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"Step-by-Step Workflow - How to Create "The Corridor"
Environment in 10 Hours with Unreal® Engine 4"

SOFTWARE: UE4

SKILL LEVEL: Intermediate/Advanced

DIGITAL DOWNLOAD: 21 videos (4hrs) - 1.7GB

UE4 The Corridor Project

Go beyond UE4 beginner basics and learn how to use Unreal Engine 4 to construct an original environment.

  • Entire workflow from start-to-finish across 21 in-depth videos
  • Create "The Corridor" environment with this step-by-step guide and apply techniques to your own project
  • A set of custom Static Meshes included for you to use and follow along (31 Static Meshes)
  • 30-Day, Money Back Guarantee
  • Check out securely with PayPal or with a Credit Card (see image)
  • Read the rest of this page for more info on this series...
  • Digital Download Only - Add to Cart and Download

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Get 3-In-1 UE4 Bundle: "UE Fundamentals", "UE4 The Corridor Project" and "UE4 Decals"

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"UE4 The Corridor Project"

Now What? Going Beyond The Basics:

"So I've learned the basics of Unreal Engine 4.

I know how to create a simple environment using default starter content assets. I can light an environment, insert some Static Meshes, add materials and build the environment. I can get pretty good results and I think I got a good hold of the basics of Unreal Engine 4.

Now what?

What do I do next? Is there a way to move past the basics and focus on doing another project?"

How do you go beyond the basics of Unreal Engine 4 to create something original and unique?

Let's face it, with Unreal Engine 4 you are only after one thing - to create your own game environments.

Once you've learned how to get around the editor and have used Starter Content to create a simple level - it is time to move past the basics.

Now, you may think that you are now ready for a completely custom game environment with all new self-created Static Meshes, and maybe you are. But unless you know how to use a 3d modeling application, creating your own models at this stage will lead you to a very steep learning curve which will take you away from Unreal Engine 4.

So what is the next project to do to get past the basics?

First Recommended Project was to create a small environment with Starter Content. The key to this first UE4 project is to keep it very small. Your primary goal is to learn Unreal Engine 4 functionality, fundamentals and principles of using this game engine. This was covered in detail in "UE4 Fundamentals".

Second Recommended Project is to create a slightly larger environment with a set of new custom Static Meshes. These custom static meshes should be either something you already have or something you downloaded from Marketplace/Learn sections. Don't create your own custom Static Meshes yet. You want to expand your UE4 knowledge and experience beyond the beginner by forcing yourself to create larger and more unique environment while using a set of Static Meshes already created.

The goal is to learn intermediate and advanced tools of what it takes to create a visually interesting and unique game environment which will separate you from being a complete beginner to a more intermediate and advanced user.

First Recommended Project: covered in "UE4 Fundamentals"

Second Recommended Project: covered in "UE4 The Corridor Project"

 

Second Recommended Project:

"UE4: The Corridor Project" is the second recommended project. A series that will take you from beginner of UE4 Fundamentals and show you how to go beyond the simple Starter Content environments and use Unreal Engine 4 with more advanced purpose.

In this premium tutorial series you will go through 21 video workflow of how to construct "The Corridor" environment with provided set of Static Meshes and learn more intermediate to advanced techniques that you will use in your future projects.

The final result will give you one environment that is lit two different ways. Both will look dramatically different from each other.

UE4 The Corridor: Exterior Lighting Scenario

UE4 The Corridor: Interior Lighting Scenario

You will have a video flythrough and screenshots to show. You will learn a lot of information, techniques and how-to methods for creating your own game environments.

See "What You Will Learn" section below for more info.

10 Hours With "The Corridor Project":

Let's break this down into hour-by-hour.

Hour 01: Project Set Up

We'll start off by setting up a new project for "The Corridor". We'll go through some Editor Settings, create a new level and bring in "The Corridor" assets into the project. This is probably the shortest hour out of the ten.

