1 00:00:23.950 --> 00:00:27.850 Hello everyone, I am Professor Ok-hue Cho from Sangmyung University 2 00:00:27.850 --> 00:00:29.760 specializing in using Unreal Engine for implementing immersive content 3 00:00:29.760 --> 00:00:36.400 In this lesson, I will explain the concepts of level design and world-building, among other things 4 00:00:36.400 --> 00:00:40.000 Here, the term "world-building" refers to the process of creating or constructing worlds 5 00:00:40.000 --> 00:00:43.599 not the physical buildings in a city 6 00:00:43.599 --> 00:00:48.279 Let's start this session by thinking about a specific topic 7 00:00:48.279 --> 00:00:53.279 In Unreal Engine, one of the most commonly featured environments is the forest 8 00:00:53.279 --> 00:00:56.000 Truly realistic and dense trees 9 00:00:56.000 --> 00:00:59.800 Large trees, fallen leaves on the ground, rocks 10 00:00:59.800 --> 00:01:03.599 and beautiful forests are prominently featured in Unreal Engine's promotional videos 11 00:01:03.599 --> 00:01:06.599 There are many tutorials on YouTube 12 00:01:06.599 --> 00:01:10.080 about creating forests in Unreal Engine 13 00:01:10.080 --> 00:01:12.480 You might see tutorials titled "Creating Forests," 14 00:01:12.480 --> 00:01:16.599 "World Setting," or "Building Worlds" for Unreal Engine 15 00:01:16.599 --> 00:01:20.249 In Unreal Engine, one of the most frequently depicted environments is 16 00:01:20.249 --> 00:01:24.040 forests, followed by grass and similar natural elements when aiming for realistic representations 17 00:01:24.040 --> 00:01:27.890 Let's take a moment to consider how we might represent these elements in Unreal Engine 18 00:01:27.890 --> 00:01:30.040 and then we can proceed with this session 19 00:01:30.040 --> 00:01:34.040 It's something to think about if we need to know how to use programs 20 00:01:34.040 --> 00:01:36.680 like 3D MAX or Maya 21 00:01:36.680 --> 00:01:39.130 If you look at the sample image on the screen now 22 00:01:39.130 --> 00:01:42.519 you'll see that it's densely packed with small grass 23 00:01:42.519 --> 00:01:47.040 If you click on each of those small blades of grass and zoom in, you'll see that the quality is really high 24 00:01:47.040 --> 00:01:51.760 Take some time to think about how we can arrange such a large number of these elements in a specific area 25 00:01:51.760 --> 00:01:54.559 and how we can effectively manage these elements 26 00:01:54.559 --> 00:01:57.599 and if anyone has experience with similar tasks in other programs 27 00:01:57.599 --> 00:02:00.720 comparing that could be helpful too 28 00:02:00.720 --> 00:02:04.959 Let's each take a moment to consider our thoughts, and then we'll begin this session 29 00:02:04.959 --> 00:02:07.959 Let's explore three topics 30 00:02:07.959 --> 00:02:11.080 First, level creation and blueprints 31 00:02:11.080 --> 00:02:12.730 Here, "level" refers to 32 00:02:12.730 --> 00:02:20.679 the game environment, and of course the characters level or high-level and low-level maps in a game 33 00:02:20.679 --> 00:02:25.720 which can indeed refer to ranks or levels of proficiency in various contexts 34 00:02:25.720 --> 00:02:29.279 In Unreal Engine, each individual scene is referred to as a "level" 35 00:02:29.279 --> 00:02:31.800 "New Level" appears instead of "New Scene" 36 00:02:31.800 --> 00:02:34.320 when creating a new scene in Unreal Engine 37 00:02:34.320 --> 00:02:38.759 Creating a single scene or space within Unreal Engine 38 00:02:38.759 --> 00:02:40.919 And the concept of Blueprints 39 00:02:40.919 --> 00:02:42.639 I've only told you about what you can do with Blueprints 40 00:02:42.639 --> 00:02:45.559 or what is possible with Blueprints 41 00:02:45.559 --> 00:02:49.960 Here, we'll also explore the concept of Blueprints themselves 42 00:02:49.960 --> 00:02:53.880 Next, we'll also delve into terrain creation and the concept of polygons 43 00:02:53.880 --> 00:02:56.440 which are essential for building this world 44 00:02:56.440 --> 00:02:59.600 Terrain creation literally involves creating land masses or landscapes 45 00:02:59.600 --> 00:03:04.360 Let's take a closer look at terrain creation and the concept of polygons 46 00:03:04.360 --> 00:03:07.080 "Polygons" is a term many may have heard before 47 00:03:07.080 --> 00:03:10.759 and for those who have tried Unreal Engine, some might have firsthand experience with it 48 00:03:10.759 --> 00:03:13.759 If you've used a paint tool in other programs 49 00:03:13.759 --> 00:03:17.360 to brush over an area 50 00:03:17.360 --> 00:03:19.479 and objects start appearing 51 00:03:19.479 --> 00:03:23.360 that's exactly the concept of polygons, for those who have tried it 52 00:03:23.360 --> 00:03:26.960 So, it would be good to understand that this is what polygons are all about 53 00:03:26.960 --> 00:03:29.839 But when creating a level, there are design principles to follow 54 00:03:29.839 --> 00:03:33.759 It's not just about creating terrain, planting trees 55 00:03:33.759 --> 00:03:35.399 having hills, and a sea 56 00:03:35.399 --> 00:03:39.720 There are certain rules and principles to follow depending on the situation 57 00:03:39.720 --> 00:03:42.600 Additionally, there are strategies for optimization 58 00:03:42.600 --> 00:03:44.600 We'll take a look at those as well 59 00:03:45.361 --> 00:03:48.861 Level creation and Blueprints 60 00:03:49.360 --> 00:03:52.520 As I just mentioned, if you go to the menu under "File" 61 00:03:52.520 --> 00:03:54.399 you'll see "New Level" 62 00:03:54.399 --> 00:04:00.000 In Unreal Engine, it's called a "level," but in most other programs, it's referred to as a "scene" 63 00:04:00.000 --> 00:04:02.199 You can think of it as the same concept 64 00:04:02.199 --> 00:04:04.880 If you saved your level work 65 00:04:04.880 --> 00:04:07.919 and you want to work on that level (or scene) again 66 00:04:07.919 --> 00:04:09.479 you just need to reopen that level 67 00:04:09.479 --> 00:04:10.960 That's how it works 68 00:04:10.960 --> 00:04:13.559 Here are the menus related to levels 69 00:04:13.559 --> 00:04:15.109 Open Level 70 00:04:15.109 --> 00:04:17.239 Opening an asset refers to accessing a single source file 71 00:04:17.239 --> 00:04:22.160 Saving the current level saves the ongoing work 72 00:04:22.160 --> 00:04:25.920 If you save it with a different name, you'll have two separate scenes 73 00:04:25.920 --> 00:04:28.640 When you use "Save all," which is a commonly used shortcut 74 00:04:28.640 --> 00:04:30.090 it saves everything in the project 75 00:04:30.090 --> 00:04:33.440 including assets, Blueprints, and the level you were working on 76 00:04:33.440 --> 00:04:36.679 all within that project 77 00:04:36.679 --> 00:04:39.079 There are also a "Save all" function available 78 00:04:39.079 --> 00:04:41.329 Additionally, there are options like Export 79 00:04:41.329 --> 00:04:46.519 various ways to Open projects, Compressing files, and more 80 00:04:46.519 --> 00:04:50.839 And when you select "New Level," it typically presents you with four basic options 81 00:04:50.839 --> 00:04:54.799 When creating a project in Unreal Engine, you'll often see options like Game, First Person, Third Person 82 00:04:54.799 --> 00:04:57.760 and Broadcast under the Virtual Production category 83 00:04:57.760 --> 00:05:01.720 Similarly, when starting a new level in Unreal Engine, you also encounter four main options 84 00:05:01.720 --> 00:05:04.119 Open World is the one I use the most 85 00:05:04.119 --> 00:05:07.760 Realistic default settings like sky, skylight, and 86 00:05:07.760 --> 00:05:11.040 various sky presets are 87 00:05:11.040 --> 00:05:14.679 well-designed with high quality in Unreal Engine 88 00:05:14.679 --> 00:05:15.979 There's Open World 89 00:05:15.979 --> 00:05:18.480 and there's also a completely empty Open World 90 00:05:18.480 --> 00:05:19.780 with noting in it - a blank