Unreal Engine 4: Intro to Game Design | Greg Wondra | Skillshare

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Unreal Engine 4: Intro to Game Design

teacher avatar Greg Wondra, Unreal Authorized Instructor

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

76 Lessons (11h 18m)
    • 1. Project Preview

      1:30
    • 2. Project Primer

      2:37
    • 3. Download and Install

      6:24
    • 4. Project Creation

      7:11
    • 5. Project Organization

      4:41
    • 6. Game Design Overview

      6:50
    • 7. Player Metrics #1

      3:39
    • 8. Player Metrics #2

      11:23
    • 9. Geometry Overview

      5:03
    • 10. Additive and Subtractive Brushes

      5:50
    • 11. Geometry Brush Settings

      10:01
    • 12. Geometry Editing

      10:27
    • 13. Building to the Grid

      8:13
    • 14. Building Efficiency Tips

      7:37
    • 15. Level Layout #1

      13:10
    • 16. Level Layout #2

      10:09
    • 17. Level Layout #3

      5:26
    • 18. Level Layout #4

      10:16
    • 19. Import Marketplace Assets

      3:41
    • 20. Materials

      15:35
    • 21. Static Meshes

      9:32
    • 22. Particles

      6:28
    • 23. Sound

      8:48
    • 24. Lighting

      14:54
    • 25. Day Night Scene

      4:09
    • 26. Blueprint Overview

      6:36
    • 27. BP Construction - Moving Platform

      4:53
    • 28. BP Construction - Door

      7:18
    • 29. BP Construction - Steam Jet

      7:57
    • 30. BP Construction - Fan

      9:07
    • 31. BP Construction - Health Pickup

      6:42
    • 32. BP Construction - Parent Target

      9:57
    • 33. BP Construction - Point Targets

      8:25
    • 34. BP Construction - Special Targets

      4:29
    • 35. BP Construction - Target Spawner

      7:48
    • 36. BP Construction - Level Complete

      4:21
    • 37. BP Scripting - Moving Platform

      16:58
    • 38. BP Scripting - Door

      17:08
    • 39. BP Scripting - Character Health

      13:49
    • 40. BP Scripting - Steam Jet

      6:56
    • 41. BP Scripting - Fan

      8:24
    • 42. BP Scripting - Health Pickup

      6:22
    • 43. BP Scripting - Parent Target #1

      5:47
    • 44. BP Scripting - Parent Target #2

      15:58
    • 45. BP Scripting - Parent Target #3

      10:12
    • 46. BP Scripting - +Speed Target

      17:29
    • 47. BP Scripting - Target Spawner #1

      15:38
    • 48. BP Scripting - Target Spawner #2

      5:22
    • 49. Widget Blueprint Overview

      14:47
    • 50. Layout - HUD

      16:30
    • 51. Layout - Start Menu

      12:32
    • 52. Layout - Level Complete Menu

      16:35
    • 53. Layout - Game Over Menu

      2:15
    • 54. Layout - Pause Menu

      2:08
    • 55. Framework Blueprints

      4:58
    • 56. Start Menu

      12:05
    • 57. Game HUD

      6:01
    • 58. HUD Bindings

      10:57
    • 59. Game Music

      4:28
    • 60. Game Score

      8:24
    • 61. Game Instance Blueprint

      5:33
    • 62. Game Timer #1

      10:37
    • 63. Game Timer #2

      5:08
    • 64. BP Scripting - +Time Target

      6:30
    • 65. Player Respawn

      17:59
    • 66. Level Complete Menu #1

      12:38
    • 67. Level Complete Menu #2

      12:53
    • 68. Game Over Menu #1

      6:35
    • 69. Game Over Menu #2

      6:00
    • 70. Pause Menu #1

      14:18
    • 71. Pause Menu #2

      7:43
    • 72. Troubleshooting

      9:32
    • 73. Project Postmortem

      10:40
    • 74. Packaging a Project

      11:06
    • 75. Making It Rain

      8:28
    • 76. Customized Projectile

      9:22
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About This Class

In this introductory game design course, I will be guiding you step-by-step through the construction of a simple shooting gallery game using Unreal Engine 4:  THE premier free to download gaming engine!  (AND the SAME engine used to build "Fortnite").

The course contains over 65 fun-to-follow video lessons taught by 12 year gaming industry veteran and full time game design instructor Greg Wondra.  

Things learned in this course include:

  • How to setup and create a project in Unreal Engine 4

  • How to navigate and use essential tools available in Unreal Engine 4

  • How to create a basic game design document

  • How to create a graybox (rough draft) level

  • How to dress up (make pretty!) levels using static meshes, materials, particles, sounds, and lights.

