Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

Creating Stylish Action Games by Unreal - From Programming to Art by Eugene Rho & Eunseong Choi

Creating Stylish Action Games by Unreal - From Programming to Art by Eugene Rho & Eunseong Choi

/

Author:Unreal - From Programming to Art by Eugene Rho & Eunseong Choi

Duration:95Hours 55Minutes

Actual Duration:192h 11m

Release date:2024, May 16

Publisher:Coloso

Skill level:Advanced

Language:English

Exercise files:Yes

Software:Unreal Engine 5, Blender, Daz3D, Mixamo

Course URL:https://coloso.global/en/products/project-unreal5game-us

Build a complete stylish action game in Unreal Engine 5, from Blueprint combat programming to characters and animation.

Learn how to make a real, playable stylish action game in Unreal Engine 5 from zero to packaged build, with a programmer and an animator showing you both sides of the pipeline – Blueprint programming, combat, AI, characters, and motion.

🎯 What you’ll learn

  • Build combat gameplay in Unreal Engine 5 with Blueprint – normal attacks, combos, and air combos
  • Create game-ready characters using Daz3D, Blender, Mixamo, VRoid Studio and Ready Player Me
  • Retarget, edit, and clean up animations for gameplay use
  • Program advanced animation systems – Blend Space, Montage, Additive, IK and Control Rig
  • Implement targeting, lock-on, gun and sword hit detection with effects
  • Build enemy AI with Behavior Trees, StateTree, and combat actions
  • Create ground and air combo systems with physics-based hit reactions
  • Add HP, birth/death, waves, Niagara sword trails, and package your game

✅ Requirements

  • Skills: Basic PC skills, no prior game development experience required. Helpful to know basic 3D navigation and logic thinking.
  • Tools: Unreal Engine 5, Blender 3.2, Daz3D with Daz to Unreal Bridge, Mixamo and free Mixamo Control Rig
  • Hardware: Windows PC capable of running UE5, dedicated GPU, minimum 16GB RAM, SSD with free space

📝 Description

This isn’t theory. You build two games side by side with a veteran programmer and animator. First a small shooter called Spirit Possession to get Blueprint, OOP concepts, controllers, UI, and collisions into your fingers. Then you throw that foundation straight into a full stylish action game.

The programming side is taught when you actually need it. Variables, functions, inheritance, typecasting, interfaces, and Event Dispatchers are explained inside real combat features, not in isolated lectures. You also get a Blueprint Programming Concept Theory Book that maps each idea to the exact chapter where you use it.

On the art side, you learn the indie shortcut without the cheap look. The class shows how to mix Daz3D, Blender, Mixamo, Ready Player Me, and VRoid Studio assets, optimize polygons, fix skeletons, set up IK Rig and retargeting, and bring everything into Unreal Engine 5 clean. That includes materials, cartoon shading, hair with Alembic Groom and LOD, and weapon setup.

Then comes the fun part: making it feel good. You will wire up locomotion, Blend Space, Animation Montage, Additive aim poses, dodges with Root Motion, foot IK with Control Rig, gun/sword equip and swap, auto-targeting and lock-on, hit judgments, and effects. Enemies get Behavior Trees, StateTree states, melee and ranged attacks, dash and jump attacks, defense, and hit reactions. Finally you add ground combos, air combos with physics blending, Niagara sword trails, HP, waves, and package it.

🧑‍🎓 Who this course is for

  • Solo devs or small teams who want to make an action game without a big studio
  • Programmers who want to understand characters and animation, and artists who want to understand Blueprint logic
  • Indie beginners with zero experience who want one organized pipeline instead of scattered tutorials

🧑‍🏫 About the Author

Eugene Rho is a game developer with around 20 years in the industry, currently an Engine Programmer at Tencent on High Energy Heroes / Apex Mobile. He previously worked as Engine Programmer Expert at NetEase Games and Perfect World, and as Gameplay and Engine Programmer at NCSOFT on titles like Aion Legions. He works daily in Unreal Engine and contributes externally as a community developer.

Eunseong Choi is an expert 3D animator with 20+ years as modeler, animator, and art director, currently Expert Animator at Tencent on projects including PUBG Mobile and SYN tech demo. He previously worked at NetEase Games on Onmyoji and Fantasy Westward Journey 3D, and at NCsoft as Art Director and Animator on Lineage and SteelDog. Together they teach the full programmer + animator workflow used in real production.

🏁 Final Result

  • A packaged, playable 3D stylish action game: original realistic heroine with gun and sword, ground and air combos, targeting and lock-on, multiple enemy AIs with special attacks, hit reactions, effects, HP and wave system – ready to show as portfolio and expand into your own indie title.
Curriculum