level with no content 91 00:05:19.780 --> 00:05:22.399 And besides Open World, there are basic options 92 00:05:22.399 --> 00:05:25.959 that provide adequate settings for working 93 00:05:25.959 --> 00:05:28.119 although they might be somewhat lighter on features like lighting 94 00:05:28.119 --> 00:05:30.920 However typically, Open World is the option that is used the most 95 00:05:30.920 --> 00:05:34.519 When glossiness, reflections, or realistic lighting aren't necessary 96 00:05:34.519 --> 00:05:37.839 many prefer to work with the basic options for their projects 97 00:05:37.839 --> 00:05:41.480 Anyway, when you select it, a new scene appears 98 00:05:41.480 --> 00:05:44.399 and since it's a file concept 99 00:05:44.399 --> 00:05:46.959 you can simply go into the folder and duplicate it 100 00:05:46.959 --> 00:05:50.200 or copy the level and bring it to another project 101 00:05:50.200 --> 00:05:53.150 When bringing a level to another project 102 00:05:53.150 --> 00:05:58.799 it's important to bring along all the resources used to create that level so that it appears exactly the same 103 00:05:58.799 --> 00:06:03.480 For example, if in project A you used certain trees in scene A 104 00:06:03.480 --> 00:06:06.839 but you only bring scene A to project B 105 00:06:06.839 --> 00:06:09.119 without bringing those specific trees 106 00:06:09.119 --> 00:06:12.559 then in project B, there won't be the trees necessary for the connection since they weren't included 107 00:06:12.559 --> 00:06:16.600 Just be mindful of those details 108 00:06:16.600 --> 00:06:19.839 Level is a unit that constitutes the world of a game 109 00:06:19.839 --> 00:06:23.079 You could also consider it as a concept of a scene 110 00:06:23.079 --> 00:06:28.679 It's the spatial environment where players explore and interact 111 00:06:28.679 --> 00:06:30.519 And because it's a virtual space 112 00:06:30.519 --> 00:06:33.600 it can be implemented in VR, AR, or 113 00:06:33.600 --> 00:06:36.880 even as a simple puzzle game using only basic elements 114 00:06:36.880 --> 00:06:39.959 There are essentially no limits in the workspace 115 00:06:39.959 --> 00:06:43.720 It's a virtual space with limitless possibilities until the end 116 00:06:43.720 --> 00:06:48.279 The ground is terrain; you can create hills 117 00:06:48.279 --> 00:06:51.799 or dig deep to make seas 118 00:06:51.799 --> 00:06:54.839 Buildings and various objects, along with how they are presented 119 00:06:54.839 --> 00:06:59.760 are significantly influenced by lighting 120 00:06:59.760 --> 00:07:03.160 Lighting is so crucial that it deserves separate study and attention 121 00:07:03.160 --> 00:07:07.320 Sound is crucial as well; when entering specific spaces, you might hear firefly noises 122 00:07:07.320 --> 00:07:10.880 or near a waterfall 123 00:07:10.880 --> 00:07:15.679 many games feature waterfalls 124 00:07:15.679 --> 00:07:17.440 so the sound of cascading water becomes important 125 00:07:17.440 --> 00:07:22.279 All elements that the player can experience can be included in the level 126 00:07:22.279 --> 00:07:25.000 A specific location or scene can be represented 127 00:07:25.000 --> 00:07:29.000 and structured into multiple levels as the game progresses 128 00:07:29.519 --> 00:07:32.000 Depending on the game 129 00:07:32.000 --> 00:07:34.239 everything can be contained within a single level from start to finish 130 00:07:34.239 --> 00:07:37.440 or it can be divided into various levels 131 00:07:37.440 --> 00:07:42.000 However, large-scale games often cannot be completed within a single level 132 00:07:42.000 --> 00:07:44.040 Especially in MMORPGs 133 00:07:44.040 --> 00:07:45.720 for instance 134 00:07:45.720 --> 00:07:49.679 starting from a scene and 135 00:07:49.679 --> 00:07:53.079 traveling across the entire landscape 136 00:07:53.079 --> 00:07:54.600 can take characters in the game months to achieve 137 00:07:54.600 --> 00:07:58.160 given the vast scale of such games 138 00:07:58.200 --> 00:08:01.799 Therefore, in many games, there are not only single levels 139 00:08:01.799 --> 00:08:05.130 centered around specific locations or scenes 140 00:08:05.130 --> 00:08:09.239 but also dozens or even over a hundred levels with diverse environments and challenges 141 00:08:09.239 --> 00:08:11.799 which is a critical part of the game development process 142 00:08:11.799 --> 00:08:17.600 Level creation refers to the process of creating the world where backgrounds and players interact 143 00:08:17.600 --> 00:08:19.959 It's important for developer designers to visually construct 144 00:08:19.959 --> 00:08:24.119 and modify levels 145 00:08:24.119 --> 00:08:28.239 And in Unreal Engine, one of the most important advantages when creating games is that 146 00:08:28.239 --> 00:08:29.679 you can build your own spaces 147 00:08:29.679 --> 00:08:32.200 create rooms, decorate them, design terrains 148 00:08:32.200 --> 00:08:34.359 create oceans, set up everything 149 00:08:34.359 --> 00:08:36.760 and then immediately playtest it 150 00:08:36.760 --> 00:08:38.599 As a designer, one of the biggest advantages in Unreal Engine is that 151 00:08:38.599 --> 00:08:42.599 you can not only design but also playtest you creations directly 152 00:08:42.599 --> 00:08:44.799 which is significant benefit 153 00:08:44.799 --> 00:08:47.400 This is a scene created in an open-world format 154 00:08:47.400 --> 00:08:50.159 one of the four options I showed earlier 155 00:08:50.159 --> 00:08:52.119 There aren't many icons above 156 00:08:52.119 --> 00:08:56.520 There are also small menus that you can find in other basic 3D graphics programs 157 00:08:56.520 --> 00:08:58.159 You can also turn the lighting on and off 158 00:08:58.159 --> 00:09:00.640 and there are features like stepping available as well 159 00:09:00.640 --> 00:09:05.119 On the right-hand list, you'll see the menu named "Outliner" 160 00:09:05.119 --> 00:09:06.719 What is Outliner? 161 00:09:06.719 --> 00:09:10.039 Let's say I just created an empty scene 162 00:09:10.039 --> 00:09:11.960 but because I selected the Open World option 163 00:09:11.960 --> 00:09:14.799 lighting similar to the sun has been set up 164 00:09:14.799 --> 00:09:18.159 various settings such as directional lighting 165 00:09:18.159 --> 00:09:21.760 and basic landscape ground have been set up 166 00:09:22.679 --> 00:09:26.880 This Outliner list shows 167 00:09:26.880 --> 00:09:28.799 all the elements present in the sample Open World scene 168 00:09:28.799 --> 00:09:32.760 from the default lights 169 00:09:32.760 --> 00:09:35.039 to the terrain 170 00:09:35.039 --> 00:09:37.719 As you can see, it's just the default scene, but there are a lot of elements 171 00:09:37.719 --> 00:09:43.599 There are various elements present, such as directional light, skylight, terrain, and so on 172 00:09:43.599 --> 00:09:45.799 That's not a lot at all 173 00:09:45.799 --> 00:09:48.719 Because these settings are in place 174 00:09:48.719 --> 00:09:51.320 the basic default scene has reflections on the sky and ground 175 00:09:51.320 --> 00:09:55.280 making it feel somewhat realistic 176 00:09:55.280 --> 00:09:58.599 There was also a completely black scene with nothing in it 177 00:09:58.599 --> 00:10:01.440 If you generate a level with that, there is really nothing there 178 00:10:01.440 --> 00:10:05.640 Because there's nothing, even if you place objects 179 00:10:05.640 --> 00:10:06.679 you can't see them without light and such 180 00:10:06.679 --> 00:10:08.559 Just for your reference 181 00:10:08.559 --> 00:10:12.640 in Blender, Max, or Maya, you can set up lighting separately 182 00:10:12.640 --> 00:10:15.039 and view the scene in a mode with the lighting turned on 183 00:10:15.039 --> 00:10:18.000 or in a mode with the lighting turned off 184 00:10:18.000 --> 00:10:19.520 Even if lighting doesn't exist 185 