Unlock Your Creative Potential with Game Design Workshop: UE5 Procedural Dungeon ARPG Creation.
Have you ever wanted to design your dungeon-crawling adventure like Diablo?
Imagine creating your very own epic raids, complete with procedurally generated dungeons, relentless enemies, and epic loot—all powered by Unreal Engine 5. In Game Design Workshop: UE5 Procedural Dungeon ARPG Creation, we’re bringing your dream game to life.
Join me, Markos, and 3D Tudor as we dive deep into Unreal Engine 5 to build a fully functional ARPG from scratch.
Unlock Your Creative Potential with Game Design Workshop: UE5 Procedural Dungeon ARPG Creation.
Have you ever wanted to design your dungeon-crawling adventure like Diablo?
Imagine creating your very own epic raids, complete with procedurally generated dungeons, relentless enemies, and epic loot—all powered by Unreal Engine 5. In Game Design Workshop: UE5 Procedural Dungeon ARPG Creation, we’re bringing your dream game to life.
Join me, Markos, and 3D Tudor as we dive deep into Unreal Engine 5 to build a fully functional ARPG from scratch.
Whether you’re dreaming of building epic fantasy worlds or fast-paced action adventures, this course is your step-by-step guide to mastering procedural dungeon design, custom AI, and dynamic combat mechanics.
Top 6 Points About Game Design Workshop: UE5 Procedural Dungeon ARPG Creation:
Master Unreal Engine 5 for ARPG Design: From procedural dungeons to enemy AI and custom combat mechanics, build your dream ARPG from the ground up.
Dynamic Dungeon Generation with Backtrack Algorithms: Each playthrough feels fresh with new layouts, textures, and traps.
Build Immersive Enemy AI: Create challenging enemies that patrol, attack, and adapt to player tactics.
Loot Systems & Interactive Chests: Add item pickups and treasure mechanics to enhance player engagement.
Endless Dungeon Levels: Create a seamless experience for players to explore deeper into the dungeon using elevators and endless level progression.
Customizable Resource Pack: Use pre-made materials, particle effects, textures, and meshes to speed up development and focus on your creativity.
What to Expect:
Imagine designing dungeons that generate unique layouts every time a player enters, complete with atmospheric lighting, interactive chests, and a variety of traps.
Picture battling fierce enemies who adapt to your player’s movements, with loot-filled treasure chests scattered throughout your game world.
This course will guide you through building these essential game elements from the ground up, ensuring you gain the skills to create your very own ARPG adventure.
In Game Design Workshop: UE5 Procedural Dungeon ARPG Creation, you’ll learn to:
Build a procedural dungeon generator using a custom backtrack algorithm, ensuring fresh, unique dungeons on each playthrough. Lessons like Lesson 16 - Algorithm for Base Maze Shape and Lesson 18 - Custom Backtrack System will guide you in constructing the maze system and generating tiles dynamically.
Create dynamic rooms, dividing them into different categories and adding props, textures, and materials to bring variety and life to your dungeon.
Implement an elevator mechanic for endless levels, adding progression by unlocking new floors and challenges.
Craft interactive chests and items, allowing players to collect loot like health potions, speed boosts, and gold, all managed via custom inventory systems. These mechanics are covered in Lesson 63 - Animating Chest Blueprint and Lesson 69 - Pick Up Items and Add to Inventory.
Design custom enemy AI that patrols, attacks, and reacts to player actions for challenging, tactical gameplay, as shown in Lesson 120 - AI Patrol Behavior & Panic Mode and Lesson 121 - AI Attack Mode & Line of Sight Checks.
Integrate physics interactions, realistic lighting, and immersive sound effects to elevate your dungeon’s atmosphere and depth, as seen in Lesson 48 - Spawning Torch Lights and Lesson 49 - Torch Flicker Effect.
Course Breakdown:
This comprehensive workshop begins with the essentials—setting up a top-down game mode and creating a fully functional main menu. You’ll dive into Unreal Engine’s Blueprints, where we’ll implement procedural generation algorithms, enabling you to dynamically build endless dungeons complete with enemy AI and environmental props.
