Unreal Engine 4: Create an Arcade Classic! (Udemy.com)

Like "Fortnite?" Master the tools used to build it as we re-create an arcade classic using Unreal Engine 4.

Created by: Greg Wondra

Produced in 2020

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What you will learn

  • Understand how to download, install, and setup a project in Unreal Engine 4
  • Build levels, create materials, customize particles, and edit sounds in Unreal Engine 4
  • Script interactive gameplay elements utilizing Unreal Engine 4's Blueprint Scripting tools
  • Layout, animate, and give functionality to custom-made menu screens and in-game HUD
  • Create a COMPLETE gaming experience from scratch!

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Quality Score

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Overall Score : 92 / 100

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Course Description

In this game design course, I will be guiding you step by step through the re-creation of an arcade classic using Unreal Engine 4: 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. Things learned in this course include:
  • How to setup and create a project in Unreal Engine 4
  • How to construct simple levels using basic shapes
  • How to create interactive objects using Blueprint Scripting
  • How to implement simple enemy AI
  • How to create interactive menus and a game HUD
  • How to add fun presentation elements like slow motion, animating scores, flashing text, etc.
  • 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)!

Who this course is for:
  • Anyone interested in learning how to use Unreal Engine 4 to create games
  • NO PRIOR VIDEO GAME DESIGN KNOWLEDGE OR UNREAL ENGINE 4 EXPERIENCE NEEDED!

*Some courses are excluded from this sale. Coupon not working? If the link above doesn't drop prices, clear the cookies in your browser and then click this link here.
Also, you may need to apply the coupon code directly on the cart page to get the discount.

Coupon Code

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Instructor Details

Greg Wondra

Hey Guys!
My name is Greg Wondra, I am a 12 year video game design veteran and 3 year game design instructor. I have worked for companies such as 2K Sports, KingsIsle Entertainment, and Nickelodeon. I'm proud to have had the honor of working on the games listed below:
- Wizard 101 (PC)
- Lost Planet 3 (360, PS3, PC)
- MonkeyQuest (PC)
- Sports Champions (PS3)
- Major League Baseball 2K5, 2K6, 2K7, 2K8 (various consoles)
- SpongeBob Moves In (Mobile)
- Grub Guardian (Mobile)
Working in the gaming industry has been a dream come true and has provided me with rare lifetime opportunities. Over the course of my career I've been fortunate enough to have directed the likes of LeBron James and Derek Jeter in motion capture sessions. Additionally, one of the projects I was involved with (Sports Champions) was selected to be the game bundled in with Sony's Playstation Move hardware when it was initially released.

Since 2016 I've worked as the Video Game Design instructor at the Regional Occupational Center in Bakersfield, CA where I teach high school seniors a full year course on game design using Unreal Engine 4.

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Reviews

4.6

50 total reviews

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Excellent course that went through a lot of things to learn and to make a game out of it in the end.

I really appreciate how much Greg explained what he was doing and how it was all working together. He was helpful via e-mail for any troubles I had, and always had an upbeat tone, which if you're going to listen to 26 hours worth of material, is a lifesaver.

Excellent training.My only regret is that you didn't fix the problem with the eye that is down there when you move in axis x negative, I tried several things without result, but I'm an ultra beginner in EU4. I hope you will do more training on the same principle, but more in the Gallaga style:)I apologize in advance for my poor English, I use an automatic translator.Alain

Interesting class, covers a lot of features, very detailed. Thank you for your hard work at putting it together.

SOme things no not work as shown in the course, He makes a few mistakes, and though he rectifies it it can be confusing for the student.

I had some help earlier on but I managed to hang on wish me luck great course! Started over just around here last time hope I get to finish! Wonderful Course!

This is the second course that I've taken by Mr. Wondra. His training technique is excellent. I look forward to his next class!!

Good explanations, easy to follow along.Goes in depth on why he makes his decisions and what he wants to achieve.Project is fully beginning to end.Goes over all the aspects we come across and puts in effort/extra features to make the game more appealing.Which gives an insight into what real game development is.

This course has taught me an incredible amount about the Unreal Engine! Being an audio designer, I don't often get the chance to dig this deep, but the skills I have learned are very valuable. THe delivery and guidance of the course could not have been better I don't think. Everything is explained perfectly and it's step by step instruction made it easy and engaging. Thanks, Mr. Wondra!

I'm through approximately 80% of the course, and would highly recommend it to anyone who would like to learn how to translate game ideas into a functional game using the Unreal Engine 4 blueprint framework. Greg does a fantastic job explaining concepts and reasoning behind his design. He answers questions rapidly and enthusiastically and is very encouraging when students ask about extensions and alternate ways to accomplish design tasks, going so far as to mock up blueprint design ideas in the answers to the questions. By the end of the course I was jumping ahead and trying to guess how Greg was going to approach a task, and more often than not (especially the high scores part) he had more efficient or easier ways of doing things than I came up with on my own. You can tell Greg has a lot of experience finding eminently teachable ways of accomplishing goals.One problem with most YouTube tutorials out there is while they do achieve a working result, we as the viewer are often left wondering why one specific way of doing things was chosen and don't get to benefit from the explanation why, which can often only come by asking the author, which you can do here, and in Greg's case he always answers. Other little things include explaining keyboard shortcuts and how to find various things in the editor multiple times, so if you happen to miss the first way to bind an event to a button or change a variable name, for example, you'll be exposed to it again and again until you could do it in your sleep.Thanks for a great course, Greg!

Very focused course, quick and to the point most of the time. I appreciate that the videos for beginners were labeled so you could skip them if you didn't need them. I got a great sense of accomplishment from completing a full game after doing so many other half games.cons - you went through the actions of doing a lot of things without description of why until after the fact. Also as a programmer I felt dirty with the amount of duplication of "code" (blueprint) and I noticed some things were done inefficiently in the way we got some things done (could copy and paste more properties in UMG, and use alignment props of the slot properties instead of entering magic numbers to center items). However I recognize that doing things with less code repetition could be confusing to some beginners /shrug

Completed all of it (160 videos). It was a nice experience, but felt like a mix between a lot of follow-along and not so much of actually learning. Concepts and base knowledge are left out, and I ended up doing a lot of stuff that I cannot do right now if I just try to make a simple game by myself, because I don't understand some important basic concepts. Still, every experience adds to knowledge so I am sure having taken this course will help my understanding of Unreal Engine in general and other courses down the road.As a side note, a simple improvement would be to differentiate more between variables, components and even blueprint's names. When a lot of them are using the SAME name ("Top Score" or something, for a lot of different stuff) it gets more confusing to follow along.. maybe more descriptive names would even help understand what is going on inside the engine and the logic used.