[Course]gamedesigner,shiroma_시로마JP Details

Basic Unreal Engine Operations
Start by understanding the layout and interface of Unreal Engine. Detailed explanations of the foundational operations that form the backbone of game design will help you reach a level where you can intuitively use the engine.

Programming With Blueprints
Learn the basics of Blueprints, such as variables, functions and flow control. Experimenting with sample projects on what functions are available and what effects they can produce will empower you to turn your creative ideas into reality.

Understanding Object Inheritance
Study the concept of inheritance, which defines parent-child relationships between objects. Understanding this concept will help you manage data efficiently and access information swiftly.

Exploring Unreal Engine Features
Discover which functions are available and how to use them effectively through practical exercises. You’ll develop the creative insight to decide which features to combine in order to build what you want to build.

Practical Implementation With PC Load in Mind
Paying attention to performance is a must for smooth gameplay. Learn practical skills such as efficient design methods for managing PC load and implementing event-driven logic that triggers only when necessary.

Finalization Process
Master the final stages for turning your work into a finished game. You’ll acquire the essential skills to prepare your project for release, from implementing save/load systems and custom options to building the game into a distributable format.
**Class release dates and content are subject to change without prior notice.
- Section 01
Introduction
01. Introduction- Profile - Course objectives and who it’s for - Sample projects and a preview of the game to be created
- Section 02
Basics of Unreal Engine
02. Installation and Basic Operations of UE5- How to install UE5 - Creating a new project - Basic operations and interface layout
03. Blueprints Overview- Explanation of Blueprints - Creating a practice Blueprint actor - Variables, enumerations, flow control, functions and events - Object inheritance and casting - Writing and running a practice program
- Section 03
Creating a Player Character
04. Input and Action- Creating the game mode, player controller and player pawn - Writing input actions and input mapping contexts
05. Creating the UI- Managing in-game states - Creating and applying the UI
- Section 04
Meshes and Materials
06. Importing Meshes and Creating Materials- Creating props - Generating map tiles
- Section 05
Creating Interactions
07. Creating Interactive Lighting- Designing interaction structures - Creating a lighting BP
08. Creating Key Items and Goals- Key items - Goals - UI reflection - Adding effects
09. Creating Doors- Creating a door BP and player interaction - Enemy and hit effects - Enemy and destruction effects
- Section 06
Creating Enemy Characters
10. Building the Enemy BP- Importing - Enemy BP - Implementing player death
- Section 07
Creating Enemy AI
11. Preparing for AI Development- Creating a test level - AI setup - AI test and adjustment
12. AI Development- Implementing patrol, sound detection and pursuit behavior
- Section 08
Enemy Animation Structure
13. Animation Transitions- Creating animation transitions - Adding sound effects
- Section 09
Creating Enemies
14. Interactions With Doors- Implementing door interactions (opening, knocking, breaking)
15. Fine-Tuning Horror Effects- Directing post-process - Lighting effects - Background music effects
- Section 10
Creating Items
16. Creating Item Frameworks- Generating item data - Creating item icon widgets - Designing item inventory widgets
17. Item Spawning and Looting- Item BP - Item box BP
18. Implementing Item Effects- Unlocking with keys - Warping via mirrors - Clairvoyance - Indicating goals using a compass
- Section 11
Random Map Generation
19. Creating Base Data for Map Generation- Types of random map generation - Explanation of the generation method used in this course - Creating the base data
20. Creating Structural Data 1- Generating area connection points - Generating room tiles - Checking adjacent rooms - Generating connecting corridors for rooms
21. Creating Structural Data 2- Connecting corridors between rooms - Adjusting the width of corridors - Generation test - Creating partitions for rooms
22. Mesh Creation- Creating corridor meshes - Creating room meshes - Creating interactions - Adjusting gameplay
23. Gameplay Adjustment- Placing the navigation mesh - Setting up the audio volume - Handling generation completion notifications from event dispatchers - Initializing the player - Initializing the enemy - Creating the map generation screen - Test play
- Section 12
Finalizing the Game
24. Level Transition Mechanism- Writing the title level - Creating the persistent level - Returning to the title screen from Game Over - Returning to the title from the pause menu - Returning to the title from the goal screen
25. Save and Load- Creating the object for Save Game - Measuring clear time
26. Options Menu- Creating the options UI - Implementing options handling
- Section 13
Exporting the Game
27. Exporting the Game- Export - Test play - Outro
This course will use Unreal Engine 5.6.
Please purchase and install these program(s) for an optimized chapter experience.
*These programs and/or materials will not be provided with the chapter.





