As a side note, you should already have preproduction completed prior to starting any project. Such as collecting reference, designing a top-down layout and basically knowing exactly what you want to create.

Hour 02: BSP Block-In

In the BSP block-in stage we'll create the layout of the environment using nothing else but BSP geometry following a top down sketch. We'll keep brushes simple to create a prototype of the level without being distracted on visuals and details that comes with Static Meshes. During BSP block-in we'll judge scale, proportion to define the layout of the level.

Hour 03: Static Meshes

We'll use "The Corridor" Static Meshes that come with this series and begin to replace all BSP brushes. We'll use BSP geometry as a guideline to follow for Static Mesh placement. By the end of the two videos we'll be left with only Static Meshes and no BSP brushes. Third hour is focused on working with major structural architecture defining meshes.

Please note that we won't be actually modeling these Static Meshes - that is a different pipeline for another series. We'll use included Static Meshes that come with this tutorial series to construct this environment.

Hour 04: Detailing

We'll begin to use minor and decorative Static Meshes such as pots, plants, trash can, emissive light strips, paintings on the wall and signs.

We'll insert props and use decals to detail the rest of The Corridor to make the environment more unique and believable.

Hour 05: Pre-Lighting Prep

In this hour we'll prep the environment to be lit. We'll remove all temporary lights; insert reflection capture actors, Lightmass Importance Volume and fix any geometry to eliminate light leaks.

We'll end up with a completely dark environment ready to be lit.

Hour 06: Ext Lighting Scenario

We'll focus on lighting "The Corridor" for daytime or exterior lighting scenario.

We'll start with a Directional Light (primary light) then add secondary and fill-in lights to complete the lighting process. We'll tweak various light properties, Build lighting and update Post Process:  Auto Exposure/Eye Adaptation property. We will also add Atmospheric Fog and Exponential Height Fog to finish off the atmosphere of the level.

Hour 07: Int Lighting Scenario

In this hour we'll focus on lighting "The Corridor" for nighttime or interior lighting scenario.

We'll take a different approach than for exterior lighting. We will start with a set of Point Lights (primary light) then you'll add secondary and fill-in lights to complete the lighting process. We'll tweak various light properties, Build lighting and update Post Process - Auto Exposure/Eye Adaptation property. We'll use Directional Light to create a subtle effect for Moonlight and add various additional lighting details using Emissive Light Strips.

Hour 08: Post Processing

We'll start to update Post Process volume to change scene colors and overall visual effect of the environment. Primarily we will use Color Grading technique that will give you full control over how your scene colors look in Unreal Engine 4. For Color Grading we'll use Photoshop and create a color look-up table (LUT) to import into UE4.

We'll do this for both exterior and interior lighting scenario.

Hour 09: World Settings and Final Build

In this hour we'll focus on World Settings and building the environment on Production Quality lighting. We will adjust various World Settings to improve how lighting is calculated and baked inside the environment.

We'll compare results from before and after to make sure that the updated settings are making the level look better. We will finish by building everything on highest visual setting using Production.

We'll do this for both exterior and interior lighting scenario.

Hour 10: Flythrough and Screenshots

In final hour we'll create a video flythrough using Matinee editor. We will set up two camera flythrough with fade-in and fade-out. All of this will be completely done inside Unreal Engine 4.

We will then render an .avi video file and take high resolution screenshots of the environment.

Please note that the running time of all the tutorials are 4 hours; 10 hours is the framework in which The Corridor is constructed.

Spotlight: Submitted Artworks from "UE4 The Corridor Project"

Following screenshots and videos are "UE4 The Corridor Projects" bought, completed and submitted by others. For more screenshots see the full blog post published on UE4: Spotlight - 12 Submitted Artworks From "UE4 The Corridor Projects".

