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Summer 2015 “Pro” Camp at Game-U

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(Scroll to the bottom to see the complete student gallery.)


By the time students attended this camp, some students had been taking classes at Game-U for over a year, working on various aspects of game development, but never really building a complete project.  So for our most dedicated students, I developed a deep and intense week-long curriculum that culminated in their first full game.

The camp sought out to teach, in-depth, a variety of skills necessary to building the complete, functional racing game, while leaving it open enough so that each student could make it their own.  We covered a wide variety of topics across several software packages.

Topics in Unreal Engine 4 included:

  • BSPs

  • Terrain & Foliage

  • Setting Up Materials

  • Setting Up Input Bindings

  • Scripting with Blueprints

  • Assembling Actor Blueprints

  • HUDs

  • Networking


Topics in Blender included:

  • Manipulating Sub-Objects

  • Geometry Resolution

  • Modifiers

  • UVs, Texturing & Baking


Topics in AwesomeBump included:

  • Physically Based Rendering

  • Generating & Tweaking PBR Maps


Through these software packages, the students were able to establish a simple pipeline that allowed them to go back and make modifications to any asset and bring it back into their game with ease.

Some of the mechanics we built included:

  • Difference Vehicle Statistics

  • Triggered Events (e.g. a Rock Slide)

  • Waypoint and Lap Tracking

  • Manual & Automatic Respawning (to Last Waypoint)

  • Nitrous Pick-Ups

  • Current & Best Laps

  • 6-Person Networked Multiplayer


Ultimately, students designed a track that was very much their own and integrated mechanics and models that they thought fit best with their vision.  They all walked away with a completed project and the skills to start on a game of their own.