
Develop game design skills with Blender and Unreal Engine five through a project-based approach, building a playable level with a custom character and integrating Blender assets into Unreal Engine five.
Discover how game design entails making core decisions about rules, look and feel, pacing, and themes, while integrating art, animation, programming, lighting, sound, narrative, and UI within Unreal Engine 5.
Plan pre-production by setting realistic goals, scope, and a simple playable level in Unreal Engine 5 and Blender to learn basic game design.
Create a comprehensive level design document, outlining game and level names, location, objectives, mechanics, obstacles, characters, victory and failure conditions, and a step-by-step mission walkthrough.
Use the provided template to create and organize an asset list for your UE5 level, detailing every asset by type—3D meshes, scripts, audio, visuals, and UI—for modular design.
Gather and curate reference images to define your level's visual style. Build a reference board with pure ref, and use Pinterest, Art Station, and Google Images to collect ideas.
Organize game development projects with Trello, using boards, cards, and progress stages to manage assets, scripting, and ui from pre-production to prototype.
Install Unreal Engine 5 using the Epic Games launcher, create a blueprint desktop project, and explore Lumen global illumination and Nanite virtualized geometry with its object limitations.
Explore the Unreal Engine interface and 3D viewport navigation, using W A S D and right mouse to move the camera, and learn object manipulation with move, rotate, and scale.
Explore level prototyping in Unreal Engine 5 by fixing editor startup maps, selecting basic templates, adding a player start, and using BSP volumes, static meshes, and the Modeling Toolkit.
Access the modeling toolkit to prototype a level by placing and configuring a box, adjusting dimensions in centimeters to four meters, and creating a static mesh memory reference.
Prototype the Unreal Engine 5 level by building rooms, walls, floors, and ceilings, use alt to duplicate, grid snapping, and organize in folders, then test jumps and lighting.
Advance level prototyping from room three to room five in Unreal Engine by testing catwalk hazards, adjusting block sizes, and performing play tests to refine layout.
Iterate on your level prototype with a second pass of height variation, stairs, and columns, and test repeatedly to refine visuals and gameplay through an iterative design loop.
During the second pass of level prototyping, the lecture adds visual variation with columns, pits, and lighting to improve room feel across rooms and support iterative playtesting.
Learn blueprint scripting in Unreal Engine 5, using level blueprint to reference the player, cast to the third person character, and respond to a Kill Z volume on begin overlap.
Master blueprint scripting in Unreal Engine to restart the level when a kill z volume triggers, using open level by name with the exact level name.
Create a new actor blueprint, add a static mesh block and a trigger box, and use a timeline to drop falling blocks when the player overlaps the volume.
Learn to script falling blocks using timelines and set world location in blueprint, splitting vectors to control z height, add delays, debug with play from start, and refine collisions.
Create a blueprint fire spurt obstacle (BP_fire_spurt) in Unreal Engine 5 using a static mesh, a trigger box, and a placeholder particle system that activates on player overlap.
Create a UE5 blueprint fire trap that activates on overlap and deactivates after a delay, refine the trigger box, and test the setup.
Implement a health and damage system in Unreal Engine 5 through blueprint scripting, featuring a current health float, a 10 damage amount, and clamping from 0 to 100 with debugging.
Learn Unreal Engine 5 blueprint scripting to implement a player health system that applies damage from fire spurts, using on take any damage, begin play, and do once delay.
Tune a blueprint-based fire damage system, adjust collision boxes and delay, and implement health tracking with a custom death event and level restart.
Create a health pickup blueprint in Unreal Engine 5 that heals the player on overlap, clamps health to 100, and destroys itself after being picked up.
In Unreal Engine 5 megacourse: blueprint scripting builds a gate from prototype meshes, merges components, and uses a timeline-driven gate open and close sequence triggered by a button.
Develop a button blueprint in Unreal Engine 5 that uses a cylinder mesh and sphere collision to detect overlap, animates with a timeline, and triggers a gate.
Link a button blueprint to a gate blueprint using a public gate reference and a boolean down; open on press, close on release, with is valid and a reusable delay.