Jerry P. (Twitter/Portfolio)

Jerry P. (Twitter/Portfolio)

Damin Design (Twitter/Facebook)

Alex S. (Twitter)

Adam B. (Twitter)

Rocky3D (Twitter)

Ketul M. (Twitter)

Marta N. (Twitter)

Gerbilho

Ricardo G. (Portfolio)

Jon Von S. (Twitter)

What You Will Learn From "UE4 The Corridor Project":

Follow entire production pipeline from the start-to-finish on how to create/construct "The Corridor" environment with a set of existing Static Meshes (included with this series).

Let me cover what you can expect from this series.

  • How to set up "The Corridor" project and use Static Meshes provided with this project
  • Learn the naming file convention I use to save maps and keep levels organized
  • How to build "The Corridor" environment or any other environment you create to correct player scale and proportion
  • How to use BSP brushes to block in corridor environment
  • Discover the workflow of replacing all BSP brushes after the block-in phase with Static Meshes
  • How to work with variety of Static Meshes to make them fit and a part of the environment without any gaps with a sense of unity and cohesive aesthetics
  • What should you block-in during the BSP stages; how detailed should you get and how much to focus on the BSP block-in
  • Why you should master the Geometry Editing mode to modify your BSP brushes for sped-up workflow
  • Tip: Whether you create stand-alone game environments (non-playable) or playable level designs always treat all environments you create as playable; where there is always a possibility that one day, a player will walk through your environment and interact with it
  • How to start replacing BSP brushes with Static Meshes; where to start and how to continue.
  • How to use Static Meshes together to create interesting geometry variation and combinations
  • Tip: Static Meshes will be replacing all BSP brushes; BSP brush block in is used as a skeleton or a frame of the environment onto which Static Meshes are built. It is important that everything is being snapped to the grid and built correctly from the start as everything is built from the previous inserted Static Mesh.
  • Various design thought process about adding additional detail information through Static Meshes in the moment to fix flat boring geometry with more interesting shapes within the Corridor
  • How to detail with Static Meshes and Decals
  • Tip: start with major structural elements of architecture (walls, floors, ceiling, windows, columns) then expand to minor or details of structural elements of architecture
  • How to start thinking about light sources or where lighting is going to be coming from to light your environments
  • How to place and arrange Emissive Light Strips for functionality and aesthetics
  • How to insert and work with decals
  • How to fix "My Decals Don't Show Up in Baked Indirect Lighting and in Unlit Mode" problem (i.e. enabling DBuffer decals)
  • How to use decals to add unique detail into your environment
  • How to set up and work with Auto-Exposure/Eye Adaptation inside your level
  • How to completely disable Auto-Exposure/Eye Adaptation in your level if you don't want to use it
  • How to insert Post Process Volume and make it universal
  • Tip: to make Post Process Volume global (work everywhere whether you are inside that volume or not) check "Unbound" inside the Post Process settings
  • How to make material reflections work in your level with the use of Sphere Reflection Capture
  • How to prevent Static Mesh geometry lighting bleeds

Hour 02 Video: BSP Block In

 

Hour 03 Video: Replacing BSP with Static Meshes

 

Hour 04 Video: Static Mesh/Decal Detailing

 

Hour 05 Video: Pre-Lighting Prop

 

Hour 06 Video: Exterior Lighting Scenario

 

Hour 07 Video: Interior Lighting Scenario

 

Hour 08.01 Video: Post Process for Ext Lighting Scenario

 

Hour 08.02 Video: Post Process for Int Lighting Scenario

 