  • How to create interactive objects using Blueprint Scripting (NO CODING KNOWLEDGE REQUIRED!)

  • How to create interactive menus and a game HUD

  • And more!

With the knowledge gained in these video lessons, you will be armed with the necessary skills to start building your OWN gaming creations (WITHOUT any programming knowledge needed!)

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Meet Your Teacher

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Greg Wondra

Unreal Authorized Instructor

Teacher

 

Hello!  I'm Greg but most of my students know me as "Mr. Wondra."  I'm an active game designer and Unreal Authorized Instructor.

As a kid growing up in rural Wisconsin I dreamed of leaving the corn fields and cow pastures to one day become a video game designer.  For 12 years I LIVED that dream!  I've designed titles for 2K Sports, KingsIsle Entertainment, and Nickelodeon and have had rare lifetime opportunities such as directing LeBron James and Derek Jeter in motion capture sessions. 

My design credits include:

 - Wizard 101 (PC)

 - Lost Planet 3 (360, PS3, PC)

 - MonkeyQuest (PC)

 - Sports Champions (PS3)

 - Major League Basebal... See full profile

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Transcripts

1. Project Preview: do you want to make games? To learn the skills and know how game designers need today? Do you want to learn how to use Unreal Engine four, The same gaming engine used to make games like Rocket Lee Kingdom Hearts? Three fortnight If you said yes to either of those than this is the course for you. Hi, I'm Mr Wandera, 12 year industry veteran and current top rated teacher who's taught thousands of satisfied students. The craft of game design in this course will design and create a full shooting gallery style game using Unreal Engine. Four. Skills learned include how to set up a project, build a level, work with materials, particles and sounds, script, interactive game play and even how to make functional menu screens. By the end, you'll have a showcase piece for your portfolio, as well as the skills and confidence to start creating your own projects. This course is for anyone with basic computer skills and a desire to learn game design. No coding. Art skills or gay making experience is needed and unreal. Engine four is completely free to use. So join me and get started on your path. Game development. I can't wait to see you inside 2. Project Primer: welcome one. Welcome all a quick project primer Before we really get rolling here, I just wanted to communicate with you all how the course is constructed so that you can get the most out of it. For starters, you should know that you should go through the course sequentially. Start with video one, then go to video to video three video for etcetera. Don't be jumping around videos because the knowledge in one video is built upon in subsequent videos. Don't go from video 40 down to 62 etcetera. Make sure you're going through them in order. Now you may notice that I have different film Il images here along the left hand side, depending on what the video content is all about. What's the difference here? Well, I've broken down videos into course critical videos and for beginners, Onley videos, any video that starts off with a black and white thumbnail image such as this that is considered a course critical video. Everyone hoping to complete this course and have a shooting gallery style game at the end should absolutely go through these videos, However, for those that are completely new to unrelenting for, I have some beginner only videos. Those are denoted by these black and blue thumbnail images. Now these give some very foundational essential information to beginners of unreal engine for things like how to place actors, what are events? What are functions, those sorts of things. And I actually do those lessons in a completely separate project from our shooting gallery . So if you are going through some of these beginner only videos and you notice that Hey, this isn't the shooting gallery style project, you're right. That's because those are done in a completely different project and are just meant to explain those very key concepts that we will be using back in the shooting gallery project that we will be putting together. So just know that go through the videos to sequentially and the video that starts off with the black and white thumbnail image is course critical in any video that begins with this black and blue thumbnail image is for beginners. Onley Alright, Hope that helps clear things up. So glad you guys join this course. Can't wait to see you inside. See, in the next video 3. Download and Install: Welcome everyone. In this video, we're going to cover how to get Unreal Engine installed on your computer. This one is just for the newbies out there. So if you're ready, have Unreal Engine install on your computer, you can feel free to skip this video and go to the next one. Now, this is an updated video I am shooting after I've recorded the original course. And the reason I am shooting an updated video here is because this looks a little bit different from when I last recorded. So I thought it was time to refresh this video. Alright, so how do you get unreal installed on your computer? Well, firstly, choosing an Internet browser of your choice. Come up in type in Unreal Engine.com. You have a screen that looks something like this up today's date that is presented to you. I'm sure that they will update this at some point in time, but you're looking for either of these blue buttons here. You got download in the upper right or get started. Now, you can click on either. They will take you to the same spot. I will click on get started now. And you're presented with an option. Do you want to have a publishing licence or a Creators license? And the fine folks at Epic Games have given you this little checkbox here to show you the differences between the two. The key difference for us is for game development, we want to choose a publishing licence. Something to point out here is no matter what you choose, Unreal Engine is free to use it. It's free. You can use it for Windows machines or Mac