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The course will guide you through the creation of an Endless Runner using Unreal Engine 4 (UE4). All the mechanics and game play elements are created in a step by step manner using videos tutorials.
The video tutorials are initially geared around a specific UE4 problem / mechanic. You will see how to begin and complete each area from simple player controls to pick up interactions.
As the course progresses the videos will show the exploration of deeper mechanics and algorithms to deal with procedural level design and pick up placement.
Students can expect to learn a variety of techniques that will help them complete a mini arcade game in about 5 hours.
We provide all the assets in two sample projects. Allowing you to focus on the games design and creation rather than the 3D modelling or asset design. This we hope will help you build a vast amount of blue print knowledge which you can apply to your own mini games and future projects.
No where else can you find a lecture set that shows you the start and end to an entire developing pipeline with sensible instruction from tutors who are actively engaged in education and the industry.
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30 day money back guarantee.
Learn on the go.
Desktop, iOS and Android.
Certificate of completion.
|Section 1: Introduction to Course and Design|
This introductory video contains an overview to the course. You can download the unreal project used in this course by downloading the files below.
To use the project file either of the following methods:
1. Place the unzipped archive inside of your My Documents\Unreal Projects and select the project from the UE4 Launcher or...
2.Place the unzipped archive anywhere on your PC and double click the DontDropJimStart.uproject file.
If the Udemy download links fail here are alternate dropbox links.
Don't Drop Jim Start File
For the Complete Project please see
Introduction to the Design of Don't Drop JimPreview
|Section 2: Game Mechanics and Blueprint Introduction|
Implementing Character Controls and MovementPreview
Setting up Cameras and Volumes
Introduction to HUD Blueprints, drawing textures and hitboxes
Connecting the HUD to gameplay and positioning textures
Gameplay Loops and HUD, finalising our UI
Creating Pickup Blueprints
Developing a High Score System
|Section 3: Procedural Generation and Advanced Blueprint Mechanics|
Starting the Top Platform Setup
Top Platform Random Generation
Setting up the Swapping Platforms
Passing Variables Between the Swapping Platforms
Utilising the Passed Variables for Random Generation
Using Functions within a Blueprint
Moving the Platforms for Continuous Gameplay
Building Blueprints for Random Pickup Generation
ThunderSteed is a new startup business founded by two experienced Games Development tutors, Greg Penninck & Stuart Butler.
Combined, Greg & Stu have over 15 years of games development & teaching experience, both with industry and education backgrounds.
ThunderSteed have a wealth of experience working with many different games development tools including Unreal Engine 4, 3D Studio Max, MotionBuilder, ZBrush, Photoshop & Unity.