00:10:19.520 --> 00:10:22.200 you can still see the objects in other 3D graphic programs 186 00:10:22.200 --> 00:10:25.880 Like cubes, spheres, characters, etc. 187 00:10:25.880 --> 00:10:28.200 I don't pay attention to lighting when I work 188 00:10:28.200 --> 00:10:30.520 but I can see objects 189 00:10:30.520 --> 00:10:34.359 and in the case of Unreal 190 00:10:34.359 --> 00:10:35.559 I hardly work in completely dark places 191 00:10:35.559 --> 00:10:37.400 The existence of lighting is particularly crucial 192 00:10:37.400 --> 00:10:40.400 in Unreal Engine 193 00:10:40.400 --> 00:10:41.350 Why? 194 00:10:41.350 --> 00:10:45.919 This is not a separate rendering program like Max or Maya 195 00:10:45.919 --> 00:10:49.000 it's real-time rendering 196 00:10:49.000 --> 00:10:50.919 so I can change the camera angle 197 00:10:50.919 --> 00:10:52.239 or change the lighting 198 00:10:52.239 --> 00:10:54.520 You can see it more clear in play mode 199 00:10:54.520 --> 00:10:58.039 However, even if it's not in play mode, it continues to calculate 200 00:10:58.039 --> 00:11:01.799 I'm placing a stainless steel bottle here 201 00:11:01.799 --> 00:11:03.799 And as you rotate the camera to look at it 202 00:11:03.799 --> 00:11:07.440 it continues rendering 203 00:11:07.440 --> 00:11:12.320 Therefore, lighting becomes even more crucial in this context 204 00:11:12.320 --> 00:11:17.359 Let's take a look at the key stages of level creation 205 00:11:17.359 --> 00:11:19.880 There are broadly six main aspects to consider 206 00:11:19.880 --> 00:11:23.320 Level creation step 1: Level design 207 00:11:23.320 --> 00:11:26.159 Each person's process may differ 208 00:11:26.159 --> 00:11:31.039 but this stage involves planning the basic structure and layout of the level 209 00:11:31.039 --> 00:11:32.320 to align with the game's objectives and story 210 00:11:32.320 --> 00:11:35.880 Some companies employ concept art designers separately for this stage 211 00:11:35.880 --> 00:11:40.440 while others consider it part of level design 212 00:11:40.440 --> 00:11:42.719 where individuals autonomously establish the layout 213 00:11:42.719 --> 00:11:46.039 Depending on whether it's a fundamental game or an animation we're creating 214 00:11:46.039 --> 00:11:49.520 there will be a concept 215 00:11:49.520 --> 00:11:51.280 There could be a scenario 216 00:11:51.280 --> 00:11:53.039 storyboard 217 00:11:53.039 --> 00:11:55.760 or concept art depending on what we're making 218 00:11:55.760 --> 00:12:02.200 We have to create actual 3D spaces, terrain, buildings, etc. depending on that 219 00:12:02.200 --> 00:12:04.799 and also create and place assets accordingly 220 00:12:04.799 --> 00:12:09.520 The stage of planning that layout is precisely level design 221 00:12:09.520 --> 00:12:13.400 This stage involves a lot of considerations, especially in the case of games 222 00:12:13.400 --> 00:12:15.200 Scale needs to be considered 223 00:12:15.200 --> 00:12:18.080 If I place a cool building here, for instance 224 00:12:18.080 --> 00:12:21.440 with animation, I can capture it beautifully with the camera 225 00:12:21.440 --> 00:12:26.200 However, in a game scenario, I need to consider 226 00:12:26.200 --> 00:12:28.880 if the size of this building matches the characters appearing in gameplay 227 00:12:28.880 --> 00:12:31.200 or if a character enters this building 228 00:12:31.200 --> 00:12:35.099 I need to plan whether to make the doors larger or smaller 229 00:12:35.099 --> 00:12:38.520 among other considerations 230 00:12:38.520 --> 00:12:40.799 Considering the main event points and challenges 231 00:12:40.799 --> 00:12:44.119 planning all of these things 232 00:12:44.119 --> 00:12:46.679 and the layout accordingly 233 00:12:46.679 --> 00:12:51.119 is what we refer to as level design 234 00:12:51.119 --> 00:12:53.039 In the case of games, it's quite different 235 00:12:53.039 --> 00:12:56.159 For MMORPG games, particularly, key points often include 236 00:12:56.159 --> 00:12:59.239 various towns 237 00:12:59.239 --> 00:13:02.200 where players frequently move between engaging in hunting activities 238 00:13:02.200 --> 00:13:06.400 This gameplay style is one of the most common in MMORPGs 239 00:13:06.400 --> 00:13:09.000 In each town, there are specific locations where items are sold 240 00:13:09.000 --> 00:13:13.960 and teleportation points allow for 241 00:13:13.960 --> 00:13:15.000 quick travel between different towns 242 00:13:15.000 --> 00:13:15.760 You need to carefully plan these points 243 00:13:15.760 --> 00:13:18.320 and ensure the visual design 244 00:13:18.320 --> 00:13:20.960 and interior graphics 245 00:13:20.960 --> 00:13:22.520 around them 246 00:13:22.520 --> 00:13:25.760 match their function 247 00:13:25.760 --> 00:13:27.640 Level creation stage 2: Terrain generation 248 00:13:27.640 --> 00:13:30.039 The terrain you saw earlier has 249 00:13:30.039 --> 00:13:32.640 this beige-colored ground 250 00:13:32.640 --> 00:13:34.039 To check the size 251 00:13:34.039 --> 00:13:36.719 there is a grid pattern resembling graph paper 252 00:13:36.719 --> 00:13:38.139 The terrain includes 253 00:13:38.139 --> 00:13:41.159 hills, fields, valleys 254 00:13:41.159 --> 00:13:43.039 and narrow paths 255 00:13:43.039 --> 00:13:46.840 If such a terrain creation system didn't exist 256 00:13:46.840 --> 00:13:49.239 you would have to model everything individually 257 00:13:49.239 --> 00:13:51.159 In programs like Max, Maya, or Blender 258 00:13:51.159 --> 00:13:53.960 you'd have to create each piece of land individually 259 00:13:54.760 --> 00:13:57.440 Of course, that's how games weren't made in the very early days 260 00:13:57.440 --> 00:14:00.840 But now, you can use brushes to quickly sculpt the terrain 261 00:14:00.840 --> 00:14:02.559 With a few strokes, the ground can instantly take shape 262 00:14:02.559 --> 00:14:04.960 and if you press again, it can easily sink back down 263 00:14:04.960 --> 00:14:10.320 Through brushing, terrains can be created very conveniently and delicately 264 00:14:10.320 --> 00:14:12.840 allowing even beginners to produce 265 00:14:12.840 --> 00:14:15.880 high-quality landscapes 266 00:14:15.880 --> 00:14:19.599 That's one of the reasons why games engines are used 267 00:14:19.599 --> 00:14:22.080 It's really easy to create 268 00:14:22.080 --> 00:14:25.039 Even on a very large terrain, you can zoom out a lot 269 00:14:25.039 --> 00:14:27.320 use a large brush click 270 00:14:27.320 --> 00:14:29.919 and quickly create hills over a broad area 271 00:14:29.919 --> 00:14:33.359 You can also increase the intensity to create a tall mountain with just one stroke 272 00:14:33.359 --> 00:14:37.280 Valleys, plains, and more - there's a variety brush shapes available 273 00:14:37.280 --> 00:14:39.200 There are circular brushes 274 00:14:39.200 --> 00:14:40.200 but here, we're referring to brushes 275 00:14:40.200 --> 00:14:44.080 similar to those used in Photoshop or Illustrator 276 00:14:44.080 --> 00:14:47.559 So using brushes that resemble those in Photoshop or Illustrator allows 277 00:14:47.559 --> 00:14:49.960 to quickly create various terrains 278 00:14:49.960 --> 00:14:53.039 like uneven or hilly landscapes 279 00:14:53.039 --> 00:14:54.359 Level creation step 3: Object placement 280 00:14:54.359 --> 00:14:59.479 Placing objects such as buildings, vegetation, furniture, and other elements in the level is 281 00:14:59.479 --> 00:15:04.479 also a crucial function in creating the world system level 282 00:15:04.479 --> 00:15:08.359 Here, when placing buildings, plants, or furniture 283 00:15:08.359 --> 00:15:10.909 you can import your own creations 284 00:15:10.909 --> 00:15:15.239 using fbx or obj files and place them as needed 285 00:15:15.239 --> 00:15:17.679 You can also place characters as needed 286 00:15:17.679 --> 00:15:19.679 However, in this