machines, doesn't matter. The one thing to note though, about the publishing licence that if you do, let me just highlight over it that little tool tip there. If you do create a product and then ship it and make money off of it, the first million you get to keep for yourself after that, you owe Epic Games a 5% royalty. But hey, I think that's pretty good deal. Given that you are getting these fine tools to work with, that is the Unreal Engine. So let's click this download button under the publishing licence. And then it's going to start adding this little bit, the epic installers, something or other down in the lower left, you're like, what is that? While I will explore this in just a moment, now if you're tired of hearing me Yammer, you could watch this video on how to install the Unreal Engine, but I'm going to walk you the rest of the way it through this. Now, before I even shot this video, I did this step right here. So let me just go to my folders, my File Explorer, and I'm going to show you what just got added to your downloads folder. So here in my Downloads folder, and if you wanted to, you could just click right here and say show in folder that'll take you to the File Explorer as well. You're going to see this epic installer thing where Bob and you'd be like, whoa, what is that? Well, we need to install the Epic Games launcher and this is what's going to do that. And it is through the Epic Games launcher that we're then going to install Unreal Engine. So if that's all little confusing, stay with me. Alright, so once you find this little guy in your downloads folder from here, you're going to double-click on that. And I've already double-clicked on this before I shot this video so I could show you what this looks like. So once you double-click on this, you're gonna get a window that looks something like this. It's going to be the Epic Games launcher is setup. You're just going to click Install right here and that's going to start installing the Epic Games launcher. Onto your computer. Now, I've already done this step, so I'm not going to do this, but you should do that right now. That'll take a little time and I'm going to pause the video here and rejoin you in just a bit. Alright, once you've gone through the installation process, we simply need to launch the Epic Games launcher. So let's find that icon if you don't see it here on your desktop or long your Task Bar, you can search for it by typing in epic down here. There it is. You could right-click on this to pin this icon to your task bar. It saying unpin from me because I've already got it there. And if I double-click either on my taskbar icon or my desktop icon, I can launch the Epic Games launcher. Now, again, this is the portal through which we will install Unreal Engine four. We still haven't installed Unreal for. So how do we do that? Well, along the left-hand side, make sure you've got Unreal Engine selected and across the top, make sure you've got your library tab selected. At the very top. Here are all the different versions of the engine that I have installed. I've currently got four of them installed on this computer. Down below, I've got all of the different Unreal Engine projects that I've created. And it shows in the lower right here which version of the engine I created them in. So once we have created some projects, you need to do is come back here, double-click on this and I can launch that Unreal Engine project. Now how do we install different versions of the engine? Well, we've got this little plus button right here. Once we click this next engine versions, it's going to add a little card in gray. And if I click this little drop-down, I can select different versions of the engine to install. You can pick whatever one you want, going all the way back to the very original if you want. Now, just know that I did record this course using Unreal Engine four D21. As of today's date, the latest version of the engine is 4.2c, picks a preview version. At some point in the future, they will have newer, updated versions. I'm sure. Feel free to use the latest version of the engine is should be absolutely fine. However, if you want to have the same experience, the exact same experience that I had, you can use Unreal Engine four, D21. It's gotta be for D21 or newer, however, to ensure your best experience. Anyways, once you have an engine version slotted in down here, installing the engine is as simple as clicking on this Install button. Once you do that, you're gonna see this Unreal Engine logo kind of fill up in the background from bottom to top. I'll so you can track the installation process of whatever engine version you want by clicking this download section and you're gonna see a meter and a percentage fill out here. Now again, I don't want to install any other engine version right now, so I am going to exit out of here. But guys, that is how you can get Unreal Engine installed on your computer. That'll do it off of this one, guys. See you in the next one. 4. Project Creation: Welcome back everyone. In this video, our goal is to create our project. Now, I am creating this video as an update to the previous video that once lived here because the project creation process has been updated a little bit and I thought it's time to refresh this video. Alright, first things first, we need to launch the Epic Games, a launcher. Let's double-click on that guy. And in here, making sure you've got Unreal Engine selected along the left and makes sure you've also got the Library tab, select that across the top. Now at this point, Unreal Engine four should already have been installed for you. You did that last video. Now, how do you launch Unreal Engine and then go through the project creation process? Well, that's as simple as clicking on either this yellow launch button or the launch button associated with whatever engine version you wish to launch. Now, as you can see, I've got to update all of these different versions of the engine. However, my latest version of the preview version of 4.2c six is available to launch. I can click here to launch the latest version of the engine. Or alternatively, I could click this yellow