6. [No-Base/Intro] Game Company Coding Test Sparta Class
YAL
This course is a coding test preparation lecture for entry-level job seekers preparing for employment at game companies.
Beginner
C++, Coding Test
A practical Unreal Engine development course where you directly implement everything from AI and vehicles to traffic systems.
170 learners
Level Intermediate
Course period Unlimited
Reviews from Early Learners
5.0
Prto
It was a bit more difficult than the advanced version, but it was very substantial! By following the lecture curriculum, I was able to greatly improve my understanding of Unreal Engine. I'm looking forward to other follow-up courses in the future! Thank you!
5.0
밍크
The quality of this course is crazy good😭😭 It's so much fun trying out various functions and filling things in one by one😆😆😆😆 It was worth patiently listening through the advanced course...... I'm also looking forward to future updates!!
5.0
에몽이
I wondered if I could keep up, but the lecture was so well-structured that it was easy to understand. The process of completing things step by step through practice was enjoyable, and they also shared many immediately useful tips and tricks in between, helping me learn things I never would have discovered on my own. Although it's still being updated, it was a lecture with a lot to learn and gain, truly fitting for a follow-up.
By integrating GameMode with World Partition, you can understand the object-oriented structure of an open world.
You can learn the AI patrol flow through Behavior Trees and the navigation pipeline.
You can experience the structure of vehicle AI through spline-based road creation and vehicle movement.
You can learn the principles of controller design by manually extending the third-person player blueprint.
You can experience a modeling workflow involving Substance Painter, ZBrush, 3ds Max, and RizomUV.
You can understand large-scale map optimization concepts by utilizing World Partition and Data Layers.
3ds MAX, ZBrush, Substance Painter, UE Blueprint, unreal-engine5 based Unreal Engine practical game development course, covering everything from GTA-style open-world design to the implementation of C++ data-driven horror production systems.
The recipient of this badge is qualified as an Unreal Engine 5 Authorized Instructor.
The holder of this badge has been certified by Epic Games for their teaching proficiency in the following skills:
Editor
Data Management
Animation
Blueprint Visual Scripting
World Building
Materials
Lighting
Rendering
Cinematics & Virtual Production
Gameplay & Interactive Framework
User Experience (UX) Design
This course is designed for intermediate developers who have completed the practical and advanced Unreal Engine courses. While creating a GTA-style open-world game yourself, you will practice on a project structured based on the pipeline architecture recommended by Unreal Engine. Moving beyond simply copying functions, the course is designed to help you contemplate, implement, and internalize questions like "Why should the structure be set up this way?" and "How are large-scale projects like GTA organized?" You will experience everything from AI design, spawn systems, vehicle movement, and large-scale optimization to modeling and Unreal integration all at once, building design capabilities that can be applied immediately in the field.
Cars and citizens are automatically spawned according to the loading of the manager handled by the GameMode.
Each agent automatically switches between waiting, moving, and patrolling based on a state machine, operating smoothly even on massive maps.
World Partition and the GameMode manager work together to automatically
spawn and remove NPC and vehicle AI at each tile loading and unloading point, enabling real-time exploration of a massive city without frame drops.
Implement a high-quality controller by adding Blueprint-based movement and camera settings for interaction and control with AI characters, along with animation, combat, and evasion features.
Import firearm assets created with Substance Painter, ZBrush, 3ds Max, and RizomUV into Unreal Engine, apply materials and lighting, and complete them to a production-ready state.
Students will naturally learn coding patterns used in real-world game projects, based on the structural usage and latest features of Unreal Engine 5.
You will directly implement AI movement logic, streaming levels using World Partition, situational control based on Data Layers, and traffic light/pedestrian response systems.
You will experience the integration of art and programming by placing 3D objects created with modeling tools into the game and connecting them to be interactive.
This special lecture is the first step of a practical GTA project with invited instructor 'Youngman',
a course where you can directly experience the pipeline from 'gun modeling' to Unreal Engine integration.
This course is designed for intermediate developers who have completed the Unreal Engine Advanced Course and the Part 3 Native C++ Course. Building upon the basic Unreal C++ knowledge covered in the advanced course, we will now move beyond simply implementing individual features and focus on internalizing "design structures that survive in large-scale projects."