Create a treasure chest blueprint in ue5 with a base and lid, a trigger volume, and a timeline to open; spawn a health pickup at runtime via a spawn actor.
Create an on-screen health bar using a widget blueprint and progress bar, bind it to the player's health, and display it with add to viewport for clear player feedback.
Create a game over screen with a widget blueprint, display a game over message, and offer restart (Y) and exit (End) options via keyboard inputs.
Replace the kill z volume with a generic trigger volume, and wire on actor begin overlap in the level blueprint to reuse the player death event and game over screen.
Learn to add placeholder audio in Unreal Engine 5, source free sound effects with licensing caution, convert to wav, import, and implement looping, location-based playback in blueprints.
Learn to implement audio feedback in Unreal Engine 5 blueprints, adding health pickup pops, button thuds, and gate scraping sounds that play during animation and stop when finished.
Download and install blender from blender.org on Windows, Mac, or Linux, accept the EULA, and configure startup preferences and navigation using the space bar and emulated numpad.
Explore Blender basics, including the 3d viewport, default cube with camera and light, the outline and collections, properties, and the animation timeline.
Explore Blender fundamentals, from 3D mesh concepts (vertices, edges, faces) to object and edit modes, and master transforms using hotkeys like G, R, S.
Create seamless tile sets in Blender for game walls using tiling techniques. Scale a wall plane, apply subdivision and multi resolution sculpting, and sculpt bricks with a crease brush.
Learn to add weathering to brick surfaces using alpha textures in Blender, adjust brush settings, bake a normal map onto a simplified plane, and prepare textures for Unreal Engine.
Bake ambient occlusion alongside the existing normal map to enhance surface depth in Blender, then save maps externally and apply them via shader nodes or Unreal material.
Paint a base color on a tiled mesh in Blender, use ambient occlusion masking to add depth, sample colors from a reference image, and prepare the tileset for Unreal Engine.
finalize wall tiles in Blender by matching a 4x4 piece to 10 cm thickness, unwrap UV maps, and export as FBX for Unreal with separate textures and a new material.
Create and apply a wall material in Unreal Engine 5, wiring base color, normal, ambient occlusion, and a derivation of roughness via a linear interpolation for room-wide replacement.
Learn to reuse a single tiled texture to create floors, ceilings, and columns in Blender, export only selected objects, and reapply them in Unreal to speed up level design.
Follow a game asset pipeline from concept and reference gathering to prototyping, Blueprint scripting, testing, and finally modeling, sculpting, texturing, and importing finished props into Unreal.
model a piece in Blender using a cube primitive, add subdivision surface (Catmull-Clark) and mirror modifiers, create an edge loop for symmetry, and use proportional editing before exploring sculpting.
Learn Blender sculpting for game props with dynamic topology, mirror modifier, and symmetry; use draw, inflate, crease, and grab brushes to shape a head efficiently.
Sculpt the Olmec head in part two using dynamic topology, masking, and symmetry to refine eyes, nose, and mouth for finer detail.
Master manual retopology in Blender by building a clean quad mesh over a dynamic topology sculpt, using plane topology, edge loops, snapping, shrink wrap, and grid fill for uv unwrap.
Learn retopology to convert a high-detail sculpt into a clean low-poly mesh using extrude, grid fill, shrink wrap, and face snapping, while diamond shapes manage quads and poles.
Duplicate the sculpt as a backup. Apply modifiers and use the multi resolution modifier to add detail without changing topology for Unreal Engine.
Use alpha textures in Blender to add surface detail to a high-resolution sculpt, loading alphas from Pixel Logic Resource Center and adjusting brush settings, spacing, and symmetry for natural stone.
Transfer high-resolution sculpt detail to a game-ready low-poly prop by unwrapping UVs, marking seams, and baking normal maps (with ambient occlusion) in Blender.
Bake a high-resolution normal map for the prop using cycles with GPU compute and multires. Create an image texture, optimize UV islands, and connect the normal map to the material.
duplicate the prop into high-poly and low-poly, disable multires, and bake ambient occlusion with selected to active for the low-poly mesh, while disabling hidden objects to avoid artifacts.