launch button right up here. Now if I click this yellow launch button, which version of the engine? Which of these four that I haven't solved? Will it launched? Well, that is dictated by whatever version I have slotted by clicking on this little drop-down right, right here. And you can see, I can choose any of these. So if I select 4.2c one, you can see how this is now got the yellow highlight around it. So if I was to click this launch button, now, it would launch that version of the engine. However, if you don't want to deal with any of that confusion as to which engine version this is going to launch. I suggest just clicking right here to launch whichever version of the engine you're hoping to launch. Alright, so once I click this, it's going to start bringing up a series of windows for me to navigate through to instruct unreal what type of project I want to create and what kind of assets that I would like to have. This can take a little bit of time, so I'm just going to pause the video here in rejoin you in just a bit. Alright, so after clicking that launch button, the first window we see here is asking us to select or create a new project. Now, here are all my recent projects and you see a lot of these icons are kind of grayed out. The reason that most of these are grayed out is because at most of these projects were made with a different version of the engine. You can see that down in the lower right. Again, I was launching Unreal Engine four dot 26x, a preview version. And in fact, I've already created a preview version of this project prior to shooting this video. That's why this one is not grayed out like some of the rest of these. Just note that say if I wanted to update my football project here from 4.2c three to the latest version of the engine, I can simply click here, say open project. And it would ask me if I'd like to create a duplicate of this project with the latest version of the engine. So that's just all FYI, Good to know stuff. Alright, let's go ahead and create our new project. We're going to be creating a game's projects here. So go ahead and select that guy clicking next right here. That is going to ask us to choose a template. There are different templates to kind of get you started creating the type of project that you're trying to make. Side-scrolling is gonna have a side-scrolling camera, a vehicle games gonna give you a car to drive around. We're going to be choosing first-person so that we've got a gun and a projectile to shoot out. And we're going to be viewing the gain three first-person perspective. So that's what we want. Use click Next. And then from here you've got some project settings that we can choose. I'm right here, blueprint, or if I click this, I can create a C plus plus project. However, note that we are not programmers in this project. We're going to be creating this using Blueprint, scripting. All of our functionality in this game is going to be created using Blueprint scripting. We want to keep all of these default options here. There's gonna be no ray tracing in this one. We do want starter contents, just FYI about this option with starter content is going to give us a few assets to play around with an explosion, particle effects, some materials to place on walls, some good stuff in there to get us started. We're also going to keep desktop console, all of this. We're going to leave at its default. Down below, we're asked to pick a location where we would like to store this project. I'm going to say that is hunky-dory for the time being, however, naming our project, please give it a name, don't leave it as my project. I call this first underscore you E4 underscore project. You can call it whatever you want. Just know that throughout this project, this is what I named this project. I don't care what you call it. From here, you simply click this Create Project Button and then it's going to start opening Unreal Engine. Now this can take a little bit of time, so I'm going to pause the video here and rejoin you in just a bit. All right, and with our project created, we are now presented with Unreal Engine four. This is the level editor interface. I'm simply going to click this dismiss button right down there. I don't care about that. Just a few quick things to note about what you're seeing in front of you here in the upper right should be the name of your project down below, in this content browser area, we've got a couple of folders that we see here. If you click this little button right here, that's gonna show or hide what is known as the Sources panel. And I just wanted to point your attention to this folder right here, these starter content folder, remember we created our project with started contents. So inside of here, you've got some folders of different things like different prompts you can use to build out a level, some particle effects that explosion always comes in handy. Some materials to place on floors and whatnot, some good stuff to get you started. Also, I wanted to point out with newer versions of the engine. One thing that is different from when I originally shot to this course is right up here in the upper left. You're going to notice that in the original course that I shot, there were five different tabs up here. These were different modes that you could place the editor in. All that they did in later versions of the engine is a simply remove these five tabs and they have a little modes button right here. So if I was to click this and I was to go into brush editing mode, that's something that you can use later on in the course. That's how you can access some of these different modes. We're not gonna deal with that too much in this class at all. Also, just note that what was once here, there were five trim tabs. They simply placed that into a mods button right here and you can turn it on and off these different modes. Alright guys, we now have our project created. You could go ahead and file and sage or current level control S will do that is well, there we have it. That is a project creation process. That'll do it all for this video, guys, see you in the next one. 5. Project Organization: Welcome back, everybody. Our