Unreal Engine 287 00:15:19.679 --> 00:15:23.520 one of the biggest advantages and appeals is 288 00:15:23.520 --> 00:15:26.320 the ability to import assets from the Unreal Marketplace or using Quixel Bridge 289 00:15:26.320 --> 00:15:29.919 which makes asset acquisition very convenient 290 00:15:29.919 --> 00:15:33.159 So these objects are used to create the atmosphere of the game 291 00:15:33.159 --> 00:15:37.200 and serve as elements for interaction with the player 292 00:15:37.200 --> 00:15:39.640 While there are plenty of free assets on the Marketplace 293 00:15:39.640 --> 00:15:41.719 it's important not to indiscriminately use them 294 00:15:41.719 --> 00:15:43.200 During learning and practice, though, experimenting with various assets can be beneficial 295 00:15:43.200 --> 00:15:46.400 However, when you release it officially somewhere 296 00:15:46.400 --> 00:15:50.359 or use it commercially 297 00:15:50.359 --> 00:15:54.200 in which case even free sources can be entirely acceptable 298 00:15:54.200 --> 00:15:55.650 some free sources may require 299 00:15:55.650 --> 00:15:59.000 notification to the company if used commercially 300 00:15:59.000 --> 00:16:00.960 so it's important to check 301 00:16:00.960 --> 00:16:05.719 these details carefully 302 00:16:05.719 --> 00:16:09.320 Level creation step 4: Adding lighting and sound 303 00:16:09.320 --> 00:16:12.799 I showed you the open world scenario earlier with images 304 00:16:12.799 --> 00:16:16.880 Basically, there's natural light like skylight 305 00:16:16.880 --> 00:16:19.679 followed by directional light that illuminates 306 00:16:19.679 --> 00:16:23.479 the scene from one direction, and so on 307 00:16:23.479 --> 00:16:27.159 But in Unreal Engine, if you go into the light menu 308 00:16:27.159 --> 00:16:31.599 you'll see various lights 309 00:16:31.599 --> 00:16:34.080 that you've seen in other 3D graphics programs before 310 00:16:34.080 --> 00:16:36.840 Lights are also considered as objects in their own right 311 00:16:36.840 --> 00:16:37.940 so you can copy 312 00:16:37.940 --> 00:16:41.200 clone, move them side by side 313 00:16:41.200 --> 00:16:44.799 and adjust their color and intensity as needed 314 00:16:44.799 --> 00:16:48.359 But in other programs, lights typically have an intensity concept 315 00:16:48.359 --> 00:16:51.039 where you can adjust the intensity 316 00:16:51.039 --> 00:16:55.400 In Unreal Engine, there's a concept of temperature for these lights 317 00:16:55.400 --> 00:16:57.640 So, it allows you to adjust the warmth and coolness of these lights using the concept of temperature 318 00:16:57.640 --> 00:17:00.880 which can shift between reddish and bluish hues 319 00:17:00.880 --> 00:17:03.239 This can be very useful at times 320 00:17:03.239 --> 00:17:07.319 Of course, you can set the light to any color, like rainbow 321 00:17:07.319 --> 00:17:10.359 but the concept of switching between red and blue hues 322 00:17:10.359 --> 00:17:13.319 is also often used effectively 323 00:17:13.319 --> 00:17:15.839 Even in the same space, the atmosphere changes significantly 324 00:17:15.839 --> 00:17:19.760 depending on the lighting 325 00:17:19.760 --> 00:17:21.760 But this is also true in real life 326 00:17:21.760 --> 00:17:23.599 There is the same square room 327 00:17:23.599 --> 00:17:26.000 Depending on how you set up the lighting 328 00:17:26.000 --> 00:17:27.680 it can turn into a club 329 00:17:27.680 --> 00:17:29.800 or change to look like a library 330 00:17:29.800 --> 00:17:32.439 The same goes for 3D graphics 331 00:17:32.479 --> 00:17:34.439 The same goes for sound as well 332 00:17:34.439 --> 00:17:37.239 There is a flatland where the wind blows a lot 333 00:17:37.239 --> 00:17:39.719 You need to catch a lot of monsters 334 00:17:39.719 --> 00:17:43.640 but the wind effect is graphically set to move only when you go there 335 00:17:43.640 --> 00:17:46.439 I think adding wind sound there 336 00:17:46.439 --> 00:17:48.599 would make hunting more immersive 337 00:17:48.599 --> 00:17:50.280 And sound is important too, of course 338 00:17:50.280 --> 00:17:53.160 Level creation step 5: Adding gameplay elements 339 00:17:53.160 --> 00:17:56.119 Gameplay elements related to the game are naturally crucial 340 00:17:56.119 --> 00:18:00.680 when creating this level and designing the game itself 341 00:18:00.680 --> 00:18:05.520 This involves a significant role for developers 342 00:18:05.520 --> 00:18:07.599 Level creation stage 6: Testing and optimization 343 00:18:07.599 --> 00:18:10.479 It can be said that everything is done in this level 344 00:18:10.479 --> 00:18:12.959 Let's take a look at the concept of blueprints this time 345 00:18:12.959 --> 00:18:15.959 There are a wide variety of items on the menu 346 00:18:15.959 --> 00:18:18.920 In animation, there is also the concept of animation blueprints 347 00:18:18.920 --> 00:18:20.680 If you look at the top four main menus 348 00:18:20.680 --> 00:18:23.479 you'll see the fourth one called "Blueprint Class" 349 00:18:23.479 --> 00:18:25.400 If you go into the blueprint menu itself 350 00:18:25.400 --> 00:18:29.520 you'll see a list that includes structures, enums, and so on, like this 351 00:18:29.520 --> 00:18:32.280 In Unreal Engine, the concept of blueprints refers to 352 00:18:32.280 --> 00:18:34.180 a visual scripting system 353 00:18:34.180 --> 00:18:37.199 I've shown you various forms of blueprints in other topics 354 00:18:37.199 --> 00:18:41.880 It's coding where you connect nodes like blocks along lines to create a flow 355 00:18:41.880 --> 00:18:45.920 So, it simplifies the game development process significantly 356 00:18:45.920 --> 00:18:48.079 and because it revolves around the concept of nodes 357 00:18:48.079 --> 00:18:51.119 you can work on tasks by examining the structure 358 00:18:51.119 --> 00:18:54.959 You can develop in a truly systematic and intuitive manner 359 00:18:54.959 --> 00:18:56.920 The biggest advantage is that 360 00:18:56.920 --> 00:19:00.839 compared to scripting in text-based environments like Visual Studio 361 00:19:00.839 --> 00:19:02.880 the volume of code can be massive 362 00:19:02.880 --> 00:19:04.560 However, the amount of code can be enormous, especially in games 363 00:19:04.560 --> 00:19:07.479 that often exceed several hundred thousand or even tens of millions of lines of code 364 00:19:07.479 --> 00:19:10.560 But, blueprints are structured in a way that simplifies this complexity 365 00:19:10.560 --> 00:19:13.280 Because blueprints are categorized into different types 366 00:19:13.280 --> 00:19:16.079 such as action blueprints for actions 367 00:19:16.079 --> 00:19:18.839 play blueprints for gameplay-related functions 368 00:19:18.839 --> 00:19:21.000 and so on 369 00:19:21.000 --> 00:19:22.920 even non-experts can understand 370 00:19:22.920 --> 00:19:26.479 and work with different parts quite effectively 371 00:19:26.520 --> 00:19:29.599 This can be considered a significant advantage 372 00:19:29.599 --> 00:19:32.319 So, in the game development process 373 00:19:32.319 --> 00:19:34.280 another important aspect is 374 00:19:34.280 --> 00:19:37.719 the feedback among various participants and developers 375 00:19:37.719 --> 00:19:41.160 Using blueprints can facilitate clear communication 376 00:19:41.160 --> 00:19:44.079 and understanding among graphic designers and programmers 377 00:19:44.079 --> 00:19:45.839 allowing them to collaborate smoothly 378 00:19:45.839 --> 00:19:49.079 It can be said that using blueprints is highly effective system 379 00:19:49.079 --> 00:19:51.439 for communication and collaboration 380 00:19:51.439 --> 00:19:57.439 among people working on effects, animation, and motion capture 381 00:19:57.439 --> 00:19:59.560 So, the blueprint system is precisely a visual scripting system 382 00:19:59.560 --> 00:20:02.319 that simplifies and