 Good morning class, welcome to Gamedev Academy, make sure you sign the register by putting here sir in the comments below. I'm Professor Whittington and in this video we're going to be starting something brand new. So this is going to be the first class in the Gamedev series and we're moving on so we did season one of introduction to Unreal Engine and we're now going to season two which is going to be making your first game. So I'll throw something on screen to give you an idea of what we'll be making. It's basically going to be a breakout clone but we're going to make it a little prettier and a little bit more creative too. We're going to be learning about lots of different blueprint functions and lots of terminology and all that good stuff and in this first video it's going to be all about getting the project set up. So let's not mess about, let's just get stuck in. Okay then let's make a start on this project and the first place we need to be is in this new project area of Unreal Engine. Here it is and as always you've got the choice of the different types of projects you could choose but for this one because I want to really focus on doing everything ourselves we're going to start with a blank project so we've got no code waiting for us we're going to have to create everything ourselves. I also want to do something a little bit different so we're not going to do desktop console for this one we'll get it ready for mobile tablet because this is going to be when it's finished have a touch input for it then mobile or tablet is a good fit. We don't want maximum quality we'll go scalable 3D or 2D again because we're even at mobile platforms better to keep the quality in check and we're not going to have any starter content you can bring that in later if you want to there are ways of doing that but for now we're going to go with no starter content because it'll help to keep the package size down when we're finished and then the last thing I'll do which you need to do as well is give the project a name and decide where you want to save it to and I decided to save mine into my shared files so if you want to get access to the assets and to the project as I'm building it you can use the link in the video description and I'm calling mine breakout tutorial and then we can create a project so when a meal engine opens up you'll be greeted with this sort of default level that it creates for you but as I want to make sure we're going to build everything ourselves we're going to create a new level with nothing in it at all so to do that we'll go up to file we're going to choose new level and we're going to do an empty level there it is and then the first thing I'm going to do is save this level into a levels folder so I'm going to right click in my content browser I'm going to choose to make a new folder I'm just going to call that levels and then I'm going to call this level so file save current as I'm going to put it in the levels folder and I'm just going to call it level one and we'll click on save the next thing I want to do as part of setting up is make it so that every time we open this project a meal engine will take us to this new level we don't want to go back to that weird default one we want it to know exactly which level it should open in so that's what we'll do now so in order to do that we're going to go to edit and project settings and that opens this window here and we need to click on the maps and modes section under project so you can see that by default the editor startup map is this template default which we don't want so we're going to click on the drop down box there and there is our level one that we've saved so we'll do that there and then whenever we start the game we want this one here the game default map to be level one as well so that means that now whenever we open the game or the editor will take us to the correct level okay so now that that's done we can close the project settings just for now and the next thing I want to do to wrap up this step is to bring in and check the collisions on the meshes that we'll be using to get the first part of this exercise setup so I'm just going to create a new folder for that I will call it static meshes I'm going to open that folder up and then we can choose to import okay so at this stage you can bring in your own assets or you can use mine using the link in the description so if we go to the shared folder that I'm working in there is a breakout assets folder and there'll be more assets put in this as the tutorial matures as it as we get further through it but for now we only need these four meshes so we get a ball a block what I'm calling bounds which is kind of what the the ball is going to bounce off as it goes through the the play field and also a paddle which is the the thing at the bottom that knocks the ball around so we're going to import all of those so I'll click on open and then it's going to ask us some questions about them how would we like to import them so I'm going to let it auto generate collision although there are collisions included which so we'll have a look at that in a sec the the import scale should be right so I'm going to leave that alone and what I don't want to do for this one I don't want to really mess things up I don't want to import the materials or the textures when it comes to materials and textures we'll create our own within Unreal Engine so when that's done we can just click on import all and it will do that for all four meshes with the same settings here we go so you can see now we've got the ball the block the paddle and the game bounds as well so what I want to do now finally is just make sure that the collisions are set up properly or if I'm not happy with them I'll change them myself so we'll start with the ball so I'm going to double click on this and this opens it up in the static mesh editor and for a game like this as we're going to set this prototype up physics and collisions and getting it to bounce around all that stuff's really important so we need to get it right so what I'll do is this collision thing here we'll be using simple collision you can't use complex collisions for the type of thing we're doing it has to be simple so that's got to be right and if we zoom in you can see that this green thing here represents the collision and while that's a good attempt it's not good enough so I'm going to put in a new collision mesh for this one so if I click on collision here we can remove that collision because it's rubbish and we're going to click on collision again and we're going to add a sphere simplified collision and what's good about this is you can see it just fits perfectly you can just see it poking out of the mesh a little bit so that now will be perfect for what we need because it's the right shape and it fits the ball exactly so we can click on save there now we just need to check the other three so let's have a look at block we'll turn on the simple collision that's perfect you can see that that fits exactly so we'll save that and you'll notice we've got a little asterisk next to the file name and that's because it's not been saved yet so we just need to click on save that goes away and then let's say the project crashes or something like that when we reopen it the asset will be there because it's now been saved so let's check the game bounce and we will just check the simple collision on those and that's pretty good so I've got a custom collision that I put on this so it doesn't fit the outside exactly you can see it just fits in here and if we go over here I did also try some funky stuff here which I may take out the one you download might not have that in it anymore because it's not necessary but to get the collisions in the way I wanted it I had to put custom collisions in like this so that's working fine as long as you can see something like that maybe without these cylinders though because they're not necessarily needed but that one's okay so we'll save that and the final one should be working is the paddle yep and we can see that that collision mesh just fits that perfectly so we can save all four of those and we'll close the static mesh editors goodbye static mesh editors awesome okay that brings us to the end of the first step in the next step what we'll be doing is setting up our inputs so it can control how the game is controlled so I put some keyboard controls in just to get things up and running we'll also be getting the screen size correct so that we've got um kind of a mobile phone template so that everything works we get the right orientation and we'll also be setting up a game mode and having a look at what a game mode is because that's kind of important I believe that quality education should be available to everybody and for that reason all of the classes at game dev academy are completely free and we're supported by our very generous school governors over at patreon if you'd like to become a game dev academy governor and support our work as well as helping us to steer the channel in the right direction then use the link in the description to be taken to the patreon page