project is now created in this one. I'd like to take the opportunity to organize our project before we start learning the various areas of the editor. For now, I'd like to direct your attention to the lower left hand corner of the editor in an area known as the Content Browser. And I'm currently looking at this folder structure right here. And if you don't see this folder structure off to the left hand side, you can click this little button right here to show or hide what is known as the sources panel. Now, this is a simple folder directory like you would find in Windows Explorer. And in fact, if I was to right click on this content folder right here, I could say show in Explorer and you can see how these folders actually live on your computer is Welt directory of folders here in Microsoft Windows Explorer and then also right here in the content browser. Well, we're gonna be doing in this one is simply creating some folders that our assets throughout the project are going to live within. We've got some folders that exist here, but I want to create some of our own and show you how to do that. We're going to start off by right clicking on this top most content folder and in the right click menu. We're going to select new folder, and we're going to name this simply first project. Okay, with that done, I'm gonna add some sub folders underneath it. So I'm going to right click on the first project folder, select new folder, and I'm going to call this one Blueprints. Blueprints is very important. When it comes to unreal engine. I'm going to select my first project folder again and right click new folder. I'm going to call this one levels. Right. Click again on first project new folder. This one. I will call you I for a user interface and for hearing a slow drum beating sound in the background. It is raining rather heavily where I am currently located. All right, so with those folders in place, we're gonna add a couple more, but I'm going to place these within our blueprints folder. So go ahead and right. Click on your blueprints folder. Add a new folder and we will call this one actors right click again on the blueprints folder and add another one called Framework. So there we've got our folder set up that we're gonna want for this project. One more thing as it relates to folders you can actually right click on any of these folders and you can choose to set a color like this. You can simply punch in an RGB value. Or you can simply slide around this little dot here. Ah, blueprints folder. I'd probably make this Probably makes sense to make it some shade of blue here. So pretty happy with that. We'll go OK. And there you go. One more thing before we finish off this video while we are here, let's go into our Levels folder. You can see our current directory along the top here, content first, project levels, content first project levels. And we're going to create a new level. Now we could actually right click and create it from here, but I'm actually going to do choose to go into this file menu, win the upper left because if I choose new level from up here, I then have the option to choose a default VR basic or empty level. And I want to choose this default level to go ahead and select that. It's gonna ask you after you choose to save it here because it is currently untitled and not saved. Let's go ahead and click the save button along the top, where we would like to say this into and we want to places in Our Levels directory here. So first project levels. Let's call this guy L. V. Actually, let's do the full word level underscore 01 and then click Save and you will see that asset now populated inside of your levels folder. All right, that's gonna do it all for this one. Time to learn some basics about the editor itself will see you in the next one. 6. Game Design Overview: All right. Welcome back, everyone. Now that you have learned some of the essential skills working with unreal engine for its back to working on our very first project here, let's start off by taking a look at our finished project and what we're going to be building on and welcome back. Hopefully that gets you a little excited for all the work that we got ahead. OK, take a look at what we've got here. We've got some play mechanics that we're going to be implementing into our project, namely walking, jumping, shooting targets and opening doors. Always a good idea to identify. What are your plane mechanics? We have one simple system in our game. We have a health system. Our health will deplete when we hit some hazards and it can be replenished by picking up some health pickups. We have just a few level hazards out there. We've got some steam jets that can damage us when we touch them. We've got some spinning van, some spinning fans that can hurt us if we hit them. Instant kill zones like pits, spikes. You can choose to add some of those later and maybe will should explore some of that as the course goes on, that's not super essential. But that's a possibility and I've also identified the time limit as a level hazard itself. You are kind of racing against the clock here to reach the end of the level. In addition to hazards, it's a good idea to identify what are your games objectives? Most games have a primary objective as well as secondary objectives in this one or primary objective is simply to get the high score. We could create a leaderboard in a top 10 and all that sort of stuff, but that requires a lot more work not going to do that in this course. But we will say that our players objective is to get the high score. Secondary objectives obviously include shooting targets, staying alive in completing the level game rules. Now game rules are essential to any game. And really, any game that you guys play have I'm guarantee, has a lot of underpinning rules that determine how things work in that world. Some of the game rules in our world are as follows. If a player shoots a target, then they receive points, Ah, speed bonus or a time bonus. Now I highlighted the words if and then in that particular bullet point there, because that is really how many rules in games are structured, if this than that. Or sometimes while this than