Course Description:
The Game Level Design Pro course provides a comprehensive understanding of game development using the Unreal Engine. Students will learn the interface and tools provided by Unreal Engine, including the Level Editor, Material Editor, and Blueprint Editor. They will also gain an understanding of game controls, characters, and interactions, as well as logic and event-driven game design.
The course covers the entire process of game development, from level design to deployment, with a focus on creating high-quality games that are optimized for performance on various devices. Students will learn how to work with textures and materials, manage blueprints, use classes and objects, and create cinematics with Matinee.
The course also covers game development life cycle, including planning, costing, asset reusability, and managing bugs, patches, and updates. Students will gain knowledge of packaging games for various platforms, including PC, Xbox, PlayStation, and mobile devices.
The course emphasizes the importance of network game technology, managing on-game marketplace, and creating payable kits for games. Students will also learn about the central server game versus open-world and asset reusability for the next game level.
By the end of the Game Level Design Pro course, students will have a strong understanding of the Unreal Engine, game development life cycle, and the tools and techniques used to create high-quality games that are optimized for performance on various devices. Graduates of this course can pursue careers as game level designers, game programmers, game developers, and other roles in the game development industry.
Course Outcomes:
Upon completion of the Game Level Design Pro course, students can expect to have achieved the following outcomes:
- Comprehensive understanding of game development: Students will have a thorough understanding of the game development process using Unreal Engine, including the Level Editor, Material Editor, and Blueprint Editor.
- Proficient in game controls and interactions: Students will be proficient in creating game controls, characters, and interactions using Unreal Engine.
- Understanding of logic and event-driven game design: Students will be able to create games using logic and event-driven game design.
- Familiarity with lightings and timings: Students will have an understanding of lightings and timings and how to use them to create cinematic effects.
- Expertise in deployment process: Students will be proficient in the deployment process for various platforms, including PC, Xbox, PlayStation, and mobile devices.
- Ability to work with network game technology: Students will be able to work with network game technology and create games that are optimized for online play.
- Knowledge of central server game versus open-world: Students will have an understanding of the difference between central server games and open-world games and how to create each type.
- Proficiency in managing on-game marketplace: Students will be able to create and manage an on-game marketplace and plan for payable kits for games.
- Ability to manage bugs, patches, and updates: Students will have the skills to manage bugs, patches, and updates for their games.
- Understanding of asset reusability: Students will understand the importance of asset reusability for the next game level and how to plan for costing for game assets.
Graduates of this course will have the skills and knowledge necessary to pursue a career in game development as game level designers, game programmers, game developers, and other related roles. They will have a comprehensive understanding of game development life cycle and be able to create high-quality games that are optimized for performance on various devices.
Technologies Covered:
- Programming Concepts
- C / C++ for Gaming
- Python for Gaming
- Open GL / Direct X
- Advance Programming
- Artificial Intelligence – AI
Career Path:
Upon completion of the Game Level Design Pro course, students will have the skills and knowledge necessary to pursue a career in the gaming industry. Some of the career paths possibilities include:
- Game Level Designer: Game level designers create and design the levels for a game. They work closely with game developers and programmers to ensure that the levels are optimized for performance and gameplay.
- Game Programmer: Game programmers are responsible for writing the code that makes the game run. They work closely with game designers to ensure that the game mechanics are properly implemented.
- Game Developer: Game developers oversee the development process for a game. They work closely with game designers, programmers, and other team members to ensure that the game is completed on time and within budget.
- Game Tester: Game testers are responsible for testing the game for bugs and other issues. They work closely with game developers and programmers to ensure that the game is of high quality.
- Game Artist: Game artists are responsible for creating the art and graphics for the game. They work closely with game designers to ensure that the art style and graphics are consistent with the overall design of the game.
- Game Sound Designer: Game sound designers are responsible for creating the sound effects and music for the game. They work closely with game developers and programmers to ensure that the sound effects and music are properly implemented.
- Game Writer: Game writers are responsible for creating the story and script for the game. They work closely with game designers to ensure that the story and script are consistent with the overall design of the game.
- Game Producer: Game producers oversee the production process for a game. They work closely with game developers, programmers, and other team members to ensure that the game is completed on time and within budget.
Graduates of this course will have the skills and knowledge necessary to pursue a variety of career paths in the gaming industry, and can work for game development companies, game publishers, or as freelance game developers. The gaming industry is constantly growing and evolving, and there are many opportunities for career advancement and growth.
