
Unreal Engine Game Portfolio Series Stage 3 Made with C++
kosart
Through this course, students will gain the skills to study Unreal Engine in C++ and create a portfolio.
Intermediate
C++, Unreal Engine
If you want to understand game engines, building one yourself is the fastest way. This is a project-based course where you will implement the core structure of a console game engine using C++ and complete projects including Sokoban and a flight shooting game. It provides a perspective that allows for a deep understanding of the structures of the Unreal and Unity engines.
Reviews from Early Learners
5.0
박창후
While using Unreal Engine, I always had a vague curiosity about how its features work internally and why they were designed with such structures. Most available courses focus heavily on how to use the engine interface, which left me feeling unsatisfied, but I feel like I've finally found a truly great course. The most satisfying part was being able to implement the engine's fundamental mechanisms with my own hands. Beyond simply creating features, designing the Actor lifecycle and Tick system myself allowed me to think deeply about what an object-oriented code structure really is. Thanks to this, I feel like my code—which used to be messy because I was only focused on implementation—is gradually finding order. In particular, the part where we implemented custom RTTI and managed memory was impressive. Instead of just using the features provided by the engine, learning the principles of managing runtime type information and casting safely gave me a lot of confidence in C++ and memory structures. The process of separating the engine into a DLL and linking it was also fresh; it was practical knowledge that is hard to find in typical tutorials, and it was a great help to my CS studies. After completing the course, every class name and variable in Unreal Engine looks completely different to me than before. I highly recommend this course to those who want to properly understand the massive structure of the engine or those who want to grow into developers with real skills. I would like to express my sincere gratitude to the instructor for being such a great guide.
5.0
안희준
I highly recommend this course to those who want to go beyond simply using the features provided by commercial engines and instead wish to directly design and understand the fundamental internal structure of a game engine. Through this lecture, I was able to gain deep insights into the operating principles of core functions, such as the actor lifecycle and tick management. In particular, learning how to control memory directly with C++ to prevent resource leaks and implementing custom RTTI to handle object inheritance and safe downcasting were invaluable experiences that cannot be gained through superficial study. Furthermore, the process of building the engine as a DLL to separate and link it provided practical CS knowledge that is difficult to encounter in standard university major courses or general tutorials. If you are a developer who wants to know the real reasons behind how engines like Unreal or Unity work internally, I strongly urge you to take this course.
5.0
최재우
I have now clarified my understanding of confusing CS concepts to the point where I can explain them accurately. Furthermore, by designing Sokoban and shooting games myself and learning about RTTI and collision functions, I have gained the confidence that I can now create games on my own! I would love to recommend this to my friends!
Building a game engine from scratch with C++
Proficiency in utilizing C++ smart pointers and templates
Designing Game Loops and Actor-Level Structures
Implementation of DLL-based module structure
Creating a Custom RTTI System
Implementing double buffering manually
Implementing a Collision System (AABB) from Scratch
Completed Sokoban and flight shooting games
Who is this course right for?
Students who are learning Unreal Engine but feel anxious because they don't understand its internal structure.
Developers who use commercial game engines but feel frustrated because they cannot explain the internal structure.
Developers who know C++ syntax but are stuck when it comes to framework design
A job seeker who is afraid of interviews for fear of being asked questions about engine architecture.
Need to know before starting?
This course is intended for those who have an understanding of basic C++ syntax.
If you have used the concepts of classes, pointers, and references at least once, you are more than capable of taking this course.
It is helpful if you have experience creating and running a simple C++ project in Visual Studio.
We explain from the basics so that even those who are new to game engine architecture can take the course.
Career Verified
75
Learners
17
Reviews
1
Answers
5.0
Rating
1
Course
Current Freelance Developer / Instructor / Author / Translator
Former Engineer at Unity Technologies Korea
https://ronniej.sfuhost.com/
There are many ways to create games using Unity and Unreal.
However, while conducting actual classes,
there was a common problem that many students experienced.
"I can make the features work, but I don't know why they operate this way."
To solve this problem,
I have created a curriculum focused on directly understanding the engine's structure,
rather than simply implementing features.thay vì chỉ đơn thuần là hiện thực hóa các tính năng.
Experience in directly designing and implementing the game loop and object lifecycle
Understanding core engine structures such as RTTI, DLL separation, rendering, and collision systems
How to understand the operating principles of commercial engines (Unity/Unreal) by connecting them.
