
In this promo video you'll get a sneak peak as to the the kinds of things you'll learn and the project you'll make.
In this video we'll walk through the creation of a project (using the 3rd Person template) in Unreal Engine.
Additionally, download the materials made available here as they'll be used throughout the course!
In this video we'll create a brand new level asset. While plain to start with, this will be the level we'll begin to flesh out throughout this course.
In this video we'll adjust some parameters for the "Spring Arm" component (named "Camera Boom") inside of our 3rd Person Character blueprint in order to create a side view type of camera that'll track our player as it moves about the level.
In this video we'll create some variables and script inside of our 3rd Person Character blueprint to allow you, the designer, to customize the side scroller camera's position and lag to your liking.
In this video we'll set our player character's default movement attributes.
In this video we'll setup our character's jumping attributes. It's critical we get this set properly NOW because our level layout (jump heights, etc.) is dependent on this character metric!
In this video we'll setup and trigger a sound effect (SFX) and visual effect (VFX) when our player character jumps.
In this video we'll enable 2D Snap Layers within our Project Settings. This will enable us to place blocks, platforms and various props into our level at predetermined "depths" making laying out our side scrolling level MUCH easier.
In this video we'll enable the combined 2D translation / rotation widget within our Project Settings. Like the previous lesson, doing this will save us time down the road in fine tuning the placement and rotation of objects as we build out our level in the near future.
In this video we'll create a simple platform our player can jump up or fall down through. All of this will be done using Unreal Engine's Blueprint Scripting.
Part #2 of our Jump Through Platform focuses on the scripting aspect of our platform.
In this video we'll extend the functionality of our "Jump Through" platform by using that Blueprint as a "Parent" we'll inherit functionality from! We'll then modify this "Child" blueprint by adding script to make this particular platform move in whatever direction and time frame we wish.
In this video we'll utilize the Construction Script within a Blueprint to give us all kinds of in-editor customization when building out a platform that'll "launch" our player character whenever they come into contact with it.
Part #2 of our Launch Platform focuses on the "launch" script of the platform as well as an animation to accompany it.
In this video we'll create our Coin Pickup Blueprint as well as get the core components of it in place before we focus on scripting any functionality.
In this video we'll add script to our Coin Pickup Blueprint that play sound and visual effects before destroying it upon pickup.
In this video we'll create script to tally up your collected coins.
NOTE: This video added AFTER the course was finished recording. Uploaded on 4/29/25
In this video we'll be create a Fire Bar Hazard Blueprint and script the functionality to make it highly designer friendly (customizable) by using the Construction Script.
In this video we'll create script inside of our Player Character Blueprint that'll adjust our character's hit points (accompanied by sound and visual) when their hit point variable increments or decrements.
In this video we'll create our HUD (Heads-Up Display) layout.
In this video we'll make our HUD appear on the screen while we're playing.
In this video we'll bind variables to the text widgets inside of our HUD in order for the text values to update during gameplay.
In this video we'll create a Blueprint Function Library asset and then create a function inside of it that we'll be able to reference from any "block" asset we create down the road. A Blueprint Function Library is a collection of functions you custom create that can be called from inside of any blueprint.
In this video we'll create a Blueprint Interface asset. Inside of this, we'll create a named function. When a Blueprint Interface is added to other blueprints, the function(s) inside of this asset may be called and customized (have specific functionality created) to cater for the specific needs of the blueprint they're called within.
In this video we'll create a Widget Blueprint asset. This one will eventually be spawned into the game when we interact with things (like blocks) and will display a point value.
In this video we'll create a Widget Blueprint Animation. This will cause our points display, when spawned, to do so in an eye catching manner through moving and scaling our points widget over time.
In this video we'll create an Actor Class Blueprint that'll have a Widget Component inside of it. This will be the actual actor we spawn into the game when an interaction (like hitting a block) occurs. And this, in turn, will make our Point Display Widget Blueprint appear within the game.
In this game design course, I'll be guiding you step by step through the creation of a side scrolling platformer game (akin to the classic "Mario" games) using Unreal Engine: THE premier free to download gaming engine! (AND the SAME engine used to build the smash hit "Fortnite.")
This course contains over 100+ fun to follow video lessons (follow along in sequence). Things learned in this course include:
How to setup and create a project in Unreal Engine
How to construct a 2D level using 3D objects
How to setup a side scrolling camera
How to setup a character's movement mechanics
How to create interactive objects using Blueprint Scripting
How to create powerups and special player abilities
How to implement simple enemy AI
How to create a checkpoint system
How to respawn a player
How to create a working HUD
How to create interactive menus
How to create a dynamic way of implementing "Level Settings" (making things like customizing music and time limits per level a cinch!)
How to architecture a gaming project inside Unreal's Project Settings
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!)
When finished with the course, please send me photos or videos of what YOU have been able to build and I'll share them with the community in future emails.