Duration & Schedule:
- Course Duration: 24 Months
- Session Duration: 1.5 Hrs per session
- Classes: Alternate Days Basis- MWF or TTS
Additional Time for Question & Answer, Brain Storming & Group Discussion
Fees & Payments:
- Plan I – Total Sum Payable: ₹ 2,00,000/- @ One Go
- Plan II – Registration: ₹ 2,000/- Down Payment: ₹ 50,000/- first month, then ₹ 8,000/- x 23 month
Course Features
- Lectures 180
- Quiz 0
- Duration 3 Month
- Skill level All levels
- Language English
- Students 289
- Assessments Yes
Curriculum
- 12 Sections
- 180 Lessons
- Lifetime
- Digital & Matte Paint15
- 1.0Sketching & Scribbling
- 1.1Lights & Shadow
- 1.2Shades & Peresctives
- 1.3Color Theory & Color Concepts
- 1.4Advance Photoshop
- 1.5Planning Idea & Conceptulisation
- 1.6Pen Tablet Training
- 1.7Working with Brushes & Pattern
- 1.8Managing Pen Pressure & Shortcut
- 1.9Digital Painting
- 1.10Image Selection & Cutout
- 1.11Composition Techniques
- 1.12Matte Painting
- 1.13Color Workflow & Workstyle
- 1.14Selection & Breakdown Flow
- Arch Design15
- 2.0Autodesk 3DS MAX or Blender
- 2.1Understanding Enviornment
- 2.2Creating Start to Finish Essentials
- 2.3Modeling & Designing
- 2.4Creating Interiors & Props
- 2.5Creating Exteriors & Enviornment
- 2.6Material & Texturing
- 2.7Working with Shaders
- 2.8Material Editor Vs Slate Mode
- 2.9Working with Lighting
- 2.10Arnold Lighting Vs RayTracing
- 2.11Standard Lights Vs Photometrics
- 2.12Advance Rendering
- 2.13Arnold Rendering Vs ScanLine
- 2.14Working with Enviornment & Effects
- Vehicle Design & VFX15
- 3.0Concepts of Aero Dynamics
- 3.1Fundamental Design Principles
- 3.2Vehicle Designs: LandRovers
- 3.3Sketching & Ideation Techniques
- 3.4Vehicle Components and Detailing
- 3.5Vehicle Designs: WaterCrafts
- 3.6Floatable Designs Vs Submarines
- 3.7Ergonomics and User Experience
- 3.8Vehicle Designs: AirCrafts
- 3.9Air Float Dynamics: Helecopters
- 3.10AirPlane & Jets Dynamic Swings
- 3.11Design Simulation & VFX
- 3.12Creating Fluids & Dynamics
- 3.13P-Flow Particle Systems
- 3.14Simulating Rigid & Soft Bodies
- Character Design15
- 4.0Introduction to 3D Character Design
- 4.1Character Design & Modelling
- 4.2Understanding Character Anatomy
- 4.3Quadraped’s Vs Biped’s Designs
- 4.4Animal and creature anatomy
- 4.5Character Rigging & Skinning
- 4.6UVW Wrap & UnWraping
- 4.7Working with IK & FK Controls
- 4.8Designing Hair & Fur Artifets
- 4.9Animation Tools & Timelines
- 4.10Constrains, Wireframes & Solvers
- 4.11Facial Expression & Jestures
- 4.12Simulation Hair & Fur for Models
- 4.13Walk Cycle, Body Motion & Lip Sync
- 4.14Cloth Designing & Simultion
- MudMot Design15
- 5.0Advance Character Design
- 5.1Modelling, Sculpting & Texturing
- 5.2Sculpting Humans & Creatures
- 5.3Working with Subdivision Modelling
- 5.4Working with Layers and Subdivision
- 5.5Advance Sculpting Techniques
- 5.6UV Mapping and Texturing
- 5.7Layer Sculpting & Stencils
- 5.8Character Rigging and Control Rigs
- 5.9Advance Rigging & Animation
- 5.10Character LifeCycle
- 5.11Creating Portfolio & Props
- 5.12Motion Capture Data Workflow
- 5.13Animating Characters
- 5.14Physics & Dynamics in MotionBuilder
- Story & Expression15
- 6.0Pipeline for 3D Animated Films
- 6.1StoryTelling & Concept Development
- 6.2Animatic Creations & Art Direction
- 6.3Modelling Characters & Enviornments
- 6.4Prop Modelling & Assets Management
- 6.5UV Unwrapping, Shading & Materials
- 6.6Character & Vehicle Rigging Process
- 6.7Skinning & Animation Fundamentals
- 6.8Character Animation & Expressions
- 6.9Simulating Cloths, Hair & Fur’s
- 6.10Advnce Lighting & Rendering
- 6.11Enviornment Simulation Designs