This is not a lecture where you simply follow along and type out functions. It is designed to make you think and implement for yourself: "Why should this feature be separated into a class?" and "Why is data-driven design so powerful in actual industry pipelines?" Based on the pipeline structures recommended by Unreal Engine, you will develop system design capabilities that can be applied immediately in real-world scenarios.
Data-driven automation workflow
All production data is managed in a structured manner, and the Director Subsystem is designed to analyze the data and dynamically create appropriate action objects. We will build an 'automated production environment' that can respond to changes in planners' requirements through data input alone, without the need for code modifications.
Thorough Lifecycle Management for Risk Management
We thoroughly manage risks that may occur during character death or forced event interruptions during a sequence. By designing a safety mechanism that collectively handles the immediate removal of timer handles and the restoration of player control at the end of every action, we fundamentally prevent critical bugs (Soft-locks).
Extensible Interface and Inheritance Structure
Design a base class that serves as the foundation for all actions to establish a common interface. We will pass on a 'maintenance, repair, and reinforcement' centered programming pattern that allows the structure to expand without compromising the stability of the existing system when a new production category is needed.
Interaction-Linked Environment Control
You will learn functions to control the state of actors, such as rotating the camera or playing sounds. By linking with triggers, you will master the principles of 'Environment Action,' where environmental elements react in a chain when a player enters a specific area.
As this course focuses on C++ features and processes,
it does not cover level design as shown in the video above.
Operating System: Windows 10 or higher recommended
Tools Used: Unreal Engine 5.5 or higher recommended, VisualStudio
Optional:
Substance Painter, ZBrush, 3Ds Max, RIZOM UV (※ All paid software)
<3Ds Max is available for free with student verification>
PC Specifications: CPU i7 or higher, RAM 32GB or higher, GPU RTX 3060 or higher recommended
Source code, completed assets, class example maps, and project templates provided
Some 3D sources will be created directly after installing personal tools.
Experience taking Unreal Engine Practical/Advanced courses, or a basic understanding of Blueprints and Unreal architecture is required.
Basic Native C++ knowledge required
The practice exercises can be freely reused in your personal projects.
Who is this course right for?
Someone who can handle Unreal Engine Blueprints to some extent and is planning an open-world project.
Unreal users interested in practical game structures, such as object-oriented design and manager patterns.
Developers who want to implement complex systems such as vehicle AI, urban AI, route planning, and optimization.
Those who want to experience AAA-grade modeling pipelines and asset integration
Those who want to build a GTA-style TPS system from scratch by hand
Need to know before starting?
Completion of the Unreal Engine Sparta Advanced Course or a basic understanding of Blueprints and class structures.
Experience using Blueprints, GameMode, GameState, Behavior Trees, etc.
Career Verified
5,106
Learners
154
Reviews
112
Answers
4.9
Rating
6
Courses
Instructor at the Seoul Technical Education Center, Korea Chamber of Commerce and Industry
Selected as the BEST Lecture in the Unreal Engine field since 2022
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2023 'Ministry of Employment and Labor' Future Promising Fields Manpower Project Lecture
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Technical support for participating teams in the Vocational High School K-Tech Idea Challenge (Grand Prize)
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2025 Participation in the ROK Army Defense Unreal Project
2025 Participated in 'Netstream' Generative AI Game Prototype Development
Guest Lecture at Induk University, Department of Game & VR Content Design
2025 Unreal Engine Authorized Instructor Silver (UAI)
2026 Sparta Club ‘Tomorrow Learning Camp’ Unreal Mentor
2026 Unreal Engine Authorized Instructor Gold (UAI) (Current)
All
109 lectures ∙ (33hr 26min)
Course Materials:
5. Project Setting
03:32
All
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5
I wondered if I could keep up, but the lecture was so well-structured that it was easy to understand. The process of completing things step by step through practice was enjoyable, and they also shared many immediately useful tips and tricks in between, helping me learn things I never would have discovered on my own. Although it's still being updated, it was a lecture with a lot to learn and gain, truly fitting for a follow-up.
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Average Rating 5.0
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