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Making Massive Medieval Maps with Chivalry 2 - Inside Unreal

Offered By: Unreal Engine via YouTube

Tags

Unreal Engine Courses Game Development Courses Level Design Courses Performance Management Courses Particle Effects Courses

Course Description

Overview

Dive into an extensive Inside Unreal video featuring the developers of Chivalry 2, a multiplayer first-person slasher game set in medieval times. Explore the intricate art and level design processes behind creating massive, performant multiplayer maps. Learn about workflows for crafting sprawling castle sieges, managing draw calls, and optimizing performance during chaotic battles. Discover techniques for map breakdown, material instances, particle effects, and performance management using Hierarchical Instanced Static Meshes. Gain insights into level design concepts, greyblocking, destructibles, and interactables. Understand the challenges of predicting player movements and designing objectives in large environments. Get expert advice on creating expansive game worlds, utilizing various 3D software, and implementing atmospheric effects. Perfect for game developers and enthusiasts interested in the technical aspects of creating epic medieval battlegrounds in Unreal Engine.

Syllabus

Countdown
News
Karma Earners
Community Spotlights
Inside Unreal Intro Graphic
Stream Introduction
Studio/Game Overview
Team Objective Map Breakdown
Art Focuses
Mesh Examples
Separating via Material IDs
Further Map Breakdown
Material Instance Example
Particle Effects Example
Detail Examples
Performance Management HISM
Decal Quick Look
Courtyard Look
Fortress Look
Inside the Keep Overview
Houdini Use for Fracturing
Vertex Animation Texture Quick Look
Interactable Items/Meshes
Sublevels
Collision Example
NavMesh
Flying Birds Breakdown
What 3D software is used?
Quixel Suite Uses
Stat RHI and Mesh Draws
Draw Call Management and Culling
Decal Optimisation
Wind Uses
Level Design Overview of Map
Map Design/Concept Process
Stage Breakdown
Concept to Design
Greyblocking/Blockout & Early Iterations
Small Overview of Level Blueprint
Flow of the Environments
Challenge/Solution of Predicting Potential Player Movements
Destructables and Interactables
Testing and Team Collaboration
Spawning System
Objective Design
Inspiration and Reference Influence
How has Planning Changed During the Pandemic?
Are HLODs used?
Will there be an SDK for Modders?
Crossplay and Controller
Atmosphere
Internal/External uses for Meshes
Trim Sheets
Landscape/Ground Meshes Use Cases
Advice for Creatives Looking to Create Large Environments
Favorite Parts of the Map
Information and Outro


Taught by

Unreal Engine

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