Paint textures in Blender after baking maps onto a low-poly prop, building base color, shadows, and subtle variation with ambient occlusion, while addressing seams and mip mapping.
Apply a light, warmer highlight over raised areas after laying down shadows to make details pop. Use ambient occlusion masking in Blender to emphasize crevices and stone texture.
Export the prop from Blender to Unreal Engine, align the pivot, and import with material instances. Convert parameters in master material, then replace static meshes in the blueprint and test.
Create a character in a T pose, set Blender scale to one meter in x and y, and two meters tall to match Unreal Engine, plan a skeleton and animation.
Organize references in a utilities collection and disable selection. Model a character with the skin and mirror modifiers, building a base mesh from a plane with extrudes.
Refine the base character model with slight knee bends, four-finger hands, and monkey-like toes. Prepare for sculpting by adjusting topology and applying modifiers to finalize the mesh.
Sculpt a cartoon character in Blender with dynamic topology to refine proportions and detail, shaping head, eyes, ears, and mouth, using symmetry and brushes like grab, inflate, draw, and crease.
Continue sculpting the ape-like character, refining anatomy, mass distribution, hands and feet, and palm details, while balancing stylized realism with game-budget priorities for a platformer.
Learn how to retopologize a character for clean facial topology and robust eye and mouth loops, using a plane, shrink wrap, surface snapping, and a mirrored workflow.
Advance retopology for the head by shaping edge loops around the ears with extrude and scale, using grid snapping and symmetry.
Master Blender retopology for limbs by adding reinforcement edge loops around elbows, shoulders, and knees, using shrink wrap and mirror modifiers to ensure clean snapping, symmetry, and smooth deformation.
Learn post-retopology cleanup for a character by removing visualization modifiers, fixing centerline pinching from the mirror, and dissolving problematic edge loops to ensure a clean, closed mesh before high-res sculpting.
Learn high rez sculpting in a cartoony character workflow using a multi resolution modifier, symmetry, and brush techniques, then unwrap the low poly model, bake maps, and begin texture painting.
Learn to unwrap a high-resolution character in Blender, place seams strategically, use a grid reference to optimize UV islands, and prepare for normal map baking.
Unwrap eye UVs to share a single material, then apply scale, average island scale, pack islands into 0 to 1 space, and avoid overlap for baking maps.
Bake character normals in Blender using selected-to-active, with low/high poly baking and 0 to 1 uv space. Fix seams and artifacts in Photoshop with spot healing and clone stamp.
Refine your character textures by smoothing the normal map in Photoshop, bake an ambient occlusion map in Blender, and layer updated AO to the model, including eye areas, for realism.
Paint textures on a UE5 character using normal, ambient occlusion, and base color maps. Work with UVs for the body and eyes, adjust roughness, and paint details in texture paint.
Master fur texture painting in Blender by using a fur alpha as a texture mask to add depth with subtle shadows and highlights, adjust stroke spacing, and avoid tiling gaps.
Paint shadows and highlights on a character's face to make textures pop, blending with the base color using a subtle brush, symmetry, and ambient occlusion map.
Explore lifelike texture tweaks, rig a character with Maximo auto rigger, export FBX from Blender, and import a skeletal mesh with a master material into Unreal for animation retargeting.
Import Mixamo animations for a custom Unreal Engine 5 character, set up an animation blueprint, and adapt to the updated retargeting system by adding idle, walk, run, and jump sequences.
Learn to make a playable UE5 character by building an animation blueprint with a speed blend space for idle, walk, and run, plus a state machine and jump logic.
Trim the jump start and replace animation assets in the Unreal animation blueprint to fix jump timing. Create a single-frame jump loop and test in game for a smoother jump.
Finishing touches pt. 1 demonstrates converting prototype assets to permanent pieces in Unreal Engine 5 using Blender workflows, including replacing columns with meshes and refining tiling textures with UV unwrap.