📋 Course content

  1. SECTION 1:  Analyzing Unreal Exercises
    • Introduction to the Class and UE5 Setup
    • Console Commands, UE5 Features and Performance
    • Third-Person Template Project and Editor Customization
    • Your First Blueprint Exercise and Animation Blueprint Basics
  2. SECTION 2:  Learning Basics with Exercise Game Spirit Possession
    • Starting from Blank Project, Background and Materials
    • Creating Main Character Blueprint from Scratch
    • Creating Enemy Characters and OOP Classes and Instances
    • Gun Aiming, Ray Trace Hits and Crosshair UI
    • Gun Effects, Delay Node, Hit Count UI and Pause Menu
    • Controller Swap, Class Inheritance and Typecasting
    • AI Controller, Functions, Cameras, Soul Pawn and Interface
    • Smooth Camera, Event Dispatcher, Bug Fixing and Polish
  3. SECTION 3:  Creating Character Assets
    • Art Direction Setup and 3D Resource Sources
    • Purchasing and Importing Monster Characters via Blender
    • Creating Humanoid Enemies in Daz3D and Daz to Unreal Plugin
    • Creating Casual Characters with Ready Player Me and Mixamo Rigging
    • Anime Characters with VRoid Studio and UE5 Retargeting
    • Polygon Optimization and LookDev Lighting
    • Character Materials, Material Layers and Cartoon Shading with Post Process
    • Realistic Main Character Production in Daz3D, Optimization and Auto-Rigging
    • Weapons, IK Rig, Alembic Groom Hair, Materials and Hair LOD and Physics
  4. SECTION 4:  Starting Animation Programming
    • Refactoring Soul Game Code for Action Games
    • Main Character Idle, Run, Evade and 8-Direction Motion Editing
    • Root Motion Setup and Blender Motion Edits
    • Gun Aim Poses and 9-Direction Poses, Jump Loop and Landing Split
    • Animation Thread, Multithreading and Performance
    • Landing Actions with State Machine and Debugging
    • Strafe with Blend Space, Foot Sliding Fixes
    • Forward Aim, Target Aim with Additive and Bone IK, Dodge with Montage and Root Motion
  5. SECTION 5:  Action, Start! Advanced Animation Programming
    • Foot IK with FBIK and Control Rig Basics, FK/IK and Sequence Actor
    • Gun and Knife Combat Motions and Sequencer Work
    • Sword Equip, Attack Output, Foot IK per Animation and Plugin Use
    • Sword Timing Control with Animation Notify and Notify State
    • Gun Equip, Holster with IK, Weapon Swap and Debugging
    • Gun Aiming Motions, Two-Handed IK and Detach Direction Polish
    • Auto Target Selection, Stereoscopic Vision and Target Lock
    • Auto Aim Completion, Target-Centric Rotation, Gun and Sword Hit Judgment and Effects
  6. SECTION 6:  Enemy AI Counterattack
    • Main Character Hit, Defense and Death Motions
    • Humanoid Enemy Idle, Run, Walk, Evade, Hit, Defense and Attack Motions
    • Standup Motion Editing and Mixamo Walk Integration
    • Damage Structure, OOP Polymorphism and Unreal Damage Function
    • Enemy Locomotion with Function Library and AI Controller
    • Enemy Attacks, Collision Profiles and StateTree State Management
    • Behavior Tree Rolling AI, Close-Range Probabilistic Actions and Damage Actions
    • Non-Stun and Stun Reactions, Knockback, Defense, Combat Movement and Character-Specific AIs
  7. SECTION 7:  Creating Combo Attacks
    • Ground Combo Animation Production and Editing – 3 Hits
    • Combo Basics, Task Class and Stage Advance on Input
    • Input Waiting Sections and Handling Other Inputs During Combo
    • Damage, Hand/Foot IK and Smooth Transition with Pose Capture
    • Foot IK Completion for Ground Combos with Control Rig and Curves
    • Air Combo Animation Production and Editing – 7 Hits
    • Air Combo Output, Inheritance Fixes and Montage Random Section
    • Air Hit Reactions, Launch, Sway and Slam Down
    • Physics Simulation, Physical Animation and Pose Compositing for Air Hits
    • Physics to Animation Blend on Get Up, Multi-Hit and Air Drag Polish
  8. SECTION 8:  Completing the Game
    • Sword Trajectory Effect with Niagara and Refraction
    • HP System, HP UI and HP Materials
    • Character Spawn System and Brain Component Control
    • Character Death, Resurrection and Game-Over Screen Effects
    • Birth and Death Cinematics with Physics and Niagara Dissolve
    • Wave Management, Spawn Tables, Timers and Final Bug Fixing
    • Packaging the Completed Game and Wrap-Up

📢 Guys, this is a Group Buy campaign, check the GBC forum thread to get access

You can find the course preview in the download section below.

Watch online or Download for Free
Creating Stylish Action Games by Unreal – From Programming to Art by Eugene Rho & Eunseong Choi
NAME
SIZEDURATION
Eugene Rho & Eunseong Choi Eng Dub
122.1 MB30m
Section 02. Spirit Possession Basics
0 B
Section 04. Starting Animation Programming
0 B
Section 05. Advanced Animation Programming
0 B
Section 06. Enemy AI's Counterattack
0 B
Section 07. Creating a Combo Attack
0 B
Section 08. Completing the Game
14.6 MB5m
Eugene Rho & Eunseong Choi Eng Sub
89.6 MB20m
Section 01. Analyzing Unreal Engine Exercises
67.8 MB10m
Section 02. Spirit Possession Basics
0 B
Section 04. Starting Animation Programming
0 B
Section 05. Advanced Animation Programming
0 B
Section 06. Enemy AI's Counterattack
0 B
Section 07. Creating a Combo Attack
0 B
Section 08. Completing the Game
10.6 MB5m

Download all

Join us on
  Channel    and      Group

Leave a Comment

Your email address will not be published. Required fields are marked *