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Making Massive Medieval Maps with Chivalry 2 - Inside Unreal
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- 1 Countdown
- 2 News
- 3 Karma Earners
- 4 Community Spotlights
- 5 Inside Unreal Intro Graphic
- 6 Stream Introduction
- 7 Studio/Game Overview
- 8 Team Objective Map Breakdown
- 9 Art Focuses
- 10 Mesh Examples
- 11 Separating via Material IDs
- 12 Further Map Breakdown
- 13 Material Instance Example
- 14 Particle Effects Example
- 15 Detail Examples
- 16 Performance Management HISM
- 17 Decal Quick Look
- 18 Courtyard Look
- 19 Fortress Look
- 20 Inside the Keep Overview
- 21 Houdini Use for Fracturing
- 22 Vertex Animation Texture Quick Look
- 23 Interactable Items/Meshes
- 24 Sublevels
- 25 Collision Example
- 26 NavMesh
- 27 Flying Birds Breakdown
- 28 What 3D software is used?
- 29 Quixel Suite Uses
- 30 Stat RHI and Mesh Draws
- 31 Draw Call Management and Culling
- 32 Decal Optimisation
- 33 Wind Uses
- 34 Level Design Overview of Map
- 35 Map Design/Concept Process
- 36 Stage Breakdown
- 37 Concept to Design
- 38 Greyblocking/Blockout & Early Iterations
- 39 Small Overview of Level Blueprint
- 40 Flow of the Environments
- 41 Challenge/Solution of Predicting Potential Player Movements
- 42 Destructables and Interactables
- 43 Testing and Team Collaboration
- 44 Spawning System
- 45 Objective Design
- 46 Inspiration and Reference Influence
- 47 How has Planning Changed During the Pandemic?
- 48 Are HLODs used?
- 49 Will there be an SDK for Modders?
- 50 Crossplay and Controller
- 51 Atmosphere
- 52 Internal/External uses for Meshes
- 53 Trim Sheets
- 54 Landscape/Ground Meshes Use Cases
- 55 Advice for Creatives Looking to Create Large Environments
- 56 Favorite Parts of the Map
- 57 Information and Outro