- 6.12Fire, Water, Smoke & Explosions
- 6.13Compositing and Post-Production
- 6.14Portfolio Development & Careers
- Zbrush & Substance15
- 7.0Zbrush: Digital Sculpting Overview
- 7.1Basic Sculpting Tools & SubTools
- 7.2Zspheres & Base Mesh Creation
- 7.3DynaMesh & Mesh Editing
- 7.4Advance Sculpting Techniques
- 7.5Retopology & Optimising Mesh
- 7.6FiberMesh for Hair & Fur Creation
- 7.7Substance: Painter & Designer
- 7.8Smart Materials & Generators
- 7.9Advance Texturing Techniques
- 7.10Procedural Texture Creation
- 7.11Generators, Filters & Bleds
- 7.12Masking & Blending Techniques
- 7.13Substance Integration & Export
- 7.14CGI Industry & Future Trends
- Games Asset Design15
- 8.0Planning the Game Flow for Assets
- 8.1Organize & Manage Asset Creation
- 8.2Creating Concept Sketches & Ideas
- 8.3UV Mapping & UnWrapping
- 8.4High Poly Vs Low Poly Modeling
- 8.5Optimizing UV Layouts & LOD’s
- 8.6Props & Wepons Design for Games
- 8.7Character Designs for Games
- 8.8Building, Terrain, Foilage & Rocks
- 8.9HDR Lighting & Maps for Games
- 8.10Game Engines Asset Integration
- 8.11Modular Asset Kits for Scenes
- 8.12VFX & Particles Game Assets
- 8.13Asset Packaging & Deployment
- 8.14Game Ready Asset Designing
- Games Level Design15
- 9.0Game Level Design Fundamentals
- 9.1Unreal Engine: Project Setup
- 9.2Introduction to Lights Level Design
- 9.3Enviornment Arts & Set Designs
- 9.4Terrains & Landescapes Designs
- 9.5Materials & Texturing: PBR Materials
- 9.6Game Level: FPS, RPG’s, Open World
- 9.7Navigation & AI in Level Design
- 9.8Creating Puzzles & Mechanics
- 9.9Level Optimisation Techniques
- 9.10Adding Post Processing & VFX
- 9.11Working with Audio in Level Design
- 9.12Testing & Iterating Level Designs
- 9.13Deploy: PC, PlayStation, Xbox & Mobile
- 9.14Designing & Building Game Level
- BluePrint Programming15
- 10.0Introduction to BluePrint Programming
- 10.1Extending BluePrint Classes & Types
- 10.2Variables, Functions & Macros
- 10.3Components & Actor Management
- 10.4Character Movement & Animation
- 10.5AI Behavior & Scripting: BluePrints
- 10.6Working with HUD’s & UI in BluePrints
- 10.7BluePrint Multiplayer & Networking
- 10.8Level Design & BluePrint Integration
- 10.9Saving Loading Data in BluePrints
- 10.10Scripting Complex Mechanics Quests
- 10.11Debugging & Optimizing BluePrints
- 10.12Advance BluePrint Techniques
- 10.13Game System with BluePrints
- 10.14Event-Driven Programming BluePrints
- Advanced Programming15
- 11.0Complete Programming Basis
- 11.1Setting up Unreal Engine Enviornment
- 11.2GameMode, GameState & PlayState
- 11.3Collision & Physics in C++
- 11.4Building & Packaging Projects
- 11.5XR for Mobile: ARKit and ARCore
- 11.6OpenGL & DirectX: GLFW or API
- 11.7Vertex & Fragment Shaders: GLSL & HLSL
- 11.8Depth & Stencil Buffring Volumes
- 11.9Advance RayTracing & Global Illution
- 11.10Mixed Reality Development for UX
- 11.11XR for Mobile: ARKit and ARCore
- 11.12Audio & Sound Design for XR 3D
- 11.13Prototyping and Testing XR Apps
- 11.14AI-driven XR Experiences (AI + AR/VR)
- Critical Thinking & Analysis15
- 12.0Game Design Theory and Analysis
- 12.1Game Narrative and Storytelling
- 12.2Player Experience and Psychology
- 12.3Ethics in Game Design & Narratives
- 12.4Games as Art and Cultural Expression
- 12.5Game Genres and Their Impact
- 12.6Game Systems and Economy Design
- 12.7Multiplayer and Dynamics in Games
- 12.8Technologies: Innovation & Constraints
- 12.9UI & UX Designs for Games
- 12.10Analyzing Games: Puzzle & Challenges
- 12.11Games Through Cultural Lenses
- 12.12Game Criticism: Evaluating Reviews
- 12.13Game Testing & Iterations
- 12.14Future of Gaming: Innovations