accelerates 383 00:20:02.319 --> 00:20:03.959 the game development process significantly 384 00:20:03.959 --> 00:20:06.000 So, even if someone has limited programming knowledge 385 00:20:06.000 --> 00:20:08.959 or is a novice without any knowledge at all 386 00:20:08.959 --> 00:20:12.319 game designers and artists can implement 387 00:20:12.319 --> 00:20:15.319 and understand complex game logic to a certain extent 388 00:20:15.319 --> 00:20:16.959 By analyzing a few nodes 389 00:20:16.959 --> 00:20:18.479 they can grasp and understand what has been created 390 00:20:18.479 --> 00:20:22.640 although not necessarily comprehending every detail, they can still realize how it works 391 00:20:22.640 --> 00:20:24.439 This works really, really well 392 00:20:24.439 --> 00:20:29.040 In Visual Studio, if you're coding purely in text for things like textures 393 00:20:29.040 --> 00:20:31.359 it often requires a lot of comments to fully understand what's going on 394 00:20:33.079 --> 00:20:34.880 Visual scripting, like this 395 00:20:34.880 --> 00:20:37.560 allows you to visually see the structure of nodes 396 00:20:37.560 --> 00:20:39.880 making it much easier to understand and thus increasing comprehension significantly 397 00:20:39.880 --> 00:20:42.119 So, you can easily create interactive elements 398 00:20:42.119 --> 00:20:45.959 and even beginners can implement 399 00:20:45.959 --> 00:20:48.079 gameplay-related interactions 400 00:20:48.079 --> 00:20:52.680 by simply right-clicking to choose and connect nodes in blueprints 401 00:20:52.680 --> 00:20:57.079 Instead of writing C code, using blueprints allows you to 402 00:20:57.079 --> 00:20:58.599 use drag-and-drop 403 00:20:58.599 --> 00:20:59.680 where you can just place elements without needing to write code in C 404 00:20:59.680 --> 00:21:01.839 And if it doesn't work out, then you can delete nodes and swap them out 405 00:21:01.839 --> 00:21:03.280 If you connect it here and it doesn't work 406 00:21:03.280 --> 00:21:05.280 and try connecting it elsewhere and it works, then 407 00:21:05.280 --> 00:21:06.880 you can visually confirm what's happening 408 00:21:06.880 --> 00:21:09.959 You can also temporarily drag it to another monitor and play it to see 409 00:21:09.959 --> 00:21:12.239 'Ah, this node is executing right now' 410 00:21:12.239 --> 00:21:15.439 allowing you to visually confirm 411 00:21:15.439 --> 00:21:17.400 the execution order in real time 412 00:21:17.400 --> 00:21:20.199 This can be considered very important as well 413 00:21:20.199 --> 00:21:23.319 Alright, if you right-click on Blueprint 414 00:21:23.319 --> 00:21:26.480 then select Blueprint Class from the main menu 415 00:21:26.480 --> 00:21:30.640 here are some typical parent classes you can create 416 00:21:30.640 --> 00:21:35.119 Typically, when making a game, you would choose one of these blueprints as a parent class 417 00:21:35.119 --> 00:21:38.400 and create many instances of it 418 00:21:38.400 --> 00:21:39.500 First, 419 00:21:39.500 --> 00:21:43.719 for most elements in a game, you would create an Actor Blueprint 420 00:21:43.719 --> 00:21:46.119 If you go into the details of blueprint menu inside 421 00:21:46.119 --> 00:21:49.199 there exists a viewport for graphic design 422 00:21:49.199 --> 00:21:52.319 There, you can place objects like static meshes 423 00:21:52.319 --> 00:21:54.160 and connect them in this graphical viewport 424 00:21:54.160 --> 00:21:57.359 In general, most elements appearing in games 425 00:21:57.359 --> 00:22:04.040 are represented as actor or character blueprints 426 00:22:04.040 --> 00:22:08.280 Of course, when simply decorating backgrounds 427 00:22:08.280 --> 00:22:11.160 you can just place static meshes or character meshes 428 00:22:11.160 --> 00:22:14.199 which are 3D objects themselves 429 00:22:14.199 --> 00:22:17.040 You can think that in actual games, entities that 430 00:22:17.040 --> 00:22:20.319 move, fight, attack, or perform roles 431 00:22:20.319 --> 00:22:23.880 generally exist as blueprints 432 00:22:23.880 --> 00:22:26.479 Blueprints come in a wide variety of types 433 00:22:26.479 --> 00:22:30.599 ranging from completely empty blueprints to ones with complex functionalities already implemented 434 00:22:30.599 --> 00:22:33.560 If you select a class here to develop from 435 00:22:33.560 --> 00:22:35.800 you can consider it as a blueprint form 436 00:22:35.800 --> 00:22:38.119 that already has some basic settings configured 437 00:22:38.119 --> 00:22:41.520 Actors, followed by pawn that produces something 438 00:22:41.520 --> 00:22:44.880 then one of the most used - characters 439 00:22:44.880 --> 00:22:48.079 then players, controls, and related items 440 00:22:48.079 --> 00:22:50.239 followed by game modes 441 00:22:50.239 --> 00:22:55.199 actors, scenes, and so on are all divided like this 442 00:22:55.199 --> 00:22:58.119 Depending on which one you choose 443 00:22:58.119 --> 00:23:02.760 what is shown when you first turn on the blueprint will change slightly 444 00:23:02.760 --> 00:23:04.520 Especially for characters 445 00:23:04.520 --> 00:23:07.800 there's a lot to set up when it comes to movement 446 00:23:07.800 --> 00:23:09.479 By setting it up with a basic character 447 00:23:09.479 --> 00:23:12.640 many of those features are already implemented 448 00:23:12.640 --> 00:23:17.000 so it can save a lot of time 449 00:23:17.000 --> 00:23:19.479 compared to developing from an empty blueprint 450 00:23:19.479 --> 00:23:24.119 Next, we will take a closer look at the actual form of the blueprint 451 00:23:24.119 --> 00:23:28.640 When working on materials, you connect material graphs 452 00:23:28.640 --> 00:23:31.439 which can be considered a type of code 453 00:23:31.439 --> 00:23:33.800 In a blueprint 454 00:23:33.800 --> 00:23:37.680 you can see concepts related to events 455 00:23:37.680 --> 00:23:42.520 as well as practical nodes for actions or gameplay, connected like this 456 00:23:42.520 --> 00:23:45.839 Consider this to be a normal amount 457 00:23:45.839 --> 00:23:49.119 In a single blueprint 458 00:23:49.119 --> 00:23:51.599 it's quite common to see more than 100 nodes 459 00:23:51.599 --> 00:23:53.220 When creating an actual game 460 00:23:53.220 --> 00:23:56.370 you can see various sets 461 00:23:56.370 --> 00:23:58.919 and structures of nodes 462 00:23:58.969 --> 00:24:03.119 within a single blueprint like this 463 00:24:03.119 --> 00:24:04.959 The advantage here is that 464 00:24:04.959 --> 00:24:08.680 if you want to explain a specific gameplay 465 00:24:08.680 --> 00:24:10.760 or feature related to a game 466 00:24:10.760 --> 00:24:13.319 instead of having to search through millions of lines of text-based code 467 00:24:13.319 --> 00:24:17.800 you can simply focus on 468 00:24:17.800 --> 00:24:19.479 and highlight the relevant nodes 469 00:24:19.479 --> 00:24:21.959 within the blueprint 470 00:24:21.959 --> 00:24:24.400 to explain that part 471 00:24:24.400 --> 00:24:28.000 From there, you can swap out a node to demonstrate a different gameplay 472 00:24:28.000 --> 00:24:30.079 remove a line to connect it elsewhere 473 00:24:30.079 --> 00:24:32.280 and show alternative connections easily 474 00:24:32.280 --> 00:24:36.800 Those concepts are indeed very important 475 00:24:36.800 --> 00:24:41.439 Then let's take a look at some key features of blueprints 476 00:24:41.439 --> 00:24:45.280 Blueprint feature 1: Accessibility and flexibility 477 00:24:45.280 --> 00:24:46.479 As I mentioned 478 00:24:46.479 --> 00:24:49.560 you can easily swap out middle nodes 479 00:24:49.560 --> 00:24:53.680 or copy and paste entire nodes to use elsewhere 480 00:24:53.680 --> 00:24:55.920 The ability to connect and reconnect nodes freely 481 00:24:55.920 --> 00:24:59.239 is one of the biggest advantages 482 00:24:59.239 --> 00:25:02.479 So, even non-programmers