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David Nixon

Learn how to make video games with Unreal Engine 5. If you’ve already learned the basics of Unreal Engine and are eager to learn more, this is the course for you. For monetary reasons, almost all courses are beginner’s courses. This course is for those who have been desperately seeking something more advanced on Unreal Engine. Continue your journey towards being a professional video game developer with Unreal Engine 5: The Intermediate Course.

Read more

Learn how to make video games with Unreal Engine 5. If you’ve already learned the basics of Unreal Engine and are eager to learn more, this is the course for you. For monetary reasons, almost all courses are beginner’s courses. This course is for those who have been desperately seeking something more advanced on Unreal Engine. Continue your journey towards being a professional video game developer with Unreal Engine 5: The Intermediate Course.

Learn How to Make Video Games with this Unreal Engine 5 Course for Intermediate Game Developers

Continue your game dev studies with one of the most up-to-date Unreal Engine courses available. This course is regularly updated so that it will always cover one of the most recent versions of Unreal Engine 5.

I also spent a great deal of time before the course was first published to plan out all the lessons so that:

  1. nothing is covered without the prerequisite knowledge needed being covered first

  2. lectures and sections are self-contained without jumping from topic to topic

In other words, I strived to structure the course in the “ideal” order, in order to reduce confusion to a minimum. At this point in your studies, you should understand how difficult it is to achieve goals 1 and 2 at the same time, as so many various topics are closely interrelated, so I’m very proud of what I was able to accomplish with this course.

Learn How to Be a Professional Video Game Developer Using Unreal Engine

This course was designed for those who are looking for a professional path of study for Unreal Engine 5. This might not line up with your goals. If you’re just looking to play around a bit, then you may not like the attention to detail. But if you’re interested in getting as good as possible, I’ve designed this course to give you what the others won’t.

This course covers the details that other courses skip, which causes confusion when trying to learn more advanced topics. By the end you should have a thorough understanding of intermediate concepts of Unreal Engine and be fully prepared to move on to more advanced topics.

Intermediate-Level Game Design Concepts

If you are familiar with, at a basic level, concepts such as Projects, Levels, Actors, Meshes, Collisions, and Blueprints, then you are fully prepared to take this course.

The course will cover the following topics in thorough detail:

  • Materials & Textures

  • Landscapes & Open Worlds

  • Skeletal Meshes & Animations

  • Intermediate Blueprints

Materials and Textures - How to make snazzy, professional-looking materials for your meshes. Includes topics such as material inputs, normal maps, blend modes, shading models, material instances, water materials, material functions, texture masking, UV mapping, texture coordinate node, world position offset, and decals.

Landscapes and Open Worlds - How to make breathtaking landscapes and huge, sprawling open worlds with seamless loading, while still achieving incredible numbers of frames per second. Learn about manage mode, sculpt mode, paint mode, landscape hole materials, landscape auto materials, splines, landscape grass, foliage mode, world partition system, level instances, level of detail (LOD), and nanite.

Skeletal Meshes and Animations - How to animate skeletal meshes in an interactive manner and blend smoothly between animations. Learn about skeletons, sockets, animation sequences, animation blueprints, state machines, blend spaces, cached poses, blend profiles, additive animations, aim offsets, animation montages, notifies, animation curves, morph targets, and animation attributes.

Intermediate Blueprints - Recap the fundamentals of Blueprints, then build upon that knowledge to achieve great skill and flexibility when it comes to scripting your games. Topics include advanced data types, data tables, spawning actors, referencing actors, functions, function libraries, macros, local variables, construction script, debugging, event dispatchers, and blueprint interfaces.

