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Course Content
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- S1.00 Introduction (0:56)
- S1.01 Create your first project (3:28)
- S1.02 Unreal Project Structure (4:33)
- S1.03 Getting comfortable with the editor (3:10)
- S1.04 Creating our Level (2:48)
- S1.05 Adding our lights and showing Editor windows (3:33)
- S1.06 Basic Viewport Navigation (8:37)
- S1.07 Viewport modes (3:27)
- S1.08 Creating our first Level Layout (13:22)
- S1.09 World Partition Mini Map Build (2:06)
- S1.10 Importing the character assets from the marketplace (2:03)
- S1.11 Character blueprint creation (7:05)
- S1.12 Setup character properties (4:00)
- S1.13 Possess the player and create a camera (4:28)
- S1.14 Adding input key for character movement (3:13)
- S1.15 Player controller creation (3:31)
- S1.16 Adding our first variable (6:58)
- S1.17 Simple movement setup (3:03)
- S1.18 Setting the Game Mode to use our character (3:57)
- S1.19 Moving to where the click happened (8:50)
- S1.20 Positioning the Player Camera (4:32)
- S1.21 Creating our Landscape (8:34)
- S1.22 Starting The Level Design Of Our Level (16:27)
- Section 1: Project Files and summary
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- S2.01 Orient character to its movement (2:10)
- S2.02 Platform blueprint creation (9:27)
- S2.03 Working with the platforms and the construction script (13:26)
- S2.04 Platform temp mesh and location in the level (7:01)
- S2.05 Make the character unable to fall from a ledge (1:44)
- S2.06 Make the Platform wait at the start and end points (7:36)
- S2.07 Creating the gate and component attachments (9:00)
- S2.08 Open and close gate custom events (4:03)
- S2.09 Trigger opens and close the gate (3:50)
- S2.10 Using a Timeline to animate the gate (10:46)
- S2.11 Gate Timeline play rate and custom curve values (5:44)
- S2.12 Action Event Blueprint setup (6:13)
- S2.13 Blueprint direct communication between character and action event (14:12)
- S2.14 Action Event working through blueprint interfaces (13:08)
- S2.15 Review of Blueprint Communication and interaction text (5:31)
- S2.16 Action Event jumping animation (10:50)
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- S3.01 Undertanding the animation assets (5:47)
- S3.02 Creating the Main Character Animation Blueprint (8:00)
- S3.03 Using state machines (7:34)
- S3.04 Running state (4:28)
- S3.05 Using the Event Graph to know if the character is moving (6:10)
- S3.06 Running blendspace creation (7:21)
- S3.07 Blendspace implementation and analysis tool (9:52)
- S3.08 Improving the Blendspace (1:27)
- S3.09 Setting up the Dash feature (3:14)
- S3.10 Implementing the dash (8:10)
- S3.11 Dash animation montage and validations (17:41)
- S3.12 Dash Feature cleanup (3:13)
- S3.13 Adding attack animation (8:54)
- S3.14 Attack animation montage blend options (5:00)
- S3.15 Playing an animation only in the upperbody by using animation slots (8:55)
- S3.16 Montage sections for combo attack (7:52)
- S3.17 Combo attacks implementacion (7:04)
- S3.18 Validating combo attack behaviour (14:22)
- S3.19 Rotating towards the cursor when attacking (3:32)
- S3.20 Collisions fundamentals and Weapon channel (11:41)
- S3.21 Getting to know traces (5:42)
- S3.22 Sphere Trace for collisions during attacks (13:50)
- S3.23 Using the output of the traces (6:48)
- S3.24 Applying and receiving damage (8:42)
- S3.25 Adding a breakable object (8:43)
- S3.26 Importing Megascans asset and optimizing texture size (4:57)
- S3.27 Creating a Geometry Collection (3:24)