can use it easily 483 00:25:02.479 --> 00:25:05.760 Blueprints are also one of those features 484 00:25:05.760 --> 00:25:09.800 that greatly widen the user base of Unreal Engine 485 00:25:09.800 --> 00:25:13.599 allowing graphic designers or artists to implement interactions 486 00:25:13.599 --> 00:25:17.479 with just a moderate level of learning 487 00:25:17.479 --> 00:25:18.920 Blueprint feature 2: Visual interface 488 00:25:18.920 --> 00:25:21.800 I mentioned earlier that this is called visual scripting 489 00:25:21.800 --> 00:25:23.719 So, you can visually notice 490 00:25:23.719 --> 00:25:26.800 what's a variable, what's an event, and what's an input 491 00:25:26.800 --> 00:25:28.880 Because you can see it visually 492 00:25:28.880 --> 00:25:33.160 it allows you to implement various logics in a visual and intuitive way 493 00:25:33.160 --> 00:25:34.810 Blueprint feature 3: Reusability 494 00:25:34.810 --> 00:25:36.920 You can copy reusable blueprints 495 00:25:36.920 --> 00:25:39.760 and if I have a blueprint I was using in Project A 496 00:25:39.760 --> 00:25:42.359 controls and related components can be copied directly 497 00:25:42.359 --> 00:25:45.000 and reused in Project B as they were in Project A 498 00:25:45.000 --> 00:25:47.280 You can also make just a few changes and use it like that 499 00:25:47.280 --> 00:25:49.199 which is very convenient 500 00:25:49.199 --> 00:25:51.479 Blueprint feature 4: Real-time preview 501 00:25:51.479 --> 00:25:54.229 You can make changes, apply them, and play 502 00:25:54.229 --> 00:25:56.359 all while viewing the blueprint during gameplay 503 00:25:56.359 --> 00:25:58.239 you realize 'Oh, I get where it runs until here 504 00:25:58.239 --> 00:25:59.800 and then encounters an error' 505 00:25:59.800 --> 00:26:01.599 'Here, I can see what action is being performed' 506 00:26:01.599 --> 00:26:05.079 allowing you to confirm it visually 507 00:26:05.079 --> 00:26:09.520 Usually, when coding with text-based scripts 508 00:26:09.520 --> 00:26:12.400 although it does show errors on which line and which column 509 00:26:12.400 --> 00:26:15.640 finding the exact error can be really challenging 510 00:26:15.640 --> 00:26:18.719 But with blueprints, it's something I often marvel at too 511 00:26:18.719 --> 00:26:20.640 It shows you exactly where the error occurred 512 00:26:20.640 --> 00:26:23.199 Just fixing that part usually gets everything running smoothly again 513 00:26:23.199 --> 00:26:24.719 That's another advantage worth mentioning 514 00:26:25.422 --> 00:26:29.022 Terrain generation and polygon manipulation 515 00:26:29.769 --> 00:26:34.439 Alright, next let's take a look at one of Unreal's most powerful features 516 00:26:34.439 --> 00:26:37.160 which is the Landscape tool 517 00:26:37.160 --> 00:26:41.239 used for creating terrains 518 00:26:41.239 --> 00:26:44.760 If you look, at the top left of Unreal, there's a selection mode 519 00:26:44.760 --> 00:26:48.520 By default, when you look at the menu, it's set to the selection mode 520 00:26:48.520 --> 00:26:53.239 and below that, you'll see options like Landscape, Polygon, Mesh Paint, Modeling 521 00:26:53.239 --> 00:26:55.959 Brush, Animation, and so on 522 00:26:55.959 --> 00:26:59.079 Here, Landscape is particularly important 523 00:26:59.079 --> 00:27:04.520 as it allows you to create, edit, and decorate terrains - all the tools you need are set up under this menu 524 00:27:04.520 --> 00:27:07.479 That's the Landscape mode right there 525 00:27:07.479 --> 00:27:09.959 But what's important is that in Landscape mode 526 00:27:09.959 --> 00:27:13.880 you're focused solely on landscape editing, without the distractions of selecting other objects 527 00:27:13.880 --> 00:27:17.680 Also, when you enter Polygon mode, you're focused on polygon editing on the landscape 528 00:27:17.680 --> 00:27:23.800 and the modes change accordingly as you switch between them; it's something to keep in mind 529 00:27:23.800 --> 00:27:28.640 Then, let's take a look at terrain creation and related features 530 00:27:28.640 --> 00:27:32.760 As we saw earlier, there was a beige ground at the bottom 531 00:27:32.760 --> 00:27:36.810 Creating terrain from scratch, starting with nothing but an empty space 532 00:27:36.810 --> 00:27:38.040 is exactly what terrain generation is all about 533 00:27:38.040 --> 00:27:41.959 And to edit it, you need to enter the Landscape mode 534 00:27:41.959 --> 00:27:44.160 which is exactly what Landscape mode is for 535 00:27:44.160 --> 00:27:47.040 Creating and editing terrain in Unreal is crucial because 536 00:27:47.040 --> 00:27:51.000 it's about constructing the game world itself 537 00:27:51.000 --> 00:27:52.839 Of course, you can plant trees on it 538 00:27:52.839 --> 00:27:54.160 place buildings 539 00:27:54.160 --> 00:27:56.479 or even lay down asphalt roads 540 00:27:56.479 --> 00:27:59.040 but having the terrain with 541 00:27:59.040 --> 00:28:02.520 hills, valleys, ups, and downs 542 00:28:02.520 --> 00:28:04.400 is essential 543 00:28:04.400 --> 00:28:08.040 And Landscape mode is what allows you to edit that terrain 544 00:28:08.040 --> 00:28:10.359 With these tools, developers or designers 545 00:28:10.359 --> 00:28:13.400 can easily create very realistic natural environments 546 00:28:13.400 --> 00:28:15.079 One of the biggest advantages is that 547 00:28:15.079 --> 00:28:19.680 you can easily edit vast and wide areas with these tools 548 00:28:19.680 --> 00:28:22.239 Users can intuitively raise or lower the terrain 549 00:28:22.239 --> 00:28:24.560 creating mountains just by raising continuously 550 00:28:24.560 --> 00:28:27.680 By changing brushes, they can create rough or smooth surfaces 551 00:28:27.680 --> 00:28:31.079 quickly forming valleys and uneven terrain 552 00:28:31.079 --> 00:28:34.319 So, this time I've captured a simple demonstration of actually creating terrain 553 00:28:34.319 --> 00:28:36.199 by clicking and dragging 554 00:28:36.199 --> 00:28:39.160 and I'll show you that right now 555 00:28:39.160 --> 00:28:42.839 When you switch from Selection mode to Landscape mode at the top left 556 00:28:42.839 --> 00:28:44.800 the menu changes like this 557 00:28:44.800 --> 00:28:47.640 I recommend trying it out yourself 558 00:28:47.640 --> 00:28:49.920 When you switch back to Selection mode, it returns to the original mode 559 00:28:49.920 --> 00:28:51.029 When you switch to Polygon mode 560 00:28:51.029 --> 00:28:55.319 related menus are automatically set up on the left like this 561 00:28:55.319 --> 00:28:58.640 As you can see here, sculpting means carving 562 00:28:58.640 --> 00:29:02.000 If you've tried sculpting in programs 563 00:29:02.000 --> 00:29:04.280 like Blender or ZBrush 564 00:29:04.280 --> 00:29:06.760 it's the same concept here 565 00:29:06.760 --> 00:29:09.640 You can make the brush raise or lower the terrain 566 00:29:09.640 --> 00:29:12.199 just like you can make it protrude or dig in 567 00:29:12.199 --> 00:29:14.319 But one thing to note here is that 568 00:29:14.319 --> 00:29:16.880 some of you might have tried something similar in Unity 569 00:29:16.880 --> 00:29:20.800 In Unity, you can't go below 0 on the Y-axis 570 00:29:20.800 --> 00:29:23.719 in terms of height 571 00:29:23.719 --> 00:29:26.800 However in Unreal 572 00:29:26.800 --> 00:29:29.319 which uses the Z-axis for height 573 00:29:29.319 --> 00:29:31.400 you an go below 0, deeper into the ground 574 00:29:31.400 --> 00:29:34.319 That aspect makes it very easy to represent when creating things like oceans or lakes 575 00:29:34.319 --> 00:29:37.680 by digging deep 576 00:29:37.680 --> 00:29:39.599 and placing water there 577 00:29:39.599 --> 00:29:40.839 You can think of it as literally sculpting 578 00:29:40.839 --> 00:29:43.680 and the most important thing here is 579 00:29:43.680 --> 00:29:48.479 the size, shape, and