Model a cartoon banana in Blender to replace the health pickup, unwrap and texture it, export to Unreal Engine 5, and integrate it in the level blueprint.
Learn to create a replacement fire mesh in Blender by shaping a cuboid, beveling edges, extruding features, and using auto smoothing and a mirror modifier for Unreal Engine.
Apply tiling textures to a model using project from view, adjust UVs and normals, then deploy to Unreal with a master material and tint and tiling controls in material instances.
Create a circular yellow button in Blender with an outer ring and inner button, using insets, bevels, grout, and a mirror modifier.
Clean up the low-poly mesh in Blender, sculpt a high-poly version with multi-res and creases, then unwrap UVs with smart project and optimize texture packing.
Bake normal maps from high poly to low poly using an exploded mesh to prevent artefacts, then tweak extrusion, margins, and test with ambient occlusion and 4k textures.
Texture paint the base color for the piece and add color variation with warmer and blue-tinted passes. Save the base color texture and prepare it for import into Unreal Engine.
Export the button and border as separate meshes, adjust scale and origin, import into Unreal, and apply a master environment material with a second border mesh in the button blueprint.
Export and replace the gate prototype with a simple, optimized metal mesh, unwrap textures, and apply a basic metal material in Unreal to finish the gate.
Replace the treasure chest assets in Unreal Engine 5 using the same material setup and swapped textures, then adjust the scale in the blueprint for final integration.
Fix a gate and button bug in Unreal Engine 5 by separating open and close into two timelines, duplicating logic, and adding a gate-open boolean to prevent re-triggering.
In Unreal Engine 5, fix a treasure chest bug by correcting the parenting order between the static mesh and the sphere, ensuring the banana shoots and can be picked up.
This lecture demonstrates extending the fire trap damage system to falling blocks, using overlap events, do-once logic, a one-second delay, and a base damage of 25 for the player health.
Increase the walkable floor angle in the character movement component from 45 to 60 degrees to let the player walk steeper stairs.
Celebrate finishing the course and explore enhancing your level with prompts, decorations, music, starting and ending screens, a game over screen, and iteration.
Start part 1 of the Unreal Engine 5 megacourse to explore creating games in UE5 and Blender, setting a practical foundation for immersive game development.
Advance your Unreal Engine 5 skills in part 2 of this megacourse, learning to create games with UE5 and Blender.
Part 3 of the Unreal Engine 5 megacourse explores game creation concepts in UE5 and Blender, reflecting the caption's focus on what.
Finish your Unreal Engine journey by applying what you learned to create your first game, engage with the course community, and leave a review to help improve the course.
Learn how to create video games!
Develop and design in UE5 and Blender like a pro!
Have you ever wanted to create your own video games? Gaming is currently the single largest sector of the entertainment industry, representing billions of dollars. Maybe you want to create a functional game prototype, or perhaps, you want to fully produce the next indie hit. Whether you’re new to working with Unreal Engine, or just want to know more about game development, this course has something for you.
In this course we will cover everything you need to know in order to get started in creating your own game in Unreal Engine. We will teach you all the steps in game development, including pre-production, prototyping gameplay, and creating the finalized props and characters in Blender. You will begin from the first steps of downloading and setting up the softwares, followed by planning and pre-production, to learning about the interface and possibilities of Unreal Engine 5 and prototyping your first level. Finally, you will move to creating 3D assets for games in Blender, covering modelling, sculpting, texturing, and creating objects, environments, and characters to be integrated in your game.
Our instructors have years of experience not only in game development and 3D design, but also in teaching, and the expertly-crafted syllabus is designed to help you learn all the theory and practical aspects. We’ve even included plenty of examples designed on-screen for you to study, as well as projects for you to complete. By the end of the course you will have your own game created. That’s why this is the only Unreal Engine course you’ll ever need to develop games like a pro!
Start your design journey today!
After taking this course, you will be able to:
Work professionally with Unreal Engine 5 and Blender
Create your own video game in UE5
Do blueprint scripting
Prototype your own level
Design assets and characters in Blender