- S3.28 Breaking the Barrel using the character (5:44)
- S3.29 Adding Camera Shake for attacks (7:22)
- S3.30 Adding hit Feedback to the barrels (7:29)
- S3.31 Assembling our first kit asset (11:14)
- S3.32 Creating a new variation for Breakable Objects (4:37)
- S3.33 Creating our Landscape Material (8:17)
- S3.34 Creating Landscape Layers (8:38)
- S3.35 Painting the Landscape with 4 layers (10:47)
- S3.36 Creating Landscape Material Instance (14:04)
- S3.Extra 01: Debugging the Destructible Barrel (18:00)
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- S4.01 Bug Fix: Dashing while attacking (3:18)
- S4.02 Adding the Minion assets (1:52)
- S4.03 Choosing the minion and understanding the assets (3:34)
- S4.04 Melee enemy blueprint (7:07)
- S4.05 Unit Component for unit health (8:30)
- S4.06 Melee enemy animation blueprint (4:52)
- S4.07 Enemy AI controller (3:38)
- S4.08 Path finding inside Unreal (8:03)
- S4.09 Patrolling enemy (10:56)
- S4.10 Enemy movement animations (11:28)
- S4.11 Enemy States (8:03)
- S4.12 Enemy following player (5:14)
- S4.13 Enemy attack (8:57)
- S4.14 Weapon component (6:33)
- S4.15 Tracing inside the weapon component (14:21)
- S4.16 Damage working inside the weapon component (8:38)
- S4.17 Enemy using the weapon component (5:05)
- S4.18 Enemy rotates towards the character before attacking (3:21)
- S4.19 Cleaning debug drawings (4:09)
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- Required Project Files
- S5.01 Overview (7:00)
- S5.02 Niagara Modules (14:17)
- S5.03 Creating a Trail (5:07)
- S5.04 Creating a Scratchpad (5:20)
- S5.05 Creating the Trail Material Part 1 (7:13)
- S5.06 Creating the Trail Material Part 2 (8:07)
- S5.07 Last Touches on our Trail Material (3:23)
- S5.08 Tweaking the Trail Part 1 (6:53)
- S5.09 Tweaking the Trail Part 2 (15:17)
- S5.10 Creating Sparks for our Trail (7:31)
- S5.11 Spark Material & Behaviour (11:59)
- S5.12 Creating the Enemy Trail (4:24)
- S5.13 Dash VFX System (9:10)
- S5.14 Refining our Dash Trail (10:59)
- S5.15 Dash Particle Collision & Material (10:59)
- S5.16 Adding more Details to our Dash (5:16)
- S5.17 Smoke Material (7:20)
- S5.18 Smoke Material Last Touches (18:19)
- S5.19 Last Details for our Dash System (4:36)
- S5.20 Dust Hit Material (10:52)
- S5.21 Setting the Dust VFX in Blueprints (6:22)
- S5.22 Big Dust Hit VFX (9:45)
- S5.23 Enemy Hit Particle (7:41)
- S5.24 Enemy hit VFX Last touches (15:16)
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- Required Project Files for Section 6
- S6.01 Death state in the unit component (5:20)
- S6.02 Update the health every time we are damaged (9:13)
- S6.03 Main Character Death animation (8:23)
- S6.04 Enable ragdoll when the character dies (6:52)
- S6.05 Create a Physics Asset for the Main Character (10:41)
- S6.06 Physics Asset Fixing the spine and head (3:20)
- S6.07 Physics Asset Constraints in the head (5:50)
- S6.08 Physics Asset Fixing the right arm (12:19)
- S6.09 Physics Asset Fixing the left arm (9:47)
- S6.10 Physics Asset Fixing the legs and finishing touches (12:06)
- S6.11 Enemy death animation (8:00)
- S6.12 Enemy death behavior (8:47)
- S6.13 Disable collisions on enemy death (4:55)
- S6.14 Health bar widget for the enemy (8:00)
- S6.15 Connecting the health bar with the health of the enemy (8:03)
- S6.16 Creating a health bar component for scalability reasons (8:14)
- S6.17 Health bar fade in animation (9:04)
- S6.18 Connecting the health bar animations to gameplay (8:39)
- S6.19 Changing the playback speed of the animations (4:22)
- S6.20 Creating our HUD class (5:51)