strength of the sculpting tool 580 00:29:48.479 --> 00:29:51.560 Even if you're holding the same sculpting tool 581 00:29:51.560 --> 00:29:55.839 the depth you carve will differ depending on how hard or soft you sculpt 582 00:29:55.839 --> 00:30:01.079 That concept is intensity, size, which you can adjust 583 00:30:01.079 --> 00:30:03.319 and you can also change the shape 584 00:30:03.319 --> 00:30:04.669 With the outer border of brushes 585 00:30:04.669 --> 00:30:06.319 when you push the brush this much 586 00:30:06.319 --> 00:30:08.959 it could look like this from the side 587 00:30:08.959 --> 00:30:12.599 it could look like that, or it could be more pointed like this 588 00:30:12.599 --> 00:30:14.719 You can see those as options 589 00:30:14.719 --> 00:30:17.160 for carving knives on the left side 590 00:30:17.160 --> 00:30:20.959 In this way, with the various options 591 00:30:20.959 --> 00:30:23.680 if the brush size is large, you can create a big hill in one go 592 00:30:23.680 --> 00:30:27.280 If you set the brush size smaller, you can also create detailed expression 593 00:30:27.280 --> 00:30:31.119 You can think of it as creating the ground in this way 594 00:30:31.119 --> 00:30:33.319 It needs to come out well in the initial planning stage 595 00:30:33.319 --> 00:30:35.040 That way, you can determine where the mountains should be 596 00:30:35.040 --> 00:30:37.280 and where there should be deep valleys 597 00:30:37.280 --> 00:30:38.640 and where things should protrude 598 00:30:38.640 --> 00:30:40.000 and where there should be cliffs 599 00:30:40.000 --> 00:30:41.800 You can plan all these details 600 00:30:41.800 --> 00:30:44.280 So, let's take a closer look at the details 601 00:30:44.280 --> 00:30:47.800 As I mentioned earlier, you just need to switch to landscape mode 602 00:30:47.800 --> 00:30:50.199 which is divided into sculpting and painting tools 603 00:30:50.199 --> 00:30:53.239 Sculpting is literally about sculpting 604 00:30:53.239 --> 00:30:58.160 so you adjust settings like brush size, intensity, and sensitivity 605 00:30:58.160 --> 00:31:00.199 related to the brush 606 00:31:00.199 --> 00:31:04.000 Painting is when you need to apply color or texture once you've created the terrain 607 00:31:04.000 --> 00:31:06.239 So, you can paint using texture concepts 608 00:31:06.239 --> 00:31:08.160 or solid colors 609 00:31:08.160 --> 00:31:11.680 Painting involves applying colors in the paint section 610 00:31:11.719 --> 00:31:13.359 Just for your information 611 00:31:13.359 --> 00:31:15.439 we also directly paint colors 612 00:31:15.439 --> 00:31:17.239 but a more commonly used method is 613 00:31:17.239 --> 00:31:20.760 through the Surface option in the Quick Edit Bridge 614 00:31:20.760 --> 00:31:22.479 After choosing a material in Surface 615 00:31:22.479 --> 00:31:25.239 you can directly throw it onto the ground to apply it 616 00:31:25.239 --> 00:31:28.359 Then, many different fantastic materials can be applied to the ground 617 00:31:28.359 --> 00:31:29.400 You can do it that way 618 00:31:29.400 --> 00:31:30.959 or you can also paint directly 619 00:31:30.959 --> 00:31:33.319 The most important thing to remember is that 620 00:31:33.319 --> 00:31:36.040 creating and refining terrain in Unreal Engine 621 00:31:36.040 --> 00:31:37.400 should be done in Landscape mode 622 00:31:37.400 --> 00:31:39.880 Some people may not know how to switch modes 623 00:31:39.880 --> 00:31:42.400 so they keep looking for the terrain menu 624 00:31:42.400 --> 00:31:44.079 You need to switch the mode 625 00:31:44.079 --> 00:31:45.560 Adjusting with the brush 626 00:31:45.560 --> 00:31:47.119 creating beautiful shapes 627 00:31:47.119 --> 00:31:48.520 and then painting 628 00:31:48.520 --> 00:31:52.479 Think of these steps as 629 00:31:52.479 --> 00:31:55.640 the foundational stages of sculpting and painting the terrain 630 00:31:55.640 --> 00:31:58.119 After Landscape, there's Foliage 631 00:31:58.119 --> 00:32:01.319 Foliage is used to decorate the landscape in order to enhance the landscape design 632 00:32:01.319 --> 00:32:04.160 However, Landscape mode and Foliage mode are 633 00:32:04.160 --> 00:32:07.520 separate and distinct in their configurations 634 00:32:07.520 --> 00:32:09.839 On the right side, you'll find shortcuts as well 635 00:32:09.839 --> 00:32:11.199 There are shortcuts like Shift 1, 2, 3, 4 on the right side 636 00:32:11.199 --> 00:32:13.160 but you don't necessarily have to memorize them 637 00:32:13.160 --> 00:32:16.319 Since you don't switch modes frequently 638 00:32:16.319 --> 00:32:20.160 I wouldn't recommend memorizing those shortcuts 639 00:32:20.160 --> 00:32:24.959 I mentioned Foliage initially as referring to things like 640 00:32:24.959 --> 00:32:26.719 forests, fields, or grassy areas 641 00:32:26.719 --> 00:32:30.760 Foliage is used to add natural plants and trees to game worlds 642 00:32:30.760 --> 00:32:35.119 making environments more vibrant 643 00:32:35.119 --> 00:32:36.800 and realistic 644 00:32:36.800 --> 00:32:39.719 It can be said that Foliages are powerful tool 645 00:32:39.719 --> 00:32:42.800 that shouldn't be overlooked when creating forests or other types of landscapes 646 00:32:42.800 --> 00:32:45.000 Through the Foliage system 647 00:32:45.000 --> 00:32:51.199 developers can swiftly place and manage a large variety of items 648 00:32:51.199 --> 00:32:55.000 like grass, trees, bushes, and various plants in their environments 649 00:32:55.000 --> 00:32:56.400 But there are also options available 650 00:32:56.400 --> 00:32:59.959 For example, if you want to create a village where very old zombies come out 651 00:32:59.959 --> 00:33:04.439 You want to lay down withered and twisted grass here and there 652 00:33:04.439 --> 00:33:06.479 You can easily adjust options to decide 653 00:33:06.479 --> 00:33:09.520 whether the terrain brushes should only recognize the ground surface 654 00:33:09.520 --> 00:33:12.599 or if they should also plant on top of houses, for example 655 00:33:12.599 --> 00:33:15.800 This system plays a crucial role in creating rich landscapes in games 656 00:33:15.800 --> 00:33:18.400 and contributes significantly to building immersive worlds 657 00:33:18.400 --> 00:33:21.640 that players can deeply engage with 658 00:33:21.640 --> 00:33:25.680 The key feature is its ability to plant a large quantity of items, particularly useful for creating forests or similar environments 659 00:33:25.680 --> 00:33:29.000 Foliage feature 1 Mass development and performance optimization 660 00:33:29.000 --> 00:33:37.760 Foliage feature 2 Dynamic interaction, ability to work with multiple groups at once using painting tools 661 00:33:37.760 --> 00:33:40.959 This can be considered its most significant feature 662 00:33:40.959 --> 00:33:43.359 Foliage usage method 1 Prepare Foliage assets 663 00:33:43.359 --> 00:33:46.199 This can refer to any object, without being specific to one 664 00:33:46.199 --> 00:33:49.239 Typically, there are a lot of assets like grass, trees, and flowers available 665 00:33:49.239 --> 00:33:50.920 in the Bridge 666 00:33:50.920 --> 00:33:54.160 They are often used extensively in Foliage after being imported from the Bridge 667 00:33:54.160 --> 00:33:58.439 Foliage usage method 2: Activate the Foliage tool Activate Foliages mode through the selection mode 668 00:33:58.439 --> 00:33:59.989 Foliage usage method 3 Placing Foliage 669 00:33:59.989 --> 00:34:02.479 Foliage usage method 4 Editing and managing Foliage 670 00:34:02.479 --> 00:34:05.880 Even beginners can implement it easily 671 00:34:05.880 --> 00:34:10.439 and its biggest advantage is the ability to create high-quality spaces 672 00:34:10.439 --> 00:34:14.320 If you try making a forest, mountain, or field once 673 00:34:14.320 --> 00:34:17.919 you could complete it as early as your first day learning