Along the way, you will dip your hands into:
Procedural Dungeon Generation: Using custom algorithms to spawn walls, floors, and rooms.
Player Combat Mechanics: Design melee and ranged attacks, complete with knockback effects, explored in Lesson 97 - Melee Attack Blueprint Collisions & Effects and Lesson 99 - Static Aiming & Shooting Mechanics.
AI Behavior: Build enemies that patrol, attack, and strategically reposition themselves.
Interactive Elements: Create chests, traps, and elevators, adding depth and challenge to your game.
Advanced UI Systems: Implement a 3D minimap, health bars, inventory, and item pickup animations, covered in Lesson 85 - Minimap System and Lesson 87 - Player Health System & Widget.
Your Resource Pack:
To ensure you have everything you need, you’ll gain access to an extensive resource pack, including:
21 UI textures for custom HUDs.
133 texture maps to create 53 stylized materials.
2 preset particle effects for explosions and fire.
17 immersive audio effects for environmental sound design.
63 meshes across 5 preset dungeon styles (stone, mossy cobblestone, wood, brick, and a dark chamber style) complete with entrances, walls, floors, props, and torches.
A highlight post-process effect to maintain player visibility in complex environments.
Course Outline
In this course, we’re going to start by covering the game essentials—basically setting up the core game mode and layout in Unreal Engine 5. Once that’s sorted, we’ll move on to creating a main menu that’s both super user-friendly and nice to look at.
After we’ve got the basics down, we’ll dive into procedural maze generation. This is where you’ll start building your dungeons, and it gets pretty fun. As we keep going, you’ll define your own custom rules for room generation, like creating unique tiles and exit points, which really helps enhance the player’s experience.
To make things even cooler, we’ll bring in a custom backtrack algorithm, so every playthrough feels fresh and different. Then, we’ll step things up by tackling enemy AI and combat, where you’ll create advanced systems that add some real challenge and depth to the game.
Finally, we’ll wrap it all up by implementing an inventory system. This way, players can collect and interact with items in a smooth, responsive way, really pulling the whole game experience together. It’s going to be awesome.
Summing It All Up
By the end of Game Design Workshop: UE5 Procedural Dungeon ARPG Creation, you’ll have built a fully functioning procedural dungeon system, complete with dynamic environments, advanced enemy AI, and a loot system—all in Unreal Engine 5.
Whether you’re designing your first game or looking to enhance your skills, this course will equip you with everything you need to bring your dungeon-crawling ARPG to life.
Keep scripting, everyone, and see you in the course. Markos – 3D Tudor
In this lesson, we will download the top-down template, create a new map, and set up the game mode for our project. You'll learn about the basics of Unreal Engine 5 and how to customize your top-down game.
This lesson covers the creation of a functional main menu using Unreal Engine’s widget system. You’ll learn how to structure your menus and add essential game navigation.
Learn how to add the main menu to the viewport and integrate quit functionality. We'll cover the basics of Blueprint execution and how to manage UI elements efficiently.
This lesson explains how to set up the loading screen mechanics and spawn the maze generator. You'll also learn about Blueprint classes and exposed variables while managing the main menu.
Create a custom loading screen with a progress bar. This lesson focuses on designing and coding the function that controls the progress bar to reflect loading status.
In this lesson, we’ll code the loading widget into the game mode and link it with the maze generator. Learn how to display the loading bar while the dungeon generates.
This lesson focuses on creating the math behind the loading bar and explains the initial steps of the custom backtrack algorithm used to generate tiles and build your maze.
Begin coding the first tile of the maze, complete with rules for spawning the next tile. Learn about the concept of "intro tiles" and variables to manage the maze generation.
We will develop a custom Cartesian direction system to map out the dungeon's layout. This lesson introduces enumerations to set north, east, south, and west coordinates for your maze tiles.
Learn how to use loops and our custom direction system to find adjacent tiles in the maze. This lesson dives into the logic needed for smooth dungeon generation.
