Course Catalog Game Development
Intro to Unreal Engine
4 units / 21 items
This course introduces students to game development using Unreal Engine 5, the same engine behind Fortnite, Rocket League, and countless AAA titles. Students will learn to navigate the editor, build 3D environments, script gameplay with Blueprints, and design a complete playable level. No prior programming experience is required—everything is done visually with Blueprint nodes.
Course Objectives
- Install and configure Unreal Engine 5 via the Epic Games Launcher.
- Navigate the editor viewport, content browser, and details panel.
- Build environments using static meshes, materials, landscapes, and foliage.
- Create interactive gameplay using the Blueprint visual scripting system.
- Design UI elements and HUDs using UMG Widget Blueprints.
- Plan, graybox, and polish a complete game level with win/lose mechanics.
System Requirements
Windows: Windows 10 64-bit, quad-core CPU (2.5 GHz+), 8 GB RAM minimum, DirectX 11/12 GPU. macOS: macOS 13+, quad-core Intel, Metal 1.2 GPU. Unreal Engine is free for students and educators.
Getting Started
Set up your development environment and get familiar with the Unreal Engine editor.
- ReadingWhat Is a Game Engine?
- Download and install the Epic Games Launcher, then install Unreal Engine 5 from the Unreal Engine tab.
- Create a new Third Person Blueprint project with Starter Content enabled.
- ReadingThe UE5 Interface
- VideoYour First Hour in Unreal Engine 5
Building Worlds
Learn to construct 3D environments using meshes, materials, landscapes, lighting, and foliage.
- ReadingViewport Navigation & Controls
- ReadingMeshes, Transforms & Materials
- Exercise 1.1: Place and arrange static meshes to build a simple room or courtyard. Practice Move (
W), Rotate (E), and Scale (R) transforms. Duplicate meshes withAlt+Drag. - ReadingLandscapes & Terrain Sculpting
- Exercise 1.2: Create a Landscape, sculpt mountains and a valley, then paint it with a multi-layer material (grass, dirt, rock).
- ReadingLighting & Atmosphere
- Exercise 1.3: Add a Directional Light, Sky Atmosphere, Sky Light, Volumetric Clouds, and Exponential Height Fog to your level. Adjust the sun angle and observe how the mood changes.
- ReadingFoliage & Detail Painting
- Exercise 1.4: Use the Foliage tool to scatter trees, bushes, and grass across your landscape.
- CheckpointUnit 1 Activity - Build a Castle Courtyard
Blueprints & Interactivity
Learn the Blueprint visual scripting system to add logic, interactivity, and gameplay elements to your levels.
- ReadingIntro to Blueprints
- VideoBlueprints in 5 Minutes
- Exercise 2.1: Open the Level Blueprint and create a keyboard event that prints "Hello, World!" when you press
N. Add aPlayerNamevariable and append it to the greeting. - ReadingVariables, Branches & Functions
- Exercise 2.2: Create a gold-collecting system in the Level Blueprint. Add a
TotalGoldinteger and anAddGoldfunction. Use a Branch node to print a special message when gold reaches 10. - ReadingActor Blueprints & Collision
- Exercise 2.3: Create a BP_Key and BP_Door Actor Blueprint. The key is picked up on overlap (setting a boolean), and the door only opens if the player has the key.
- ReadingCollectibles, Jump Pads & Movement
- Exercise 2.4: Create BP_Coin (with rotating movement), BP_JumpPad (Launch Character), and enable double-jump on the player character.
- CheckpointUnit 2 Activity - Obstacle Course
UI, Game Design & Final Project
Create user interfaces, plan a game design document, and build a complete playable level as your final project.
- ReadingUMG Widgets & HUD
- Exercise 3.1: Create a HUD Widget Blueprint that displays the player's coin count. Bind it to the
CoinCountvariable and add it to the viewport on BeginPlay. - ReadingEnhanced Input & Sprint Mechanics
- Exercise 3.2: Set up an IA_Sprint Input Action with Left Shift, create SprintStart/SprintStop functions that modify Max Walk Speed, and connect them to your Input Mapping Context.
- CheckpointReading - Game Design Documents
- ReadingLevel Design & Grayboxing
- Exercise 3.3: Write a short Game Design Document for your final level: title, genre, theme, core mechanics, reference images, and a top-down sketch.
- ReadingWin, Lose & Checkpoint Systems
- Exercise 3.4: Create BP_Win (triggers victory), BP_Enemy (sends player to a checkpoint), and BP_Checkpoint (stores respawn location).
- CheckpointFinal Project - Build Your Game Level