Unreal Engine 674 00:34:17.919 --> 00:34:20.040 Anyone can easily use Foliage 675 00:34:20.040 --> 00:34:22.679 to create high-quality spaces 676 00:34:22.679 --> 00:34:25.199 So, in this way, adding pixel content 677 00:34:25.199 --> 00:34:30.120 there are really a lot of plants in the 3D planche section of the Bridge 678 00:34:30.120 --> 00:34:32.840 After selecting what you like, you import it 679 00:34:32.840 --> 00:34:35.320 What you see on the left is the Foliage menu 680 00:34:35.360 --> 00:34:38.159 Below, the detailed assets that appear 681 00:34:38.159 --> 00:34:41.639 are what you've imported and can use in Foliage 682 00:34:41.639 --> 00:34:45.120 From there, you can mix and match these assets to create a grassy field 683 00:34:45.120 --> 00:34:47.760 Chose the ones you like, check them off if they suit your preference 684 00:34:47.760 --> 00:34:49.919 uncheck those that don't 685 00:34:49.919 --> 00:34:52.560 and then brush them onto your canvas 686 00:34:52.560 --> 00:34:55.159 This way, you can quickly populate your scene with various types of grasses 687 00:34:58.399 --> 00:35:00.679 Even if you have imported many assets 688 00:35:00.679 --> 00:35:03.520 only the ones you check and activate will mix 689 00:35:03.520 --> 00:35:05.199 and scatter in this manner when you apply them 690 00:35:05.199 --> 00:35:06.999 As long as the terrain shape looks realistic 691 00:35:06.999 --> 00:35:11.879 you can quickly plant thousands of trees and grasses 692 00:35:11.879 --> 00:35:13.679 in an instant 693 00:35:13.679 --> 00:35:16.560 If you hold down Shift while brushing, it will erase the plants or objects 694 00:35:16.560 --> 00:35:19.719 Next, let's take a brief look at level design 695 00:35:19.719 --> 00:35:23.399 and principles for level optimization strategies 696 00:35:23.399 --> 00:35:24.799 Principles of level design 697 00:35:24.799 --> 00:35:28.879 Level design can be considered a crucial part of constructing the game world 698 00:35:28.879 --> 00:35:32.159 Good level design naturally immerses players 699 00:35:32.159 --> 00:35:36.439 presents challenges in achieving goals, and offers opportunities for exploration and discovery 700 00:35:36.439 --> 00:35:39.439 The most important aspect is arguably presenting clear objectives to the player 701 00:35:39.439 --> 00:35:41.520 as the first step 702 00:35:41.520 --> 00:35:44.479 Next, providing opportunities for exploration and discovery is crucial 703 00:35:44.479 --> 00:35:46.239 and there are various ways to achieve this 704 00:35:46.239 --> 00:35:48.199 It can be provided through the story as well 705 00:35:48.199 --> 00:35:51.959 or it can be provided through NPCs guiding the player 706 00:35:51.959 --> 00:35:53.760 or it can be provided automatically 707 00:35:53.760 --> 00:35:55.959 as players continue to complete missions 708 00:35:55.959 --> 00:35:58.159 And while this varies across games 709 00:35:58.159 --> 00:36:00.719 generally, principles and strategies include 710 00:36:00.719 --> 00:36:02.069 challenges and rewards 711 00:36:02.069 --> 00:36:04.360 When progressing through each level of the game, upon completing the entire game 712 00:36:04.360 --> 00:36:09.439 there should be rewards, feedback, and various elements to consider 713 00:36:09.439 --> 00:36:13.919 Next, there should be visual cohesion as well as various visual elements that add fun and diversity 714 00:36:13.919 --> 00:36:17.959 Additionally, providing feedback for specific player actions is crucial 715 00:36:17.959 --> 00:36:21.800 to smoothly incorporate these elements into the level design 716 00:36:21.800 --> 00:36:25.760 Accessibility and flexibility are also essential aspects that can't be overlooked 717 00:36:25.760 --> 00:36:29.360 Finally, let's take a look at optimization strategies for levels 718 00:36:29.360 --> 00:36:32.360 One of the most commonly used techniques is LOD (Level of Detail) 719 00:36:32.360 --> 00:36:34.000 Level of Detail (LOD) is a technique where 720 00:36:34.000 --> 00:36:37.239 when a complex element is close to the camera 721 00:36:37.239 --> 00:36:39.479 it appears in high quality 722 00:36:39.479 --> 00:36:41.919 when it's far from the camera 723 00:36:41.919 --> 00:36:46.320 it automatically appears as a simplified low-polygon version using the LOD system 724 00:36:46.320 --> 00:36:50.280 It's widely used in most games, especially in VR games 725 00:36:50.280 --> 00:36:53.320 In first-person shooter games as well 726 00:36:53.320 --> 00:36:56.800 LOD through optimization is a fundamental concept 727 00:36:56.800 --> 00:36:59.199 Next, techniques like occlusion culling ensure that 728 00:36:59.199 --> 00:37:02.479 objects not visible to the camera don't need to be rendered, optimizing performance 729 00:37:03.179 --> 00:37:06.040 Also, optimizing textures 730 00:37:06.040 --> 00:37:09.399 and other assets can 731 00:37:09.399 --> 00:37:11.840 further enhance level optimization 732 00:37:11.840 --> 00:37:13.239 Next, in cases like background elements 733 00:37:13.239 --> 00:37:16.159 where lighting doesn't change often 734 00:37:16.159 --> 00:37:20.320 pre-calculating lighting instead of computing it in real-time can be beneficial for optimization 735 00:37:20.320 --> 00:37:22.879 In those situations 736 00:37:22.879 --> 00:37:24.919 you can convert the pre-set lighting conditions into textures for efficiency 737 00:37:24.919 --> 00:37:26.959 Light maps and similar techniques are 738 00:37:26.959 --> 00:37:29.760 all part of lighting optimization strategies 739 00:37:29.760 --> 00:37:32.560 Using level streaming and world composition are 740 00:37:32.560 --> 00:37:36.600 also strategies for optimizing levels 741 00:37:36.600 --> 00:37:38.679 Furthermore, optimizing particle systems 742 00:37:38.679 --> 00:37:41.919 using profilers to identify bottlenecks, and similar techniques 743 00:37:41.919 --> 00:37:45.120 can also greatly aid in level optimization 744 00:37:45.120 --> 00:37:47.439 The primary goal of optimizing levels is 745 00:37:47.439 --> 00:37:50.399 to reduce file size and improve performance speed 746 00:37:50.399 --> 00:37:53.520 Indeed, there are many other methods 747 00:37:53.520 --> 00:37:54.719 besides these for optimizing performance 748 00:37:54.719 --> 00:37:57.719 I've highlighted some of the most common methods for optimization 749 00:37:58.799 --> 00:38:01.149 Level Creation and Blueprints What is a level? A unit that makes up the game's world An infinite virtual space without limits Can include terrain, sea, buildings, objects, lighting, sound, etc. 750 00:38:01.149 --> 00:38:03.499 Level creation stages Level design Terrain generation Object placement Adding lighting and sound Adding incorporating gameplay elements Testing and optimization 751 00:38:03.499 --> 00:38:05.249 What is Blueprint? Node-based visual scripting in which nodes are connected with lines to create code; in games, most interactive elements are represented using Blueprints 752 00:38:05.249 --> 00:38:06.849 Drag-and-drop method Blueprint classes come with basic settings pre-configured, which helps reduce development time 753 00:38:06.849 --> 00:38:08.399 Features of Blueprints Accessibility and flexibility Visual interface Reusability Real-time preview 754 00:38:08.399 --> 00:38:10.199 Terrain creation and Polygons Terrain creation Building the game world itself Landscape: terrain creation mode for creating or editing terrain Allows implementation of terrain features like rising or sinking using brushes 755 00:38:10.199 --> 00:38:11.849 Foliage Adding vegetation like plants/trees to create lively and realistic environments in the game world Enables rapid placement and management of grass, trees, bushes, etc., across large areas 756 00:38:11.849 --> 00:38:13.399 Features of Foliage Mass replacement Performance optimization Dynamic interaction Painting tools