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What's inside

Learning objectives

  • Intermediate unreal engine 5 concepts used to develop games
  • Detailed understanding of materials and textures within unreal engine to make your graphics pop
  • How to create beautiful landscapes and giant open worlds for your games while still achieving high frame rates
  • How skeletal meshes work and how to import, edit, assign, control and blend animations
  • Intermediate blueprint concepts such as arrays, data tables, spawning, debugging, event dispatchers, and blueprint interfaces

Syllabus

Materials and Textures

Introduction to the Intermediate course and to the Material system. How to create new Materials and overview of the Material Editor. Learn about the Material Inputs node, Constant nodes such as Constant2Vector, and keyboard shortcuts for the Material Editor.

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Learn the precise definition of a Texture in Unreal Engine and how to use them. Covers the Texture Sample node, Texture property, Sampler Source property, supported Texture resolutions and file types.

Learn about the most commonly used Material Inputs, including Base Color, Metallic, and Roughness. Learn what the difference is between Roughness and Specular.  How to use the Emissive Color input with overdriven values to create a glowing effect. Also covers the Multiply node and the Ambient Occlusion input.

Learn the definition of normal vectors and normal maps and how to use them with the Normal Input of an Unreal Engine Material to add subtle details to Materials in a high-performance way. Learn why normal maps contain so much light purple in them.

Explains the difference between isotropic and anisotropic materials in chemistry and physics and how that relates to the Anisotropy input in Unreal Engine. Also covers the Tangent input which works in tandem with the Anisotropy input. Explains what is meant by tangent-space normal maps vs object-space normal maps.

Covers the various buttons and menus of the Material Editor Toolbar, including the Apply, Home, Hierarchy, Live Update, Clean Graph, Preview State, Hide Unrelated, Stats, and Platform Stats buttons. Also covers the Preview Material, All Node Previews, Realtime Nodes, Clean Up, Hide Unused Connectors, Lock Node State, and Focus Whole Chain settings.

Learn the difference between the various settings of the Blend Mode property - Opaque, Masked, Translucent, Additive, and Modulate. Understand the Opacity and Opacity Mask inputs. Create a chain link fence Material using an Opacity Mask. Also covers the Two Sided, Screen Space Reflections, and Lighting Mode properties and how lit translucency is very computationally expensive.

Learn how Material Instances allow you to create multiple variations of a parent Material in an efficient manner. Understand Parameter nodes and how parameterize a Material. Learn the difference between scalar parameters and vector parameters. Also covers the TextureSampleParameter2D node, the Save Sibling and Save Child buttons, and the Material Property Overrides property.

Demonstrates the use of Dynamic Material Instances by creating a Material that gets darker every time it is hit by a projectile. Covers the Create Dynamic Material Instance, Set Scalar Parameter Value, and Set Vector Parameter Value nodes.

Explains the various settings of the Shading Model property including Default Lit, Unlit, Subsurface, Preintegrated Skin, Subsurface Profile, and Two Sided Foliage. Also cover the Subsurface Color input and the Mean Free Path Distance and Mean Free Path Color properties.

Covers the remaining Shading Models, including Clear Coat, Hair, Cloth, Eye, Thin Translucent, and From Material Expression. Explains the difference between the Clear Coat and Clear Coat Roughness inputs. Explains the Scatter, Backlit, Fuzz Color, Cloth, Iris Mask, Iris Distance, TransmittanceColor, and Custom Data inputs. Also covers the Clear Coat Enable Second Normal property and the ClearCoatBottomNormal and ThinTranslucentMaterialOutput nodes.

Covers the use of the SingleLayerWater Shading Model which is used to create Materials that look like the surface of water. Learn about the SingleLayerWaterMaterialOutput node and its ScatteringCoefficients, AbsorptionCoefficients, PhaseG, and Color Scale Behind Water inputs. Learn about the Refraction input, including the Refraction Method and Reflection Depth Bias properties, and the difference between the Index of Refraction, Pixel Normal Offset, and 2D Offset properties.

