Replayable Game Design Using Blueprint in Unreal Engine

In this Unreal Engine tutorial, we'll apply design principles of replayability, structured unpredictability, and rapid iteration in creating a Blueprint system that can populate game levels of any size with randomly-located, interactive player objects (pickups). Software required: Unreal Engine 4.7.2.
Course info
Rating
(17)
Level
Advanced
Updated
May 12, 2015
Duration
1h 50m
Table of contents
Description
Course info
Rating
(17)
Level
Advanced
Updated
May 12, 2015
Duration
1h 50m
Description

In this Unreal Engine tutorial, we'll apply design principles of replayability, structured unpredictability, and rapid iteration in creating a Blueprint system that can populate game levels of any size with randomly-located, interactive player objects (pickups). We'll also exploit the usefulness of arrays and actor classes to organize our system within a placeable actor class that can be quickly and easily modified to suit the needs of many kinds of games. By the end of this Unreal Engine training, you'll understand the value of creating a system that will save you work in building your game, allowing you to more quickly begin a phase of development where you can fine-tune the player experience. Software required: Unreal Engine 4.7.2.

About the author
About the author

Patrick Haslow transitioned from a commercial artist to a game developer, driven by a love of video games and imagination.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone. My name is Patrick Haslow, I'm a freelance level designer. My latest projects include Alone in the Dark: Illumination and BioShock Infinite. My work on Alone in the Dark includes extensive use of Unreal Engine 4 blueprints. In this course, we are going to learn how to use Unreal Engine blueprints to create systems that promote replayability in game designs. Some of the key takeaways from watching this course include learning to create and use multiple blueprint classes to create a modular system, spawn blueprint classes to procedurally populate a game level, create utility functions in the game mode blueprint, expose variables to decrease iteration time and allow extensibility for small or large scope games, and finally, to create modular methods of implementing systems using placeable actor blueprints with editable properties that can be used easily by both a single designer or by larger design teams. By the end of the training you will have learned how to apply design principles of replayability, structured unpredictability, and rapid iteration in creating a blueprint system that can populate a large game level with interactive player objects. I'm excited to work with Digital-Tutors and share these techniques with you. So let's get started with the first lesson.