- S6.21 Showing our HUD widget (6:17)
- S6.22 Update the Player health bar in the HUD (7:53)
- S6.23 Adding text to the player health bar (11:05)
- S6.24 Show the health value only for the player (5:54)
- S6.25 Formating the correct health values (10:21)
- S6.26 Damage indicator widget and animation (6:48)
- S6.27 Spawn numbers in widget (7:47)
- S6.28 Making the damage indicator work (14:13)
- S6.29 Fixing pixelation in the damage indicator (1:27)
- S6.30 Damage indicator Component in the main character (11:32)
- S6.31 Dashing gives the player invulnerability (5:56)
- S6.32 Removing friendly fire between the enemies (9:48)
- S6.33 Remove enemy collisions (3:24)
- S6.34 Adding variance to the cooldown of the enemies (2:51)
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- S6.35 Adding sounds to our gameplay (3:23)
- S6.36 Overview of the metasounds editor (6:54)
- S6.37 Playing a sound through the wave player (6:05)
- S6.38 Pitch shifting the attack effort (7:09)
- S6.39 Playing random effort sound from array (4:46)
- S6.40 Audio component in the character (1:47)
- S6.41 Add the free human vocalizations marketplace asset (3:07)
- S6.42 Working with Metasounds presets (9:31)
- S6.43 Pitch controls for the attack effort preset (4:15)
- S6.44 Attenuation controls for the attack effort preset (10:14)
- S6.45 Recording your own sfx with Audacity (8:18)
- S6.46 Recording footsteps sounds (7:17)
- S6.47 Editing and importing footsteps sounds (8:30)
- S6.48 Layering Snow footsteps in metasound asset (9:02)
- S6.49 Add the footsteps sound to the main character (8:38)
- S6.50 Add footsteps to the enemy (6:49)
- S6.51 Set Audio Listener to the Main Character location (8:55)
- S6.52 Create the Hit Metasound source sfx (18:07)
- S6.53 Create the presets for the hits (3:33)
- S6.54 Implementing the hit sound in our characters (7:10)
- S6.55 Stop playing the hit sound when hitting the ground (4:07)
- S6.56 Return the ability of the player to hit breakable objects. (3:30)
- S6.57 Changing the play rate of our montage to suit gameplay needs (4:39)
- S6.58 Enableing only the desired enemy weapon (14:28)
- S6.59 Mixing our Audio in Unreal Engine 5 (13:34)
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- S7.01 Creating Our First Kit Of Rocks (13:07)
- S7.02 Creating Material Layers (14:13)
- S7.03 Creating Material Layer Blends (10:25)
- S7.04 Adding Snow on top of the rocks (8:02)
- S7.05 Adding collision to the rocks (1:44)
- S7.06 Optimizing Disk Space (4:26)
- S7.07 Importing the Wood Planks (8:00)
- S7.08 Creating The First Wood Planks Kit (14:32)
- S7.09 Creating The Second Wood Planks Kit (12:10)
- S7.10 Creating The Wodden Wood Kits (16:37)
- S7.11 Creating A Tower - Part 1 (14:40)
- S7.12 Creating A Tower - Part 2 (13:03)
- S7.13 World Aligned Textures theory (3:47)
- S7.14 Slope with World texture (9:03)
- S7.15 Adding Snow on our Props (6:07)
- S7.16 Adding more behavior to our slope material (10:17)
- S7.17 Material Parameter Collections (10:59)
- S7.18 Adding Grass Material to the Landscape (10:40)
- S7.19 Adding Procedural grass (9:19)
- S7.20 Improving the look of the grass (5:01)
- S7.21 Organizing our rock assets (5:57)
- S7.22 Creating Our Medium Sized Rock Kits (21:55)
- S7.23 Fixing the Rock Material (4:44)
- S7.24 Creating Our Large Sized Rock Kits (15:35)
- S7.25 Testing Our Kits In Other Areas Of The Level (9:31)
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- S8.01 Building executable files for our game (6:24)
- S8.02 Building the game continuosly (5:22)
- S8.03 Packaging in UE5 (7:35)