Covers many of the Math Expression nodes available, including the more common Add, Subtract, Multiply, Divide, Power, SquareRoot, Round, Floor, Ceiling, Truncate, Fraction, and Absolute nodes. Also covers some of the more advanced Math Expression nodes, including the FMod, Sign, Clamp, Saturate, OneMinus, ComponentMask, AppendVector, InverseLerp, SmoothStep, Logarithm10, Logarithm2, CrossProduct, DotProduct, and Normalize nodes.

Covers many of the Input Data Expression nodes available, including the ActorPositionWS, CameraPositionWS, CameraVectorWS, WorldPosition, PixelDepth, PixelNormalWS, ObjectBounds, ObjectRadius, ObjectOrientation, and ObjectPositionWS nodes

How to use Material Functions to make reusable Material networks and make your graphs more readable. Learn about the FunctionInput, FunctionOutput, TextureObject, and StaticSwitch nodes. Also covers the Preview Value and Expose to Library properties and the Preview pin.

Covers several of the Material Functions in the Blend and Image Adjustment categories of that Palette, including Blend_ColorBurn, Blend_ColorDodge, Blend_Darken, Blend_Lighten, 3ColorBlend, CheapContrast, CheapContrast_RGB, SCurve, and HueShift. Covers the difference between the Base and Blend pins and how to use the Hue Shift Percentage pin. Also explains the Show Engine Content setting.

Achieve texture masking using Lerp or Multiply nodes along with a grayscale texture. Allows you to divide Materials into different sections which can have different Material input values. Also covers the Start Previewing Node option.

How to combine multiple Materials into one using Material Layers. Learn about the old method using Functions and about the new method which uses a dedicated Material Layer asset. Learn the difference between the GetMaterialAttributes, SetMaterialAttributes, MakeMaterialAttributes,  and Input Material Attributes nodes. Also covers the MaterialAttributes pin and Attribute Set Types property.

Learn about the Material Layer Blend asset and how its Top Layer and Bottom Layer pins work.

Learn about the concept of UV mapping, which is the method used to determine how two-dimensional texture maps get applied to three-dimensional objects. Also covers UV coordinates, UV channels, the Texture Coordinate node, and the Coordinate Index property.

Goes into detail about the Texture Coordinate node which was introduced at the end of the previous lecture. The Texture Coordinate node allows you to modify the UV map that a texture uses. Explains the UTiling, VTiling, Un Mirror U, Un Mirror V, Num Customized UVs, and Const Coordinate properties. Also explains the Customized UVs inputs including the Customized UV0 input.



How to create gradient textures directly within the Material Editor using the LinearGradient, DiamondGradient, and RadialGradientExponential nodes. Also covers the UGradient, VGradient, UV Channel, Falloff, CenterPosition, Invert Radius, and Density pins.

Shows how the Time Node can be used to create some simple animation effects in your Materials. Explains the Ignore Pause and Period properties. Also covers the Sine, Cosine, and Tangent nodes, the Arcsine, Arccosine, and Arctangent nodes, and the ArcsineFast, ArccosineFast, and ArctangentFast nodes.

How to rotate and pan Materials using the Rotator and Panner nodes. How the Speed, Center X, Center Y, Speed X, Speed Y, and Fractional Part properties work.

How to use bump maps, also known as height maps, to give the illusion of depth to different parts of a Material. Explains the BumpOffset node and its Height and HeightRatioInput pins and its Reference Plane property.

Learn about the World Position Offset input which affects the vertices of the mesh that the Material gets applied to. Also learn about the SimpleGrassWind and VertexNormalWS nodes.

This lecture will cover the use of the Pixel Depth Offset input, which will cause the pixels of a Material to be drawn at a further distance away from the camera.

Covers Decals which can be used to add additional details to surfaces such as cracks, dirt, blood, bullet holes, graffiti, and so on. Or to create thin, flat objects such as posters and paintings and building details such as fake windows and doors. Learn the difference between a Decal Actor and a Decal Material and what the purple arrow of the Decal Actor means. Learn about the Receives Decals property, the Decal Lifetime Opacity node, and the Deferred Decal value of the Material Domain property. Covers how to use decal fades including the Fade Duration, Fade Start Delay, Destroy Owner After Fade, and Fade Screen Size properties.