that, here are a few more rules that we have. If a player touches steam or a fan than they lose health, that's rule. If a player touches ah health pickup, then they gain health. If a player loses all health, then they respond at the start of the level with score and time intact. If a player reaches a target area, then they complete the level and receive a final score. And lastly, if a player runs at a time, then we're going to say it's game over. No score. Only option is to quit or restart. Why is it important to identify these game rules? The reason is because we are eventually going to have to implement some logic into our game to account for all these source off events that happen. And if this happens, then what happens? And through a process called blueprint scripting, we will make all those game rules a reality. Lastly, I just wanted to share with you all the map designed that I am going to attempt to build in this course, I'm going to suggest that you try to build something close to what I am creating. You can take some creative liberties in there, and I'll let you know when you could do that. There are lots of ways to create what we call a paper map designed, even though it's not always done. On paper, you can use simple graph paper. There are a lot of old school designers. It's still swear by using graph paper to help get the size and scale of your level down. Nowadays you got a lot of modern day programs you can use as well. Microsoft Visio is a good one. I used Ah Google Extension, known as draw dot io, to create this top down map you see over on the right hand side. But you can use anything you can use photo shop, or I don't know anything that you can think of to create a map design. If you are using Google, check out draw dot io. It's not too shabby once you learn it a little bit, and just to talk through our map here a little bit. Um, you will see that I've got a legend often left identifying key things. Like, Where does the player start down here? Where does the level end up here? And also I've kind of got my sections. My zones of the level sort of mapped out is well in scaled. You can see that I have identified an X coordinate in explain right here and a Y plain. And also, I included a numerical value down here. 11,000 U U. Which stands for unreal units. Each unreal unit corresponding to one centimeter. Just to give me a rough idea and see the overall scale of my level. Now, I may a justice a little bit as we go along, but that's essentially what I'm gonna be shooting for. So always a good idea to create yourself a top down map prior to gray boxing your level. All right. That's gonna do it all for this one. Guys, in the next one, we're gonna be talking about player metrics. See, there 7. Player Metrics #1: All right. Welcome back, everyone. And in this video, we're going to be talking about player metrics. Well, first of all, what are player metrics? Player metrics are parameters that determine things about your characters. Things like how fast can a move, How high do they jump? And there are metrics associated with other elements of your game as well, not just related to the player in this one. We are going to be using first person template and shooting out projectile. So we wanted to determine things like how fast is our projectile? Doesn't projectile bounce? What is the gravity gonna be like on the projectile? Is it going to drop off eventually, or is it just going to shoot in a straight line forever? Now, why are these things important to determine before we start the great boxing process? Well, let's think about this, and I've gotten example to share with you. Let's assume that we were all tasked with making a Mario game, and we have decided that pipes are going to be about 200 unreal units tall and that we want Mario to be able to jump on top of this pipe in a single jump well, we have to make sure that Mario can jump high enough to obviously get up and over and onto this pipe. There's a parameter in unreal engine for a character known as the jump Z parameter, and you have to set a value to it to determine that he can get up high enough to jump that 200 unreal units. Now, maybe the value for that jump Z parameter is something like 900 and that will actually get him up high enough for any time. You press that a button that he's going to jump up on the pipe so you would do that before the start of the project to ensure that for any pipe that you put into your level, Mario can get up and onto it. Because if you build that pipe to be 300 unruly units, he's not going to be able to jump up that I So you go about building all your levels with pipes that are 200 unruly units or shorter. But then maybe you've got a boss that comes along and says, Hey, you know what? Morrow's jumping crazy high in this game. That's just not realistic. Not that a Mario game is realistic, but bear with me. So your producer, your boss tells you you know what we want you to half Marios jump I So now you change his jump Z value that determines his jump high to 450 now, every level that you had built with pipes that were 200 unreal units tall are no longer going to be able to support Mario jumping onto them. Mario is not gonna be able to jump up high enough to get up onto that pipe. And now guess what? You've got to go back into your level and fix all your jumps because you changed one player metric. That is why it is important before you even start building out your levels, even gray boxing your levels that you get a pretty good sense as to how your character is going to play. How fast is he gonna move through your level? How high is it going to jump? How fast those projectiles gonna move? Are you? Are they gonna bounce all these sorts of things so that when you build out your level, you can build it out with full confidence that you're happy with how your characters move. Okay, so with that, I'd like to transition into the unreal engine to actually modify some of our player metrics now. 8. Player Metrics #2: So in jumping into unreal at this point, we are actually going to be digging into something known as our character blueprint. And there's a lot of talk in this course about blueprints. This