Explore new Blueprint nodes like "Select" and "Get from Array" as you create coordinates for tile placement. Learn how to spawn intro blocks and calculate world locations for tiles.
We’ll finish the intro tile spawn and begin visualizing maze tiles with directional arrows representing north, east, south, and west exits. Learn how to enhance the visual aspect of the generator.
In this lesson, we’ll visually improve the tiles by adding bottom walls, giving the maze a castle-like feel. Discover how to make the environment more immersive for players.
Discover how Blueprint interfaces allow different Blueprints to communicate with each other. We’ll implement functionality to toggle arrows based on exits and hide unnecessary indicators.
Learn how to create a function to find available exits, filtering out existing ones. This lesson sets up the backtrack algorithm to manage maze shape and tile placement.
Start coding the base maze shape using rules to find the next tile based on dungeon coordinates. We’ll prepare the algorithm to expand the dungeon seamlessly.
Complete the first phase of maze generation by spawning continuous tiles until the rules dictate a stop. Learn how to manage tile sequences using your algorithm.
Create a custom backtrack system that follows specific rules to form new maze branches. Track visited locations and handle tile branching effectively.
Finalize the backtrack system by adding rules for tile exits and handling scenarios where no more tiles can be placed. This ensures smooth dungeon generation even when out of options.
We’ll create a function to connect tiles that are adjacent but disconnected after the main build process. Fix false exits and ensure a smooth dungeon layout.
Fix a bug related to false exits and introduce soft vs. hard references in Blueprints. Begin designing the decoration Blueprint for visual elements like walls and props.
Create a function to place walls where the maze paths are blocked. Learn how to visually divide your dungeon and manage the wall placement logic using your decorations Blueprint.
Upgrade tile connection rules to create default corridors. We’ll explore how these default patterns set the stage for adding rooms and other spawnable elements to the dungeon.
Delve deeper into room building as we connect previous lessons with room and spawnable entity creation. We’ll also create the elevator and chest Blueprints needed for dungeon progression.
Create a function to determine the coordinates for the chest containing the key, using rules and a while loop. Learn best practices for managing item placement with caution.
This lesson explains the room builder algorithm and how it calculates possible room placements. Begin coding the system to integrate rooms into the maze seamlessly.
Complete the room-building function to identify all potential 2x2 rooms within the maze. These rooms will serve as key gameplay areas for loot, chests, and quests.
Create a function to calculate the perimeter of each room. This will be essential in decorating and designing functional spaces within your dungeon.
Finish the function that lists all possible rooms and debug the process. Learn how to identify errors and refine your room-generation system.
Begin constructing rooms using the data from previous lessons. This lesson teaches you how to design cohesive rooms that fit into the dungeon’s maze-like structure.
Continue refining the room-building function by adjusting internal walls and setting correct directional arrows. Learn how to improve room layout accuracy.
Complete the internal wall and arrow direction functions for room creation. This lesson focuses on ensuring that the room structures fit within the overall dungeon design.
Add randomness to your room designs by creating random internal walls. Prepare for the next step, which involves external wall functions.
Implement variations for room walls based on room numbers, adding depth and diversity to the dungeon’s visual style.
Establish rules for creating room doors and start coding the system that segments the maze into different areas. These areas will influence door placement.
Develop the core mechanics for dungeon area segmentation, ensuring the maze is divided into manageable sections. This is key for controlling room and door placement.
Add the finishing touches to the dungeon segmentation mechanics. Ensure all areas are divided logically for optimized gameplay flow.
Create a function to categorize segmented dungeon areas based on size. This will help when designing rooms, spawn points, and loot distribution.
Finish the area categorization function and create a function to replace floors based on the area type, adding a visual distinction between dungeon sections.
Develop a function that categorizes hidden rooms within the dungeon, adding a layer of mystery and exploration to your game.
Add functionality to swap specific walls with doors in your decorations Blueprint, enhancing the visual and functional aspects of the dungeon.
Complete the door function by adding sigils above doors and creating a system for areas with single doors.
Implement the functions for areas with single doors, ensuring gameplay logic and visual elements are correctly handled in these rooms.