Landscapes and Open Worlds

Overview of Unreal Engine's Landscape system which you can use to quickly sculpt and paint huge terrains for your game to use. Learn about the various Landscape modes and about the Brush Size and Tool Strength properties.

This lectures goes into detail about Manage mode of the Landscape system. Covers its various tools such as the New Tool, Select Tool, Delete Tool, Add Tool, Move Tool, Resize Tool, Splines Tool, and Import Tool. Also covers the Fill World button and Clear Component Selection button. Learn about the Number of Components, Sections Per Component, Section Size, Overall Resolution, Total Components, and Heightmap File properties. What is the difference between the Expand, Clip, and Resample values of the Resize Mode property?

This video covers Landscape Brushes, which define the size, shape, and falloff of the tools in Sculpt and Paint modes. What is the difference between the Linear, Sphere, Smooth, and Tip options of the Brush Falloff property? What is the difference between the Circle, Pattern, Alpha, and Component brush types? How to use the Auto-Rotate property.

Learn about Landscape Edit Layers which can be used to make non-destructive edits to your Landscape. Learn about the Enable Edit Layers property and how to use the Layer Contribution view mode.

Covers the first seven tools of Sculpt Mode, including the Sculpt, Erase, Smooth, Flatten, Ramp, Erosion, and Hydro Erosion Tools. Covers the Use Clay Brush, Filter Kernel Radius, Detail Smooth, Combined Layers Operation, Flatten Target, Pick Value Per Apply, Use Slope Flatten, and Flatten Mode properties. Also covers the Ramp Width, Side Falloff, Threshold, Iterations, Noise Scale, Noise Mode, Rain Amount, Sediment Cap, Initial Rain Distribution, and Rain Dist Scale properties.

Covers most of the rest of the tools in Sculpt Mode, including the Noise Tool, Retopologize Tool, Mirror Tool, Region Selection Tool, and Copy/Paste Tool. Learn about the Mirror Point, Smoothing Width, Use Region as Mask, Negative Mask, Paste Mode, Gizmo copy/paste all layers, Snap Gizmo to Landscape grid, and Use Smooth Gizmo Brush properties. Learn about the Recenter, Clear Region Selection, Copy Data to Gizmo, Clear Gizmo Data, Fit Gizmo to Selected Regions, and Fit Height Values to Gizmo Size buttons. Also covers the Landscape Gizmo and Gizmo Brush.

Gives an overview of Landscape Materials and teaches about the various tools available in Paint Mode of Unreal Engine's Landscape system. Covers the Landscape Layer Coordinates node, the Landscape Layer Blend node, and Layer Info Objects. Also covers the Mapping Scale, Max Painted Layers Per Component, and Layer Allow List properties. Learn the difference between a Weight-Blended Layer and a Non Weight-Blended Layer. Learn the difference between the Limit Layer Count, Existing Layers Only, and Component Allow List options of the Painting Restrictions property.

Covers Landscape Materials in greater detail. Explains the difference between the Weight Blend, Alpha Blend, and Height Blend types available on the Layer Blend node. Also covers the Preview Weight property and the Layer Debug Landscape Visualizer.

Shows how you can use a Landscape Hole Material, along with the Visibility Tool in Sculpt Mode, to carve out holes in the Landscape. Also covers the Landscape Visibility Mask node.

Learn how to use Landscape Auto Materials to automatically apply certain textures to the Landscape based on specified conditions. Learn about the SlopeMask node and its SlopeAngle, FalloffPower, and TangentNormal pins.

