This course is dedicated to the aesthetic aspects of game design, such as level design creation, character development, static mesh design and digital sound development. Beyond gamers, however, this course can be a great resource for those in the fields of architecture or construction visualization. With the Unreal Engine, you can offer your clients real-time fly through and simulations that they can view and explore.
Please keep in mind that game design is an interconnected field, in that many of its aspects are directly connected to each other. You might not want to be a level designer or static mesh constructor, but you'll make yourself far more valuable to a prospective employer (or mod team) by knowing about each field of game design. This course is design in two parts:
Part I: The Unreal Universe
The first one-third of the course will focus on the game pipeline, which includes terminology, genres; understand the audience, concept and flow. We will focus on a general introduction to level design for the Unreal Engine with its native editing system, UnrealEd. From there, we focus on creating your first Unreal Level. You see how to carve your own environments into the Unreal world, how to texture and light them, and how to add the elements that make them aesthetically pleasing and still fun to play. The topics covered include creating indoor and vast outdoor environments, creating and controlling your level's physics through the use of volumes, and generating a variety of lighting effects. This section wraps up with an in-depth look at material and texture creation and how to create interactive level elements, such as moving doors and controllable elevators.
Part II: Advanced Design Techniques
The second-third of this class opens the doors to more high-end features of the Unreal Engine. Beginning with an introduction to working with real-time particle systems and effects, also bring you face to face with the Karma physics engine, explaining how it can be used to create realistic simulation based on the law of physics. If time permits, we will cover the techniques for controlling the behavior of Unreal's artificially intelligent players, known as "bots."
Part III: Digital Audio Editing
Steve Dupuis will demonstrate how to capture, signal processing and effects, multitrack audio layers for effects and compression format with Adobe Audition application.