unreal engine bootcamp

An Introduction to
Indie Game Development

Interested in exploring Unreal Engine but unsure where to start?  Do you have an idea for an indie game but need help planning the process?

This is the bootcamp for you. Introducing our intensive, one-week LIVE Unreal Engine Foundations Bootcamp. Let a veteran game developer guide you through the process of creating your own indie game.

– Explore Unreal Engine’s suite of tools in this intensive program

– Hands-on sessions, learn from veteran game developer, Chris Greig

– For anyone wanting to learn about game developement and starting to create indie games

Course Outline

Day 1  – Go Go Go

Interface – 45 min
  • Essential tools
    • Content Browser
      • Filters and folders
  • World Outliner
    • Groups and subfolders. Parenting
  • World Viewer
    • Coordinate systems, viewports, Cartesian coordinates
Project Setup – 30 min
  • Starting a new project
    • Unreal engine front end
    • Unreal Engine Marketplace
  • Importing an asset pack
    • Adding to a project
    • Creating a new project
    • Adding to engine
Assets in the browser – 30 min
  • Common File formats explained
    • Textures / Materials / Meshes / Blueprints
Blueprint 101 – 60min
  • Player Starts and Spawning ** quick note section
  • Making a blueprint – Pawn type, Master / Child relationship
    On BeginPlay / On Tick / On Event
  • On Input – Jump, left/right forward/backward
    Camera component and Spring arm
  • Basic movement component values
Environment Design Intro – 60min
  • Working with static meshes
    Grid constraints
  • Helpful Editor Views
  • Advantages of Modularity 
  • White boxing

Lab – Our first game! – 4 hours
  • Pick a Character (static mesh)
    Make a new blueprint (character type)
    Block out environments 50m x 50m using existing assets
  • Create a challenge

Day 2 – Something in the way! 

Introduction to UI – 60min
  • Creating the UI files
  • Working with a UI canvas
  • Adding a button
  • Connecting a button
  • Adding UI to the screen
  • UI controlling game flow via game mode/game state
UI Touch Controls – 60min
  • Creating Reusable UI widgets
  • Make more buttons! (https://www.pngwing.com/)
  • Enable touch controls
  • Add controls to the viewport
Blueprint 201 – 120min
  • Collision Volumes and events
  • What can we do with an event? Brainstorm
  • Timelines – What is a timeline?
  • Opening and closing a door – On overlap On end overlap
  • Creating obstacles – flip flop and timers
Lab – Obstacle course – 4 hours
  • Building on our day 1 project
  • Add doors, events, and moving obstacles for your player to overcome
  • Add 4 obstacles and a touch interface to your game

Day 3 – The enemy mind

AI and navmesh intro – 45min
  • Navmesh setup and properties / Best practices
  • How to use Navmesh
    • Move to a random location in range
Blueprint 301 – 45min
  • Using arrays 
    • Complex Door 
  • Loops
    • Sorting by properties
Creating objectives – 60min
  • Capture the flag
  • Cover points
  • If and Booleans
  • Utilities in BPs (arrows, scene components) 
AI enemies – 60min
  • Setting up your objectives
  • Ai move to a location
  • Nav Links
Lab – Move Move Move – 4 hours
  • Add moving AI obstacles or enemies to your project
  • Create 1 custom feature for your AI from your ideas
  • Add a complex doorway or elevator

Day 4 – Getting in Character

Skeletal meshes Introduction – 45 min
  • Manipulating bones
    • Rotating and Scaling in BP
  • Skeleton Rig
  • Animation assets
  • Physics Body
Animation blueprint – 45 min
  • Introduction to the AnimBP
  • State Machine
    • Walking / Running / Jumping
Constructing a Character – 45 min

Creating your first skeletal mesh character BP

Porting code from one BP to another

Equipping an item and Adding an attack – 45min
  • Equipping an item
  • Adding an attack


Lab – Adding some character – 4 hours

Day 5 – Pointy End of the Stick

Projectiles – 45 min
  • Basic Projectile Types
  • Make your first projectile
  • Projectile Movement
Damage – 45 min
  • Built-in Damage
  • Damage Types

BluePrint 501 – 90 min


  • Random 
  • Random Range and clamping

Components 45 min

  • Creating a component
  • Health, Energy, Armour
  • Adding to UI (bar widget)


Lab – Final Fight!  – 4 hours
  • Create and add a Health component to your game
  • Create a unique projectile type and give it some unique properties
  • Add additional UI elements for health or other features to your UI
Grad Party – 2 hours 
  • Present your games to the class! 

chris greig

Chris Greig is the CEO and Technical game prototyper at Tiny Leviathan studio. A small indie studio that works in both video games and with public sector clients. Chris was also a founder and CEO of Offworld Industries, makers of Squad FPS and Beyond the Wire. In addition he founded the military startup Offworld Defences Simulations and led with an 18 main team working with clients such as Microsoft, Nato and the US army to fulfil software need for militaries. Chris is an avid gamer who was also a teacher in his earlier life and has now come back to the profession to share his experience and passion with the next generation of up and coming game developers.

For the onsite program, participants will have access to a workstation or the duration of the program.

For the online program, students are required to have

  • Reliable internet connection (a wired connection is recommended)
  • Computer with dual monitors (highly recommended);  headset with microphone, and web camera
  • Unreal Engine 5 (must be installed on your computer before the course begins). Free version. System requirements as per Unreal Engine are as follows:
    • Windows 10 64-bit, quad-core Intel or AMD, 2.5 GHz or faster, 8 GB RAM
    • macOS Big Sur, quad-core Intel, 2.5 GHz or faster, 8 GB RAM
    • Linux Ubuntu 18.04, quad-core Intel or AMD, 2.5 GHz or faster, 32 GB RAM
  • ** Please note that the course will be run in a Windows environment
unreal engine game development
Unreal Engine Foundations Bootcamp

Unreal Engine Foundations Bootcamp

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