Covers Landscape Splines which are used to place down a long row of the same mesh, in order to create features such as roads, fences, walls, etc. Covers the Use Auto Rotate Control Point, Half-Width, Connections, Tangent Length, Socket Name, and Scale to Width properties. Explains the Flip Selected Segment(s), select all control points, and select all segments buttons. Also covers the Reserve for Splines option of the Edit Layers system. Learn the difference between control points and segments.

Goes into more detail regarding Landscape Splines. Explains the Material Overrides, Center Adjust, Forward Axis, Up Axis, Raise Terrain, Lower Terrain, Layer Name, Layer Width Ratio, Left and Right Side Falloff Factor, Layer Falloff Factor, End Falloff, and Mesh Vertical Offset properties. Also explains the Move to current level and Update Spline Mesh Levels buttons.

This lecture covers Landscape Collisions and the related properties Collision Mip Level and Simple Collision Mip Level. Also covers the Player Collision and Visibility Collision view modes.

Learn about the Landscape Grass system which can be used to automatically apply meshes along a Landscape Layer. This is useful, not just for placing grass, but also sticks, rocks, and so on. Explains the Landscape Grass Type asset, the Landscape Grass Output node, and the Landscape Layer Sample node. Also explains the Grass Varieties, Grass Mesh, Grass Density Quality, Enable Density Scaling, Start Cull Distance Quality and End Cull Distance Quality properties.

Covers the remaining properties of the Landscape Grass Type asset, including Use Grid, Placement Jitter, End Cull Distance, Start Cull Distance, Grass Density, Min LOD, Scaling, Random Rotation, Align to Surface, and Grass Varieties. Also covers the use of the PerInstanceFadeAmount node.

This lecture covers the foliage system of Unreal Engine which is activated by going to Foliage Mode and using the Foliage Palette. Learn about the Paint Density, Erase Density, Single Instance Mode, Place in Current Level, Single Instance Mode Override Radius, and Filters properties. Learn the difference between Actor Foliage and Static Mesh Foliage.

Covers the tools available in Foliage Mode including the Select Tool, Lasso Tool, All Tool, Deselect Tool, Invalid Tool, Reapply Tool, Single Tool, Fill Tool, and Remove Tool. Covers the properties of foliage assets, including the Density Adjustment Factor, Component Class, Z Offset, Align to Normal, Align Max Angle, Average Normal Single Component, Random Pitch Angle, Random Yaw, Ground Slope Angle, Inclusion Landscape Layers, Exclusion Landscape Layers, Max Cull Distance, Custom Navigable Geometry, and Translucency Sort Priority properties.

Gives an overview of the World Partition system, which is an optimization system used to create large, open worlds. Explains streaming proxies and the World Partition Editor, including using Load Region From Selection and Unload Selected Regions. Also explains the Enable Streaming, Show Actors, Show Cell Coordinates, and World Partition Grid Size properties.

How a World Partition Level works during runtime. How to use the command wp.Runtime.ToggleDrawRuntimeHash2D. Introduction to streaming sources and what unloaded still around means. Also covers the Runtime Settings, Preview Grids, Grid Name, Cell Size, Loading Range, Block on Slow Streaming, Priority, Runtime Grid, and Is Spatially Loaded properties.

Goes into greater detail about streaming sources, which were introduced in the previous two lectures. Explains the Enable Streaming Source, Streaming Source Should Activate, Streaming Source Should Block on Slow Streaming, Target Behavior, Target Grids, Debug Color, Shapes, Use Grid Loading Range, Loading Range Scale, Is Sector, Sector Angle and Target State properties. Explains the Is Streaming Completed, Enable Streaming Source and Disable Streaming Source nodes. Also covers the World Partition Streaming Source component.

Learn about Data Layers, which allow you to place the Actors in your Level into separate layers, which can then be loaded and unloaded. Covers the Add Selected Actors to Selected Data Layer, Remove Selected Actors from Selected Data Layers, and Append Actors in Data Layer to Selection tools. Covers the Data Layer Type, Data Layers Assets, Loaded in Editor and Initial Runtime State properties. Also covers the Data Layers Outliner panel, Data Layer instance, and Get Data Layer Subsystem node.

