Are you looking to level up your game development skills and take your projects to the next level?
Do you like games like Assassin's Creed?
Take your skills from beginner to advanced, while learning to organise and scale larger projects. You’ll learn how to use the latest technologies in Unreal 5, like MetaHumans, Quixel, Niagara, Behavior trees, and much more.
This course has everything you need to know, from start to finish, to create an Assassin's Creed like stealth combat game.
Even if you’re not interested in stealth combat style games, these skills are super transferable to other types of games.
Are you looking to level up your game development skills and take your projects to the next level?
Do you like games like Assassin's Creed?
Take your skills from beginner to advanced, while learning to organise and scale larger projects. You’ll learn how to use the latest technologies in Unreal 5, like MetaHumans, Quixel, Niagara, Behavior trees, and much more.
This course has everything you need to know, from start to finish, to create an Assassin's Creed like stealth combat game.
Even if you’re not interested in stealth combat style games, these skills are super transferable to other types of games.
You’ll use Unreal Blueprints to create a 3rd person stealth combat game. You’ll create your own playable map, complete with alarm hazards, obstacles, intractables, enemies AND a local leaderboard to show the quickest map completion times.
So if you’ve already used Unreal and are looking to develop greater skills inside the engine. Or you’ve always wanted to create your own ‘Assassins Creed’ like combat stealth game. Or you’re simply looking to fully complete a whole project within the engine. This is the course for you.
This is a “Beginner+” course, which means you should have a beginner's understanding of the Unreal engine and a simple understanding of blueprints.
You’ll get full lifetime access for a single one-off fee. The creators are qualified and experienced coders, so are able to explain complex concepts clearly, as well as entertain along the way. We’re thrilled to have teamed up with Gorka Games to bring you this course.
Benefit from our world-class support from both other students, and the instructors who are on the forums regularly.
You’ll gain access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
Dive in now.
In this video (objectives)…
Gorka welcomes you to the course and gives you an overview of what you’ll be doing in this course.
In this video (objectives)…
Create the project, setup the layout, and delete unnecessary blueprints folder.
In this video (objectives)…
We introduce the ways that you can get help, support and contribute to the community.
In this video (objectives)…
Any time we change our project during a lecture we will commit that change to a public source control repository for students to access. In this video, we show you how to access that content.
In this video (objectives)…
Create the player blueprint, set up all of the input and movement, and animate the character!
In this video (objectives)…
Create player blueprint, game mode, set up mesh, and camera placement.
In this video (objectives)…
Set input actions, mapping context, and movement.
In this video (objectives)…
Set up basic locomotion with animation blueprints and blend spaces.
In this video (objectives)…
Create the alarm that will be triggered when we are detected. Make 2 types of sensors, rotative and barricade.
In this video (objectives)…
Set up the alarm rotation and activation.
In this video (objectives)…
Create the sensor parent with detection logic.
In this video (objectives)…
Create the first sensor child type, setting detection, and movement.
In this video (objectives)…
Import the new custom models and replace them in the Blueprint.
In this video (objectives)…
Create the second type of sensor.
In this video (objectives)…
Create a Lever that will activate and deactivate the bar sensor. Set up components and main logic.
In this video (objectives)…
Creation of interface.
In this video (objectives)…
Finish the Lever so that it can interact with the Bar Sensor via Interface and vice-versa.
In this video (objectives)…
Create the crouch locomotion state. Make a dummy that we can takedown.
In this video (objectives)…
Importing the 2 crouching animations: Crouch Idle and Crouch Walk. Create 1D Blendspace.
In this video (objectives)…
Creating a new state in the animation blueprint.
In this video (objectives)…
Coding crouching logic. Crouch and Uncrouch Input Key and camera zoom out.
In this video (objectives)…
When crouching the capsule collider will shrink to allow the player to fir in smaller areas.
In this video (objectives)…
When uncouching a sphere trace will launch upwards to check if there’s any object. If so, it won’t let the player uncrouch.
In this video (objectives)…
Create a character blueprint, place a skeletal mesh and takedown radius.
In this video (objectives)…
Import animations, create anim montages, enable motion warping plugin, and set it up.
In this video (objectives)…
Create bpi for guard for takedown with all outputs.
In this video (objectives)…
Set up code for our victim to play victim animation and ragdoll. Also prompt text UI.
In this video (objectives)…
Set up code for our attacker to play the attacker animation, move with motion warping to its target, and takedown him.
In this video (objectives)…
Create AI guard. Make that he can detect the player. Add roll. Make waypoints for the patrol state. Make sensor detection widgets.
In this video (objectives)…
Create Behavior Tree, Balckboard, Ai Controller, and Guard bp
In this video (objectives)…
Behavior Tree branches and task.
In this video (objectives)…
Import animation, Interface function, new task, play catch animation.
In this video (objectives)…
AI Perception component, sight sense update, and blackboard/bt decorators.
In this video (objectives)…
Create sphere trace to detect player when attacking.
In this video (objectives)…
When the enemy ai cathes the player, the game mode will play a fade animation in the screen.
In this video (objectives)…
When a guard sees the player, it will trigger the alarm and alert all the other guards in the level.
In this video (objectives)…
Background stealth loop music, and escaping music when alarm triggered.
In this video (objectives)…
Import roll animation, create input action, play it.
In this video (objectives)…
Create a waypoint blueprint, create a waypoint system component, fill in waypoints in level for the guard, and set up tasks in behavior trees looping.
In this video (objectives)…
Create a widget with a progress bar and “Detected” text.
In this video (objectives)…
Create a timer loop in the begin overlap which adds a value.
In this video (objectives)…
Update the progress bar of the widget.
In this video (objectives)…
When the player exits the sensor zone the timer will stop.
In this video (objectives)…
Make level blockout. Make a mantling system. Make night level. Add megascans. Import metahuman. Add VFXs.
In this video (objectives)…
Begin to design the level by adding prototype walls, and some sensors.
In this video (objectives)…
Finish the blockout of the level, add more guards and sensors.
In this video (objectives)…
Add waypoints for the guards to patrol.
In this video (objectives)…
Create input and mantling calculations with sphere traces.
In this video (objectives)…
Import and setup mantling animations with motion warping.
In this video (objectives)…
Play mantle animations.
In this video (objectives)…
Mantle crouch detection and polish.
In this video (objectives)…
Change the sky and lighting of the level. Also improve the rotative sensors detection material.
In this video (objectives)…
Import megascans assets from Quixel Bridge. Also create material for concrete wall so it won’t stretch.
In this video (objectives)…
Add all assets and materials to level.
In this video (objectives)…
Import Metahuman and replace it with all characters.
In this video (objectives)…
Create rain Niagara system.
In this video (objectives)…
Create cloud Niagara system.
In this video (objectives)…
Make falling and land animation states. Create captured menu. Make pause and main menu. Escape timer and leaderboard.
In this video (objectives)…
Create two states for falling and land to imtpove the player feel when dropping from high places.
In this video (objectives)…
Improve captured fade screen to include 2 buttons.
In this video (objectives)…
Pause Menu widget when hitting escape.
In this video (objectives)…
Main Menu widget and level.
In this video (objectives)…
Make a timer so when you are playing the game.
In this video (objectives)…
Add UI as vertical box and scroll box to main menu.
In this video (objectives)…
Make a escape menu with animation and trigger.
In this video (objectives)…
Create the jewel to steal.
In this video (objectives)…
Make the leaderboard save all your timings, to escape.
In this video (objectives)…
Congratulations on finishing this course!
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