Pundalay Game Labs
Pundalay Game Labs

Diploma in Game Art using Unreal Engine 5​

A 9 month course in Game Art includes the following modules

Commitment from your side:

Minimum 24 hours a week
– 2 hours x 3 times a week
– 6 hours x 3 days to complete assignments

Unreal Authorized Training Center
Unreal Authorized Training Center

Section 1 – Concepts of Image, it’s Size, Resolution, Color Management

Section 2 – Basic editing with selection & transform tools

Section 3 – Concepts of Layers, Blending options

Section 4 – Layers, Blending options

Section 1 – Paint Tools

Section 2 – Selection Tools

Section 3 – Transform Tools

Section 4 – Paths

Section 5 – Text

Section 1 – Enhancing Filters

Section 2 – Generation Filters

Section 3 – Distortion Filters

Section 4 – Maps

Section 1 – Color Management

Section 2 – Channels

Section 3 – Customizing Layout

Section 1 – Interface, Navigation, Units

Section 2 – Basic Geometry creation

Section 3 – Grab, Rotate, Scale, Duplicate

Section 4 – Selection & Precision Modeling

Section 5 – 3D Origin & Cursor

Section 6 – Mesh Editing with Vertices / Edges & Faces using Extrude, Inset, Loop

Section 7 – Modifiers – Subdivision, Mirror, Array

Section 1 – Mesh Editing

Section 2 – Transform Orientation, Snapping, Proportional Editing, Empties

Section 3 – Display options

Section 4 – Vertex Groups

Section 5 – Relations & Instancing

Section 6 – Text

Section 7 – Modeling with Curves

Section 8 – Deform Modifiers 

Section 9 – Generative Modifiers

Section 10 – Background Creation

Section 11 – Sculpting – Brushes, Sculpting with Textures

Section 1 – Material Shaders

Section 2 – Shaders using Node editing

Section 3 – Textures

Section 4 – Seams & UV Unwrapping

Section 5 – Texture Painting

Section 1 – Understanding Timeline

Section 2 – Automatic Keyframing

Section 3 – Shape Keys

Section 4 – Graph Editor & F-curves

Section 1 – Character creation

Section 2 – Bone Setup

Section 3  – Rotation Constraints

Section 4 – Inverse Kinemetics & Forward Kinematics

Section 5 – Attaching Bones to Character

Section 6 – Weight Painting

Section 7 – Setting up Character Poses

Section 8 – Setting up walk cycle

Section 1 – Interface, Navigation, Display

Section 2 – Importing objects

Section 3 – Subtools

Section 4 – Scale Master

Section 1 – Meshes

Section 2 – Image References

Section 3 – Masked Tools & Brushes

Section 4 – Shadow Box

Section 5 – Extract Masked Polys

Section 6 – Mesh from Alpha

Section 7 – Project Bass Relief

Section 8 – ZSphere

Section9 – Array Mesh

Section 10 – 3D Text

Section 1 – Transform Tools

Section 2 – Polygroups

Section 3 – Cutting Mesh

Section 4 – ZModeler

Section 5 – Brushes

Section 6 – Brush Creation

Section 7 – ZRemesher & Project

Section 8 – Nanomesh & Microopoly

Section 9 – Deformation

Section 10 – Surface Texture

Section 11 – Boolean

Section 12 – Bevel Pro

Section 13 – Layers

Section 14 – Thickness

Section 1 – Transpose Master

Section 2 – Decimation

Section 3 – Export

Section 2 – Customize Interface

Section 1 – Creating and saving a new Project with Templates and settings

Section 2 – Understand the Level Editor interface

Section 3 – Navigate a Level in the Viewport

Section 4- Playtest a Level

Understanding Project File structure

Section 1 – Importing assets

Section 2 – Assets created in Unreal Engine

Section 3 – Migrating Assets

Section 1 – Understanding Cartesian Coordinates and Pivot points

Section 2 – Manual & Interactive Move, Scale, Rotate for World and Local system

Section 3 – Grid units and snapping

Section 4 – World Outliner / Layers

Importing, assigning material, checking it UV orientation & Collisions

Section 1 – Creating Materials

Section 2 – Material Editor Interface

Section 3 – Texture Editor

Section 1 – Terminologies

Section 2 – Types of Light

Section 3 – Light Properties

Section 4 – Mobility settings

Section 5 – Building Light

  • Default and new levels
  • Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
  • Reflection Capture Actors
  • Lightmass Importance Volume, Volumetric Lightmaps
  • Project Settings (Maps & Modes)
  • Ray Tracing

Section 1 – Landscape Tools

Section 2 – Landscape Materials

Section 3 – Painting Foliage surface using an attractor

  • Project Physics Settings
  • Physics terms, Actors, Assets
  • Collision settings

Section 1  – Particle System Asset

Section 2 – Emitter Actor

Section 3 – Niagara Editor Interface

Section 4 – Particle Distribution

Section 5 – Materials for Particles

 

Section 1 – Import Sound files

Section 2 – Sound Actor

Section 3 – Sound Cues

Section 4 – Audio Volume & Reverb Assets

Section 1 – Creating Level Sequencer

Section 2 – Sequencer Editor Interface

Section 3 – Assets & Actors

Section 4 – Navigating the tracks

Section 5 – Animating Camera

 

Section 1 – Concept of Blueprint visual scripting system in Unreal Engine

Section 2 – Types of Blueprints

Section 3 – Blueprint Editor Interface

Section 4 – Graph Editor

Section 5 – Visual Scripting

Section 1  – Level Events

Section 2 – Assigning Actors to Events

Section 3 – Collisions

Section 4 – Reference Variables

Section 1  – Class Inheritance

Section 2 – Timelines

Section 3 – Editing Variables

Section 4 – Construction Script

 

  • Editor Utility Widget
  • Designer palette
  • Related Event Graph
  • Configure Output for Android, Windows and VR
  • Performance Optimisation
  • Multi User Level Editor for direct collaboration
  • Use a configurator

Highlights

For fees and timings,
Reach out to us

Contact on +91 9869006620
between 9:00 am to 6:00 pm - Mon - Sat
or email at sales@bluestone.co.in