Level Instances
Level of Detail (LOD) Part 1
Level of Detail (LOD) Part 2
Nanite Part 1
Nanite Part 2
Skeletal Meshes and Animations
Skeletal Mesh Animation Overview
Skeletal Animation Editors
Skeletons
Sockets
Animation Sequences
Animation Blueprints
State Machines Part 1
State Machines Part 2
Blending Animations Overview
Blend Spaces Part 1
Blend Spaces Part 2
Blend Multi & Blend Poses Nodes
Cached Poses
Layered Blend Per Bone Node Part 1
Layered Blend Per Bone Node Part 2
Blend Profiles
Additive Animations
Aim Offsets
Animation Montages Part 1
Animation Montages Part 2
Animation Notifies Part 1
Animation Notifies Part 2
Animation Curves
Curve Editor Part 1
Curve Editor Part 2
Morph Targets
Animation Attributes
Intermediate Blueprints
Blueprints Review
Arrays
Sets
Maps
Structs
Data Tables
Spawning Actors
Referencing Actors
Functions Overview
Function Properties
Advanced Function Properties
Local Variables, Collapsing Nodes, and Overriding
Function Libraries
Macros
Construction Script

Good to know

Know what's good
, what to watch for
, and possible dealbreakers
Builds on the basics of Unreal Engine and strengthens existing intermediate foundations
Covers the latest version of Unreal Engine 5 and is regularly updated to ensure it aligns with the most recent releases
Teaches students to create realistic and high-quality game environments by providing detailed explanations of landscape and open world creation
Provides advanced knowledge on skeletal meshes and animations, allowing students to create dynamic character animations and integrate them into their games
Develops intermediate-level Blueprints concepts, enabling students to design complex game mechanics and logic
Requires students to have prior knowledge of Unreal Engine's basics, making it suitable for those who have already learned the fundamentals