- S8.04 Packaging results (7:42)
- S8.05 Build phases: Build/Compile (13:07)
- S8.06 Build phases: Cook (17:01)
- S8.07 Build phases: Package (12:23)
- S8.08 Overview of the Project Launcher Custom profiles (6:12)
- S8.09 Building the game without opening the editor through batch files (20:51)
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- S9.01 Creating the ability component (3:37)
- S9.02 Grant a unit ability (6:50)
- S9.03 Activate a granted ability (9:18)
- S9.04 Create a custom ability (5:48)
- S9.05 Play animation montage when the ability is used (5:48)
- S9.06 Ability states (13:05)
- S9.07 Adding damage to the ability (20:54)
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- Required Project Files
- S10.01 Creating the Flare Material (11:26)
- S10.02 Mesh Effects for Flare Material (6:16)
- S10.03 Growing Flare Emitter (10:22)
- S10.04 Wrapping up the Flare Emitter (5:55)
- S10.05 Background Flare Material & Emitter (8:11)
- S10.06 Distortion Material (10:14)
- S10.07 Chromatic Aberration - Part 1 (16:34)
- S10.08 Chromatic Aberration - Part 2 (8:49)
- S10.09 Chromatic Aberration Emitter (13:30)
- S10.10 Bottom Flare Material & Emitter (15:18)
- S10.11 Modifying Ground Flares (8:21)
- S10.12 Adding Ground Sparks (21:18)
- S10.13 Sparks last touches (14:32)
- S10.14 Making a Sample Texture Effect (8:09)
- S10.15 Texture Sample - last touches (16:06)
- S10.16 Color correcting, timings, and optimization - part 1 (18:06)
- S10.17 Color correcting, timings, and optimization - part 2 (23:05)
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- S11.01 Upgrade to Version 5.1 (5:32)
- S11.02 Replacing Legacy Inputs: Enhanced Inputs - Input Actions (8:56)
- S11.03 Replacing Legacy Inputs: Enhanced Inputs - Input Mapping Context (10:21)
- S11.04 Replacing Legacy Inputs: Enhanced Inputs - Triggers and Modifiers (15:43)
- S11.05 Polishing the character movement: Logic (7:52)
- S11.06 Polishing the character movement: Implementation (22:12)
- S11.07 Bug Fix: Character death is delayed until the attack animation finishes (11:41)
- S11.08 Bug Fix: The breakable objects can be hit after breaking (19:41)
- S11.09 Polishing the enemy behaviour (26:43)
- S11.10 Upgrade to Version 5.2 (2:06)
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- Section 12 Project files
- S12.01 Common UI initial setup (11:23)
- S12.02 Creating the Main Menu (9:46)
- S12.03 Creating Common Buttons (8:47)
- S12.04 Creating Modular Widgets (5:36)
- S12.05 How to Focus on Buttons (6:17)
- S12.06 Using Photoshop to create buttons (9:53)
- S12.07 Creating the Main Button Material (9:21)
- S12.08 Changing the button size (2:32)
- S12.09 Creating the Main Menu Widget Stack (6:24)
- S12.10 Press Any Key to Continue WIdget (6:43)
- S12.11 Press Any Key to Continue WIdget Animation (3:06)
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- S13.01 Importing the textures (3:55)
- S13.02 Creating the HUD Widget Classes (5:19)
- S13.03 Adding the HealthBar to the Canvas (5:01)
- S13.04 Adding the ManaBar to the Canvas (2:01)
- S13.05 Creating the Material for the SKill Slots (8:47)
- S13.06 Creating the Skill Slot Widget (4:50)
- S13.07 Creating the Skill Slot Organizer (4:33)
- S13.08 Adding a Border Image (4:03)
- S13.09 Replacing the old HUD canvas the new one (2:59)
- S13.10 Updating our new Health Bar (5:48)
- S13.11 Add the connection between the abilities and the HUD (35:00)
- S13.12 Adding Cooldown visuals to the Material (6:22)
- S13.13 Cooldown UMG animation (13:34)
- S13.14 Adding the cooldown logic to the unit abilities (10:58)