Those who can implement features but feel stuck because they don't understand the underlying structure
Those who want to gain a deeper understanding of Unity/Unreal
Those who want to move from the "using the engine" stage to the "understanding the engine" stage
📘 Author of 『RPG Game Development Using Unity』
📗 Translator of 『Project-Based Unreal Engine 5 Game Development』 and many others
🎮 Conducted corporate training and bootcamps for companies such as NCSoft, Nexon, Neople, and Golfzon
👉 The lecture focuses not on "how to make it quickly," but on the
"process of understanding why it works that way."
All
23 lectures ∙ (13hr 6min)
Course Materials:
1. Orientation
01:15
All
17 reviews
5.0
17 reviews
Reviews 1
∙
Average Rating 5.0
5
I highly recommend this course to those who want to go beyond simply using the features provided by commercial engines and instead wish to directly design and understand the fundamental internal structure of a game engine. Through this lecture, I was able to gain deep insights into the operating principles of core functions, such as the actor lifecycle and tick management. In particular, learning how to control memory directly with C++ to prevent resource leaks and implementing custom RTTI to handle object inheritance and safe downcasting were invaluable experiences that cannot be gained through superficial study. Furthermore, the process of building the engine as a DLL to separate and link it provided practical CS knowledge that is difficult to encounter in standard university major courses or general tutorials. If you are a developer who wants to know the real reasons behind how engines like Unreal or Unity work internally, I strongly urge you to take this course.
Reviews 1
∙
Average Rating 5.0
5
I have now clarified my understanding of confusing CS concepts to the point where I can explain them accurately. Furthermore, by designing Sokoban and shooting games myself and learning about RTTI and collision functions, I have gained the confidence that I can now create games on my own! I would love to recommend this to my friends!
Reviews 1
∙
Average Rating 5.0
5
This was a huge help. Starting from very small snippets of code, I eventually found myself properly creating a 2D game. I've also been learning Unreal Engine recently, and this course has been incredibly helpful. Since everything from minor variable names to class names aligns to some extent with those in Unreal, it helped me understand Unreal's structure as well. My favorite part was RTTI; I felt great joy seeing runtime information implemented through code I wrote myself and watching it function usefully within the game. I'm looking forward to the instructor's next course. Thank you!
Reviews 1
∙
Average Rating 5.0
5
Through Instructor RonnieJ’s ‘Game Engine Framework with C++’ course, I was able to build a very solid foundation in game engine development. While studying development, I had encountered various concepts related to game engines and CS, but I found it difficult to explain them accurately or organize them systematically. Through this class, I was able to clearly understand concepts that were previously confusing and organize them to the point where I can explain them myself. Beyond just understanding the overall flow of how an engine is structured and operates, I was able to learn the actual operating principles by directly implementing core concepts such as the game loop, actor and level-based world management, fixed-frame update structures, input processing systems, double-buffered rendering, and AABB collision detection. Designing the engine/content structure through DLL separation and implementing a custom type system (RTTI) was also very helpful. After completing this course, I am now learning Unreal Engine, and I naturally understood things like the DLL keywords and casting used in Unreal headers. Additionally, in an era overflowing with flashy graphics, I was satisfied to be able to create my own unique game by implementing a console-based game. The course structure was also very helpful for learning. By following the class materials provided for each lecture, the summaries at the bottom of the videos, and the checkpoints, I was able to review efficiently without missing important concepts. I believe this is not just a class where you simply make a game, but a lecture that allows you to understand the core structure of a game engine and elevate your mindset as a developer to the next level. For those who want to start game engine development or those studying development, this is a truly precious, unicorn-like lecture!!! I strongly recommend it to those who want to properly understand game engines and to developers who want to grow one step further!!
Reviews 2
∙
Average Rating 5.0
5
While using Unreal Engine, I always had a vague curiosity about how its features work internally and why they were designed with such structures. Most available courses focus heavily on how to use the engine interface, which left me feeling unsatisfied, but I feel like I've finally found a truly great course. The most satisfying part was being able to implement the engine's fundamental mechanisms with my own hands. Beyond simply creating features, designing the Actor lifecycle and Tick system myself allowed me to think deeply about what an object-oriented code structure really is. Thanks to this, I feel like my code—which used to be messy because I was only focused on implementation—is gradually finding order. In particular, the part where we implemented custom RTTI and managed memory was impressive. Instead of just using the features provided by the engine, learning the principles of managing runtime type information and casting safely gave me a lot of confidence in C++ and memory structures. The process of separating the engine into a DLL and linking it was also fresh; it was practical knowledge that is hard to find in typical tutorials, and it was a great help to my CS studies. After completing the course, every class name and variable in Unreal Engine looks completely different to me than before. I highly recommend this course to those who want to properly understand the massive structure of the engine or those who want to grow into developers with real skills. I would like to express my sincere gratitude to the instructor for being such a great guide.
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