Finalize the door placement system and develop a function to connect all external dungeon walls. This lesson will enhance the structural cohesion of the environment.
Add decorations to both external and internal walls that aren’t part of rooms. Learn how to visually distinguish different parts of the dungeon.
Create a function to fix directional arrows after door and room changes. Ensure the visual information matches the dungeon's logic.
Learn how to hide debug arrows and create a torch Blueprint to add lighting in front of doors. We’ll also establish spawn points for torches in the decorations Blueprint.
This lesson covers how to spawn torch lights across the dungeon, creating atmosphere and improving player navigation.
Add a flicker effect to the torches with a unique approach and begin creating the corridor light Blueprint.
Design a system to spawn corridor lights at specific intervals, ensuring they aren’t too close to one another. This lesson improves dungeon ambiance.
Learn about trap and damage mechanics by creating a trap Blueprint. This adds danger and excitement to your dungeon.
Animate the trap Blueprint and add sound effects, enhancing the overall gameplay experience for players encountering traps.
Create a custom prop spawner function that dynamically places props based on the dungeon’s level. This adds diversity to each run of the game.
Finish the custom prop spawner function and start working on the room decoration Blueprint, which will manage all props within dungeon rooms.
Learn the basics of the room prop spawner, implementing features that allow for unique room decoration.
Complete the decoration system for the room prop spawner, giving each room its own distinct look.
Add physics items to the room decoration spawner, making rooms feel more interactive and dynamic.
Import the Revenant character and start creating the Hellgate Tower Blueprint. Adjust particle effects to suit your game's atmosphere.
Finish the Hellgate Tower's visual elements and start coding its integration into the maze structure.
Create rules for changing maze floor materials and determining where to spawn Hellgate Towers, adding strategic elements to the dungeon.
Learn about item essentials and set up data tables for various in-game items. Begin creating the item Blueprint.
Develop the behavior of items in-game and create a hover widget for item interaction, enhancing player immersion.
Animate the chest Blueprint and create the necessary code for item interaction. Learn how to animate chests when players interact with them.
Complete the chest Blueprint by adding a system for dropping items. This lesson adds a key gameplay mechanic for loot distribution.
Learn how to spawn smaller chests in hidden rooms and adjust the rules for the main chest spawn. Ensure that treasure is placed strategically.
Create the functionality for items to play drop animations near the chest. Learn how to make item interactions more dynamic with smooth animations.
Use timelines to finalize the drop animation for items, ensuring they feel responsive and visually appealing when interacting with the chest.
Develop the system for displaying item and inventory widgets. This lesson covers the basic code needed to manage item visibility in the inventory.
Create the functionality to pick up items and add them to the inventory. This lesson also covers inventory animation and how to visually represent items.
Finish creating the add-to-inventory functionality and implement a coin counter widget. Learn how to display the player's current gold and pick-up animations in the HUD.
Debug and fix the coin counter functionality to ensure it updates correctly when items are picked up. Finalize the inventory system for all item types.
Create the visual representation of the inventory directly in the gameplay widget. Learn how to organize and display items in a user-friendly way.
Finish implementing the functionality to update inventory visuals as items are picked up or used, ensuring the UI reflects real-time changes.
Learn how to spawn the player character into the dungeon and start setting up a zoom-in intro cinematic for when the player enters the game.
Fix collision issues, review crash logs, and create a system for the player pawn to detect which tile they are on within the maze.
Create a mechanic to hide room ceilings as the player moves through the dungeon. This lesson also covers rules to prevent large chests from spawning near doors.
Finalize the mechanic to show and hide ceilings, giving players a clear view of the room while maintaining immersion.
Design the visuals for the elevator in the elevator Blueprint. This lesson focuses on creating a visually appealing and functional elevator for the dungeon.
Create the system for spawning the next maze in the elevator Blueprint and add sound effects for elevator movement.
Upgrade the first tile spawn code to include continuous maze generation, allowing the elevator to transport players to new, procedurally generated levels.
Finalize the first tile setup and animate the elevator with sound effects. Learn how to synchronize visuals and audio for an immersive experience.
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