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Unreal Engine 5: The Intermediate Course with these activities:
Review the Unreal Engine 5 documentation
This will give you a solid foundation in Unreal Engine and the key concepts needed for this course.
Show steps
  • Read the introductory chapters of the documentation.
  • Review the sections on materials, landscapes, and skeletal meshes.
  • Create a small project in Unreal Engine to practice what you've learned.
Refresher on Python Basics
Ensure a solid foundation by refreshing your understanding of Python basics before diving into Unreal Engine.
Browse courses on Python Basics
Show steps
  • Review online tutorials or documentation on basic Python concepts.
  • Practice writing simple Python scripts to test your understanding.
  • Focus on data types, variables, operators, and control flow.
Course Materials Review and Organization
Enhance your retention and understanding of course materials by reviewing, organizing, and summarizing them.
Show steps
  • Review your notes, assignments, and quizzes from each lecture.
  • Summarize key concepts and ideas in your own words.
  • Organize your materials into a logical and accessible system.
  • Use flashcards or other techniques to memorize important information.
Seven other activities
Expand to see all activities and additional details
Show all ten activities
Understand Material Instances and Textures
Reinforce your understanding of Material Instances and Textures by following tutorials on their functionality and how to work with them.
Browse courses on Textures
Show steps
  • Follow a tutorial on Material Instances and Textures.
  • Experiment with creating and modifying Material Instances and Textures in your own projects.
Practice creating materials in Unreal Engine
Mastering this skill will greatly aid in the creation of more complex materials later in the course.
Browse courses on Materials
Show steps
  • Create a new material in Unreal Engine.
  • Add a texture to the material.
  • Set the material properties, such as color, roughness, and metallic.
  • Preview the material in the viewport.
Create a landscape in Unreal Engine
Hands-on experience will provide a good basis for working with landscapes in the course.
Browse courses on Landscapes
Show steps
  • Create a new level in Unreal Engine.
  • Add a landscape to the level.
  • Sculpt the landscape using the Landscape tools.
  • Paint the landscape with different materials.
  • Add trees, rocks, and other objects to the landscape.
Practice animating skeletal meshes in Unreal Engine
This is a core skill necessary to create convincing characters and objects in Unreal Engine.
Show steps
  • Create a new skeletal mesh in Unreal Engine.
  • Add bones to the skeletal mesh.
  • Create an animation sequence for the skeletal mesh.
  • Apply the animation sequence to the skeletal mesh.
  • Preview the animation in the viewport.
Practice Common Material Techniques
Improve your proficiency in using common Material techniques by practicing them repeatedly.
Show steps
  • Identify common Material techniques used in game development.
  • Find practice projects or exercises that focus on these techniques.
  • Dedicate time to practicing and experimenting with these techniques.
  • Review your work and identify areas for improvement.
Collaborative Landscape Creation
Gain valuable perspectives and improve your workflow by collaborating with peers on a landscape creation project.
Browse courses on Group Work
Show steps
  • Find a group of peers with complementary skills and interests.
  • Brainstorm and agree on a concept for your collaborative landscape.
  • Divide tasks among team members based on their strengths and preferences.
  • Work together regularly to create your landscape, sharing ideas and feedback.
  • Review and refine your landscape as a team until it meets your expectations.
Showcase Texture and Material Skills
Demonstrate your understanding of Materials and Textures by creating a portfolio piece showcasing your skills.
Browse courses on Game Art
Show steps
  • Plan your portfolio piece, focusing on showcasing your Material and Texture skills.
  • Gather or create high-quality assets for your portfolio piece.
  • Create a visually appealing and technically proficient portfolio piece that highlights your Material and Texture capabilities.
  • Share your portfolio piece with others for feedback and critique.