is jumping the gun a little bit because I don't want the discussion to be diverted to much of the blueprints, but we need to dig into a character blueprint to simply get to these metrics that I've been talking about. So here in your content browser, select your first person blueprints folder. So again, I am in the content first person BP Blueprints folder and you're gonna find an asset known as your first person character. Go ahead and double click on that guy to open him up and in here along the left hand side, you see a whole bunch of components that make up your character. I'm gonna select this character movement component, And if you just want to see what your character looks like, you can select this view poor tab here, and you can see that your first person character is nothing more than you is a camera and some floating arms, right? All right, so with your character movement components selected over on the right hand side, you're going to see all the detailed parameters associated with your character movement component. Now, there are a lot here, but I'm on Lee going to be dealing with a few of them. The most important ones that I have identified you can drag and drop are done. Dragon Trump, You can move this left and right a little bit to help read the text or hide the texts as you see fit. And you can drag this window out a little bit like that as well. We're going to start off with probably the most important one. This one known is Max. Walk Speed. This is what determines how fast your character moves throughout the level. A value of 600 right here. I'm just going to jump in place you so you can get a sense as to what that is like I'm using my W A s and D keys to move around right here. If I was to set that to be something like 100 then just jump in and play W A S and D, you can see that I am moving much slower, so that is obviously going to affect the rate at which I am able to move through level so critical before you start great boxing. How fast is your character gonna move through the level? So I'm gonna set this back to 600 you can actually click this yellow triangle right here to reset it back to his default. I like that value pretty good. The next one is going to be this this jump Z value that we just talked about in our Mario example It's called Jumps the velocity officially, and you can see that this is what's going to determine how high your character can jump. So I'm gonna jump in and play hit the space bar. You can see about how high he jumps, selecting my character movement component again. I'm then going to set this to be Let's try 1000. I'm going to jump in and play, and now you can see that I jumped way, way higher. I'm just pressing the escape key to escape out of this play mode. In case I already forgot to mention that I am gonna go ahead and set my jump Z velocity to 500 another good one to mess around with. Here is your air control. This is going to determine how much control you have over your character while they are in midair. As the name suggests, I find this value to be a little restrictive. Ah, value of one is going to give you a lot of control. In fact, I'll set it now and then just jump in and play. And you can see that as I jumped. If I move the press, the d key or s key, I can pretty much almost move myself off of my tiny level here. A zai am doing so. So I'm going to change that back to a value of I found point to to be to my liking. 0.2 next one that is fun to play with. That you can experiment with is this one up year known as gravity skill. So value of 1.0 means that gravity is doing It's normal thing. If I was to set this to something like I don't know point 5/2 and I go in and play, you can see actually wasn't too much of a change. Let me go a little bit more drastic with that, I'm gonna go to, like, point to and play again. There you go. This will also have an impact on your jump height because it's kind of like you're on the surface of the moon with less gravity and you can jump 20 feet in a single bound. Right? I'm gonna set that back to one by clicking this yellow reset to default. There are a whole lot more parameters here that you can play around with. Those are the main ones I wanted to talk about here. There are a few more parameters in this area under the class default. I'm going to direct you to click on this right now. And over on the left hand side, there are two important parameters to talk about. There's jump, Max. Hold time and jump, Max, count. We'll start off with the max count here. That should be pretty obvious. This is the number of times they can jump in a single turn while they're airborne. So five set this to three, for example, that will give me a triple jump. So 123 Obviously, I can't go more than that just three times. I'm gonna set that to one jump, Max, Hold time. Is this kind of effect? You know how in a Mario game when you press and hold the a button, Mario will jump a little bit higher as opposed to when you just tap the A button. So if you want that effect toe happen, set this to be a value greater than one. I'm just going to give you an example as to how crazy this can kind of be if I said this to a value of like to that is ah, hold time of two seconds. By the way, if I tap the space button, I jumped pretty high. If I hold the space button, it's kind of got a jetpack e type feel about it, not something I'm too crazy about. So values that are larger than half a second kind of give you that jetpack field. Maybe that's what you want. Maybe not for me. I like a value. Well, excuse me like a value of about two point 25 and you saw something I just did right there. That's worth mentioning. And I click this little drop down arrow to collect to collapse. These parameters to know that you can do that in various areas of the editor. The 0.25 will give you something like this. I just tap the space bar. A little jump, I hold it, get a little bit higher. Not too bad. Okay, that's gonna do it for our character parameters. There are some or projectile parameters I want to set. So with that, I just want to make sure that I compile and save, and that is gonna make sure that all your values here stay the same. And