- S13.15 Connecting the cooldown ability value to the UMG animation (12:24)
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- S14. 01 Creating the Gate Composition (6:56)
- S14. 02 Updating the Gate Blueprint with a new mesh (12:44)
- S14. 03 Set Dressing to support our Gameplay Mesh (5:44)
- S14. 04 Updating the Platform Visuals (12:45)
- S14. 05 Increasing Gameplay Elements contrast (6:07)
- S14.06 Creating our Jump Trigger Effect (11:58)
- S14.07 Adjusting timings and bindings (18:59)
- S14.08 Event Handlers (7:10)
- S14.09 Creating our response VFX (8:50)
- S14.10 Adding our Niagara System to our Blueprint (3:36)
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- S15.00 Upgrade to 5.3 version of the Engine (0:43)
- S15.01 Introduction to the section (0:33)
- S15.02 How to select a character to use as a boss (2:44)
- S15.03 Create the boss blueprints (16:40)
- S15.04 Create the behavior tree and blackboard assets for the boss (9:17)
- S15.05 Boss Attack behavior (14:45)
- S15.06 Differences between selectors, sequences and simple parallels (6:01)
- S15.07 Check attack range before the boss attacks (14:33)
- S15.08 Get and set information from a blackboard (10:09)
- S15.09 Boss Movement (12:44)
- S15.10 Boss teleport location based on the direction of the player (15:16)
- S15.11 Tweak and polish boss teleporting movement (30:45)
- S15.12 Enable the hitbox of the Boss attack through a BT task (27:12)
- S15.13 Use a multi sphere trace to ensure that hits are correctly detected (8:48)
- S15.14 Plan Boss phases (13:22)
- S15.15 Boss AOE Attack Material indicator (7:34)
- S15.16 Finishing the Boss AOE Attack Material indicator (10:12)
- S15.17 Boss phase 2 attack animation montage (14:12)
- S15.18 Extend the Play animation task to take in consideration the boss special attacks (25:55)
- S15.19 Create the blueprint for the Area of Effect attack (15:00)
- S15.20 Change the area of efect decal size in the construction script (15:13)
- S15.21 Do damage with the new boss attack (25:29)
- S15.22 Spawn the new attack with the animation and control its values (19:33)
- S15.23 Create and use a dynamic material to change values inside the decal material (10:43)
- S15.24 Update the progress of the indicator based on the activation time of the attack (23:48)
- S15.25 Make the boss change to phase 2 using decorators (12:27)
- S15.26 Change the boss movement range depending on the phase (9:58)
- S15.27 Use a service to define the boss phase and finish the boss mechanics (24:03)
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- S16.01 Weapon component dispatchers for camera shakes (16:13)
- S16.02 Implement a camera shake system in a component (9:57)
- S16.03 Use an enum to define camera shake categories (12:35)
- S16.04 Stop camera shakes with lower priority (10:46)
- S16.05 Add camera shakes for hits attacks and deaths (9:02)
- S16.06 Create a collection for the camera shakes in our game (4:10)
- S16.07 Create a test map to test the camera shake (14:54)
- S16.08 Tweak boss behavior to work in the test map (13:34)
- S16.09 Add a camera shake when the player does its ability (4:35)
- S16.10 Tweaking the Camera Shake (2:44)
- S16.11 Camera zoom system (13:16)
- S16.12 Zoom camera on player ability (8:41)
- S16.13 Zoom in interpolation (15:31)
- S16.14 Finish the zoom system and add Zoom Out interpolation- (16:24)
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- S17.01 Spawn the hit VFX in the correct location (17:21)
- S17.02 Remove false hits on the enemy weapons (10:39)
- S17.03 Add Boss Attack anticipation SFX (6:13)
- S17.04 Add Boss attack hit impact SFX (16:30)
