MVP Games from Scratch in Unreal Engine 4

Watch MVP Games from Scratch in Unreal Engine 4

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Mathew Wadstein has created a marvelous show in Unreal Engine 4, which is a gaming-focused show called MVP Games from Scratch. In this show, Mathew handles the creation of a video game library from scratch. The game library is situated in a virtual room that resembles a high-tech game developer's office.

The virtual game library has a plethora of objects that a game developer might require. There are objects such as shelves and cabinets to hold objects such as retro game consoles, modern gaming PCs, virtual reality headsets, gaming controllers, wires, and other accessories. The virtual room is made up of various tools that Mathew Wadstein implements to make this show as immersive as possible.

MVP Games from Scratch is an informative show that is the perfect starting point for game developers who want to learn about game development. Mathew demonstrates to viewers how to utilize Unreal Engine 4, and 3D design software to bring their concepts to life. The show has a narrative that highlights a basis for different game projects that an enthusiast may embark on.

Mathew shows a clear and precise approach to the gaming projects and offers examples of the tasks he performs. He implements various cool techniques, from camera panning to quick zoom-ins, that showcase how to construct a game library using Unreal Engine 4.

The show strives to teach game development principles in every episode. Mathew explains concepts in a comprehensive, detailed manner that is easy for game enthusiasts to comprehend. A particular focus of the show is on the user interface design and how to make it intuitive for users. Mathew emphasizes throughout the show how important it is to create the right workflow.

One subject that Mathew thoroughly emphasizes throughout the show is adapting to new software. He gives viewers insight into how a game designer can move from one application to another and designing the UI to correspond with that application. Aspects such as how to frame different types of software and how to scale the project to work with different software are all covered in this show.

The MVP Games from Scratch show covers such details as how to create animations that can be utilized in a game library. Mathew presents templates and examples that illustrate how to program interactions with different objects, making the gaming experience more engaging.

There is a theme of sharing throughout the MVP Games from Scratch show, and Mathew teaches many ways to share virtual assets with the community. Mathew touches on how to itemize virtual assets and how developers can convey the interchange structure of virtual assets. The show covers important topics such as how to safely store virtual assets on remote servers for use in the community.

MVP Games from Scratch is a great show to learn about game development, in particular about the use of Unreal Engine 4. Mathew shows viewers how game developers can use 3D design software to bring their visions to life in a virtual environment, making it easy for novices to comprehend and undertake their own gaming projects. With the concepts and tools taught in the MVP Games from Scratch show, viewers will be on their way to creating a library of games, tools, and programs to share with others.

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MVP FPS Bonus - Adding Sprint
13. MVP FPS Bonus - Adding Sprint
 
In this video we will be adding in the ability for our character to sprint as well as adjust it so it will ramp up to sprint speed over time rather than instantly.
MVP FPS Bonus - Adding Crouch
12. MVP FPS Bonus - Adding Crouch
 
In this video we will be adding in the ability for our character to crouch and discuss how to adjust the crouch settings for the FPS Character.
MVP FPS - Game Over Screen
10. MVP FPS - Game Over Screen
 
In Part 10 we will be creating a new UMG Widget that will handle displaying a simple game over screen. It will allow us to Restart or Quit the current game as well as show us how many points we scored in the last game.
MVP FPS - Particle Effect On Hit
9. MVP FPS - Particle Effect On Hit
 
In Part 9 we will be creating a small particle effect in the Particle Editor to simulate us hitting something when we fire our weapon.
MVP FPS - Custom Material
8. MVP FPS - Custom Material
 
In Part 8 we will be creating a custom material for the Targets to show them Green when they are full health and changing in color to Red when they are out of health. We will also be adjusting the Crosshair material so we can see thru the parts that are black instead of having them be solid and blocking our view.
MVP FPS - Give Values To Our Target
7. MVP FPS - Give Values To Our Target
 
In Part 7 we will be giving our Targets some health so we can shoot them more than one time. In addition we will give a bonus to the score when we finally destroy them by depleting all of their health.
MVP FPS - Setup Our Score System
6. MVP FPS - Setup Our Score System
 
In Part 6 we are going to setup a scoring system so that when we hit the targets we get some points and display it on the HUD.
MVP FPS - Setup Our Hit Event
5. MVP FPS - Setup Our Hit Event
 
n Part 5 we are going to finish our Line Trace event by shooting at Targets. First we will finish up the Line Trace to have it check for hitting something then we will create a Blueprint for a Target and have it destroy itself when hit.
MVP FPS - Setup Our Line Trace
4. MVP FPS - Setup Our Line Trace
 
In Part 4 we will be setting up our Line Trace so we can simulate firing a simple projectile weapon. We will use debugging to verify it is working but not actually hooking anything up to the event for hitting anything yet.
MVP FPS - Setting Up The Crosshair
3. MVP FPS - Setting Up The Crosshair
 
In Part 3 we will be setting up the Crosshair using UMG (Unreal Motion Graphics) so the player knows where they are aiming when we fire.
MVP FPS - Basic Setup
2. MVP FPS - Basic Setup
 
In Part 2 we will be creating the basic folder structure for our game so we can try and keep it organized. After that we will start on getting the basic classes created that we will be using and then tackling movement of our character.
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