I'm gonna exit out of here in the same folder where you found your first person character is your first person projectile that you can shoot out. Go ahead and double click on this guy. And you can drag and drop this tab to be right along your level tab up here. And if I click on the view port, you can see that we are shooting out these little yellow balls right here. Isn't that cute? All right, go ahead and select your projectile component along the left hand side. And there are some parameters to know about here. One of the most important ones is your initial end your max speed. This determines how fast your projectile, Congar. Oh, now, if I set my initial speed, actually, just let me jump in and play and show you how fast the shoot out that gives you a rough idea. And then you may say, Well, that's too slow. I want I want that to be, you know, triple the value. So I'm gonna set this to be, like, 10,000 and well, that's certainly should go faster right now that goes about the same. The reason that that is the same as before is because if you're going to raise your initial speed, you need to raise your max speed as well, because your initial speed is that is when your projectile is at its fastest. This is basically saying Nope. Your projectile can only ever go 3000. So your initial speed here of 10,000 not valid. But if I changed my max speed here to 10,000 to match my initial speed and then play, you can see those fly out way faster. I like a value of like 6000 for the east. I'm gonna roll with that. I usually set those to match. If you don't like your projectiles falling off for having gravity applied to them, you can fiddle with this. You've seen that it kind of drops off after a while. So if you set this to be a value of zero, that means no influence from gravity, and that will just keep going straight. Maybe that's what you want. Maybe that's not what you want. I usually like to set this to about I don't know, 0.7 or so. Let's see what that looks like. That's not too bad. Maybe we'll fiddle with that one later on. That one's not to, uh, we don't have to worry about that, too. Too much for building out our gray box levels. Um, other parameters you may want to experience experiment with here are should bounce by default. This check box is checked on saying yes, it should bounce like, so you can also choose how bouncy it is if it should bounce. So play around with that one other parameters that you should know about. Here, um, go into your class defaults button up here cause there's one more pretty important one with your class defaults button selected. Look down in the lower right hand corner of your screen. In the details panel, there is an initial lifespan. This is stating that after three seconds, this projectile is going to disappear from existence. So play around with that one as well. I am going to leave it at its default again. Whenever you have changed some parameters here. Always a good idea to do this thing called compiling and saving to ensure that your changes have taken place. All right, get exit out here. That is going to do it all for this one. Guys, we will see while in the next one. 9. Geometry Overview: All right, Welcome back, everyone. In the last few videos, we've taken a look at our overall game design. We've figured out some character or player metrics that we are happy with. We are ready to go about gray boxing a level and great boxing is done in unrelenting for using geometry. Now we're not talking mathematical equations here. We're talking about geometric shapes. So before we get started, I wanted to take a quick overview as to what geometry and under your engine four is all about and why we use it in the gray boxing process case of First of all, here's an outline of what we're gonna be covering in this relatively brief slideshow presentation. It's going to start off with an overview, so geometry is short for JIA g o metric brushes. Geometric brushes are simply tools used to sculpt the gaming world in general engine, for there are two distinct brush types that we will explore. There's an additive brush type that adds shapes to our world, and then there's a subtracted brush type that subtracts shape from the world. Brushes come in different shapes. Now the purpose of using geometry and unrelenting for is to rapidly prototype a level. The idea is that you want to build a level quickly to get the scale inflow of a level Down on the left, you see a prototype level in unreal engine using geometry, so simple geometric shapes to kind of get the size and feel for how level layout is all set up. Onley once that is determined, the size and scale of things in the flow of things. Do you want to transition from this prototype over on the left hand side to this finalized look over on the right hand side. Why is that? Well, the reason is is this picture on the right takes a lot of time and effort to get looking that beautiful. You don't want to create something this beautiful and then suddenly realize that the whole scale of your level is way off. It's either way too small or way too big. So what you do is you gray box of level, using simple geometric shapes to get the scale and flow down first and only once you're happy with that. Do you transition it over to this finalized look? So we mentioned that geometry comes in different brush shapes. So unreal. Engine four. You've got access to a box shape, a cone shape, cylinder sphere, cursed air, linear stare and spiral stair. We talked about the two different types of brushes, and you're kind of seeing that in action. In this slide. Right here, there's an additive brush that will add geometry. That's his purple right here with a subtracted brush. So there is a subtracted brush, which is in pink right here, overlapping this additive brush. So here you're seeing it in more of a full view. This is the wire frame view of what you're seeing over on the left right here. So an unreal engine for where do we access geometry? Well, in the upper left hand corner of your engine, you will find the modes panel, and there are five different tabs across the top. The left, most one being placement mode along the left hand side. You've go