- S17.05 Add Boss Death SFX (4:58)
- S17.06 Add Boss AoE attack SFXs (10:05)
- S17.07 Add an animation to the Boss teleport mechanic (18:04)
- S17.08 Task for the boss to land at the correct place and pace (43:17)
- S17.09 Fix the landing of the boss (13:20)
- S17.10 Make the boss ascend before decending (6:05)
- S17.11 Create a Metasound Preset for SFXs (25:15)
- S17.12 Set up attenuations settings using the Unreal Audio System (13:29)
- S17.13 Add Boss Teleport SFXs (7:49)
- S17.14 Add camera shake when the Boss lands (4:18)
- S17.15 Fix Boss Teleport during phase 2 (9:46)
- S17.16 New phase 2 mechanic where we spawn enemies (20:01)
- S17.17 Balancing the new mechanic (16:11)
- S17.18 Bug Fix: Breakable objects could be pushed if their mass was too light (10:57)
- S17.19 Bug Fix: Abilities and movement could be done after death
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- Section 18 Resources
- S18.01 Setting the Foundations for our Effect (2:59)
- S18.02 Creating our Main Material (6:31)
- S18.03 Finishing our Chroma modules (6:58)
- S18.04 Refraction Last Touches (4:05)
- S18.05 World Position Offset (4:47)
- S18.06 Burst System creation (7:00)
- S18.07 Adjusting the Impact (8:54)
- S18.08 Adjusting the Distortion (7:30)
- S18.09 Creating our Burst Sparks (5:14)
- S18.10 Creatign our Burst Sparks Material (4:51)
- S18.11 Creating the Floaty Spark Emitter (5:54)
- S18.12 Cracks Material & System (15:20)
- S18.13 Last Modifications on our Crack Material (3:41)
- S18.14 Creating our Impact Burst Material (16:59)
- S18.15 Adding Color Difference (8:06)
- S18.16 Planning our charge effect (15:13)
- S18.17 Making Refraction Sparks (6:07)
- S18.18 Creating our Absorbing Sparks (11:42)
- S18.19 Last touches to our Charge FX (10:37)
- S18.20 Creating the Main Wave Material (15:14)
- S18.21 Last Modifications on our Wave Material (7:49)
- S18.22 Wave System (5:41)
- S18.23 Mesh Fixes (2:59)
- S18.24 Sparks, Smoke & Motion (12:23)
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- S19.01 First pass on decorating the environment (19:30)
- S19.02 How to make assets blend in your environments (16:30)
- S19.03 How to make long paths more interesting (13:41)
- S19.04 Continue to decorate the environment (12:12)
- S19.05 How To Download Assets From Fab (4:10)
- S19.06 How to block big placeholder areas (13:04)
- S19.07 Finishing Off The Last Area Of The Map (14:51)
- S19.08 First Pass On Lightning And Post Process (14:42)
- S19.09 Modeling The Blocking Meshes (13:56)
- S19.10 Converting the Meshes into Invisible Walls (6:27)
- S19.11 Adding Enemies to our Map (13:18)
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- 01. Production Cycle (44:45)
- 02. Feedback Session 01 - Part 1 (60:00)
- 02. Feedback Session 01 - Part 2 (61:54)
- 03. Art fundamentals - Part 1 (60:00)
- 03. Art Fundamentals - Part 2 (60:04)
- 04. Source Control (138:02)
- 05. Open Worlds Workflows - Part 1 (60:00)
- 05. Open Worlds Workflows - Part 2 (65:25)
- 06. Feedback Session 02 - Part 1 (48:32)
- 06. Feedback Session 02 - Part 2 (47:43)
- 07. Advanced Texturing techniques - Part 1 (60:00)
- 07. Advanced Texturing techniques - Part 2 (33:26)
- 08. Feedback Session 03 (47:29)
- 09. Common UI - Part 1 (55:00)
- 09. Common UI - Part 2 (54:26)
- 10. Enhanced Input (93:55)
- 11. VFX Tips and Tricks (120:44)
- 12. VFX Optimization (68:40)
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Are you a business?
If you are a business and want to get the Action Game Course for your company feel free to contact us at [email protected]