.
- Prompt Example: “I need a Blueprint logic for a double-jump system that resets when touching the floor. Explain the nodes I need.”
- The Narrative Designer: Using Gemini to generate item descriptions, lore, and quest dialogue.
Topic B: Innovative Prototyping
- Using Gemini to generate “Pseudo-code” that helps plan complex Blueprint systems before building them.
- Debugging: Pasting error logs into Gemini to find common UE5 fixes.
Topic C: Basic Enemy AI
- NavMesh Bounds: Defining where enemies can walk.
- Simple AI Behaviour: “Patrol” and “Chase” logic.
Week 8: The Vertical Slice & Packaging
Topic A: Optimization & Polishing
- Checking Frame Rates and Draw Calls.
- Light Baking (for static scenes) vs. Lumen.
Topic B: Packaging the Game
- Project Settings for Windows/Desktop.
- Building the project into a .exe file.
Chapter 9: Mentorship
- Portfolio Review: Reviewing your UE5 scenes for recruitment.
- Indie Career Path: How to publish on Itch.io or Steam.