Career center

Learners who complete Unreal Engine 5: The Intermediate Course will develop knowledge and skills that may be useful to these careers:
Technical Artist
A Technical Artist is someone who understands the needs of artists and engineers and can bridge the gap between the two disciplines. They work on the visuals of the game. This course would teach a Technical Artist how to create amazing Materials for their games. It would also teach them how to create complex Landscapes and huge, living open worlds. Finally, it teaches them how to work with Skeletons, Animation Sequences, and Animation Blueprints for characters in their game.
Animator
Animators create the animations for characters in a game. This can involve creating animations for walking, running, attacking, using abilities, and more. This course would be useful for Animators because it teaches them how to work with Skeletons, Animation Sequences, and Animation Blueprints in Unreal Engine. These are the tools that they would use every day as an Animator in Unreal Engine.
Level Designer
Level Designers are Game Developers who specialize in the design of the game's levels. In Unreal Engine, this often involves using the Landscape system to build the terrain, placing Assets, and creating other gameplay elements. This course would be useful for Level Designers because it teaches them in great detail how to use the Landscape system, which is their primary tool in Unreal Engine.
Game Designer
A Game Designer designs the game itself. They design how the game plays, which levels there are, what the story is, what abilities the player has, what challenges the player must overcome, and more. This course would be useful for a Game Designer because it teaches them how to use Materials, Landscapes, Animations, and Blueprints. These are all essential elements of game design.
Game Developer
A Game Developer is a more general term than 'Game Designer.' A Game Designer is a type of Game Developer, as are programmers, Technical Artists, and many others. Most Game Developers specialize in one field and work with other Game Developers with other specializations to complete projects. This course will be useful for Game Developers of all specializations.
Technical Director
A Technical Director oversees the technology used by the game development team. They may also work with programmers to implement new technologies into the game. This course would be useful for Technical Directors because it would help them gain a deeper understanding of the Materials, Landscapes, Animations, and Blueprints systems, which are integral to the games they will be working on. The more they learn about these systems, the better their technical direction decisions will be.
Programmer
Programmers do many different jobs on a game development team. One way that they work with Materials, Landscapes, Animations, and Blueprints is by scripting them. They can even create new functions and systems to gain even more control and flexibility over these features. This course teaches students how to use Blueprints, which are the programming-like system used in Unreal Engine.
3D Artist
3D Artists create all the 3D Assets of a game. This can include characters, buildings, objects, weapons, vehicles, and more. Many 3D Artists go into game development, so this course would be useful for 3D Artists who want to get into game development. It would allow them to make the most of the in-game features that they use to show and use their 3D art and would help them learn more about game development in general.
Producer
A Producer oversees the production of the game. This includes budgeting, scheduling, and planning, as well as working closely with each team to ensure that everyone is working optimally. This course may be useful for a Producer because it would help them gain a deeper understanding of the Materials, Landscapes, Animations, and Blueprints systems, which are integral to the game they will be overseeing. They need to have a basic understanding of these systems, as well as an overview of the entire game development process, in order to do their job effectively.
Quality Assurance Tester
A Quality Assurance Tester tests the game to find bugs and other issues that would prevent the game from running properly or would otherwise frustrate players. A basic understanding of how Materials, Landscapes, Animations, and Blueprints work may be helpful for a Quality Assurance Tester, but they do not need to have full knowledge of these topics.
Sales Manager
A Sales Manager sells the game to publishers, retailers, and other distributors. They may also negotiate deals and set prices. Materials, Landscapes, Animations, and Blueprints are not particularly relevant to this role.
Customer Service Representative
A Customer Service Representative answers questions and solves problems for customers. They may also provide technical support and help players with account issues. Materials, Landscapes, Animations, and Blueprints are not particularly relevant to this role.
Writer
A Writer creates the story and dialogue for the game. They may also write other types of text, such as quest descriptions and character biographies. Materials, Landscapes, Animations, and Blueprints are not particularly relevant to this role.
Community Manager
A Community Manager interacts with the game's community to build and foster a positive relationship. They may also moderate the game's social media, forums, and other online spaces. Materials, Landscapes, Animations, and Blueprints are not particularly relevant to this role.
Marketing Manager
A Marketing Manager promotes the game to potential players. They may work on social media, create online ads, and do other types of marketing and advertising. Materials, Landscapes, Animations, and Blueprints are not particularly relevant to this role.

Reading list

We've selected eight books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Unreal Engine 5: The Intermediate Course.
Comprehensive guide to animation Blueprints in Unreal Engine 4. It covers everything from the basics of animation Blueprints to more advanced topics such as how to use animation Blueprints to create complex animations and how to optimize animation Blueprints for performance.
Provides a comprehensive overview of 3D game engine design, covering topics such as rendering, physics, and AI. While it does not specifically focus on Unreal Engine, the principles and concepts discussed in this book are essential for anyone interested in game engine development.
Provides a collection of essays on game design, covering topics such as creativity, innovation, and storytelling. While it does not specifically focus on Unreal Engine, the insights and perspectives offered in this book are valuable for anyone interested in game development.
Provides a comprehensive overview of game physics engine development, covering topics such as collision detection, rigid body dynamics, and more. While it does not specifically focus on Unreal Engine, the principles and concepts discussed in this book are essential for anyone interested in game engine development.
An introduction to the underlying concepts of real-time rendering, including rasterization, shading, lighting, and more. Suitable for beginners and experienced developers, this book valuable reference for computer graphics fundamentals.
Provides a collection of design patterns that are commonly used in game development. While it does not specifically focus on Unreal Engine, the patterns discussed in this book can be applied to any game engine.
An excellent introduction to the fundamentals of game engine architecture, this book serves as a practical guide for those interested in learning game development. While it does not specifically focus unreal engine, the core concepts and principles covered in this book are applicable to any game engine.

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