Hour 10.01 Video: Video Flythrough with Matinee Editor

  • How to light environments two different ways; as Exterior Lighting Scenario and Interior Lighting Scenario (daytime and nighttime)
  • How to light "The Corridor" with Directional Light
  • Design choices for creating interesting lighting/shadow patterns
  • Tip: focus first on Primary Lights of your environment before you continue to add secondary and filler lights
  • How to check before and after as you change and tweak your lighting; it is very difficult to tell if what you are doing after you've built lighting to know if your lighting is improving or not - using the screenshot comparison before/after  you'll know exactly what you are changing and how it is improving your environment
  • How to start adding secondary lights and filler lights to improve upon your main primary lights
  • Deciding on complimentary color choices
  • Using Emissive Light Strips to add light illumination into the environment
  • How to work with having more than 4 Stationary Lights in your scene
  • How to include Atmospheric Fog and Exponential Height Fog to add atmosphere, sun disk and sky into your environment
  • How to use Directional Light for subtle moonlight detail lighting only
  • How to organize your lights inside the scene using the World Outliner
  • Design choices in the moment for including additional lighting in the interior lighting scenario to balance the composition
  • How to use Post Process to change scene colors of your level
  • How to use Post Process Color Grading technique and create a LUT or Color Look Up Table (one of my favorite techniques to use for changing how your environment looks)
  • How to create a Color Look Up Table (LUT) for exterior and interior lighting scenarios
  • How and which properties to change under World Settings Lightmass to improve your scene baked-in lighting
  • How to change Environment Color to update indirect lighting shadow color
  • Building your environment on Production Lighting for best visual quality of your scene
  • How to use the Matinee editor and create a camera fly-through to showcase from your environment
  • How to render an AVI video file directly from the Unreal Engine editor
  • How to set up a two camera cut fly-through
  • How to set up your camera fly-through to start exactly as you spawn into your level
  • How to create a fade-in and fade-out effect in the video from the Matinee Editor
  • How to take quick screenshots from the editor
  • How to take very high-resolution screenshots of your environment

All you need is a free version of Unreal Engine 4 and this "UE4 The Corridor" tutorial series. It is a small investment without any downside.

Included Set of Static Meshes:

In addition to the video tutorials, you will receive and be able to use the Static Mesh set that was used to construct "The Corridor" with. It contains 31 usable Static Meshes to follow along with this project. Major architectural meshes such as walls, columns, floor, ceiling, stairs are modular.

"The Corridor" Static Mesh set

"The Corridor" Static Mesh set

Should You Get "UE4 The Corridor"?

Who is "UE4 The Corridor Project" for? Should you get it?

"UE4 The Corridor" is right for you if:

  • ...if you want to learn full workflow pipeline of how to use existing set of Static Meshes (included with this series) and construct a custom game environment from a the ground up
  • ...if you want to learn how to block-in, mesh, detail, light, post process and create video flythrough with screenshots of your environment
  • ...if you want to move past beyond the basics of Unreal Engine 4 and start creating something more unique by following a very systematic, methodical and easy to follow approach that you've see from all the previous videos I've released

"UE4 The Corridor" is probably not for you if:

  • ...if you are looking to create your own custom Static Meshes; this series does not cover that but it does cover how to use already existing meshes
  • ...if you are looking for Blueprint tutorials (the visual scripting language in UE4). I left these out from this series for a reason. If you want to learn Blueprint, then it will have its own tutorial series coming out soon.
  • ...if you are a complete beginner; "The Corridor Project" assumes that you have basic, beginner understanding of Unreal Engine 4 and for that I would recommend to use "UE4 Fundamentals" then come back here and continue with "The Corridor Project"

Remember, you have 30-day money back guarantee; no questions asked. I've been running World of Level Design.com since 2008. I'm not going anywhere. So if you don't like the premium tutorial series then I don't want your money. Full refund, no questions asked.


UE4 Fundamentals: The Essential Beginner's Guide to Getting Started with Unreal® Engine 4

SOFTWARE: UE4

SKILL LEVEL: Intermediate/Advanced

DIGITAL DOWNLOAD: 21 videos (4hrs) - 1.7GB

UE4 The Corridor Project

Go beyond UE4 beginner basics and learn how to use Unreal Engine 4 to construct original environment.

This tutorial series includes:

  • Entire workflow from start-to-finish across 21 in-depth videos
  • Create "The Corridor" environment with this step-by-step guide and apply techniques to your own project
  • A set of custom Static Meshes included for you to use and follow along (31 Static Meshes)
  • 30-Day, Money Back Guarantee
  • Check out securely with PayPal or with a Credit Card (see image)
  • Digital Download Only - Add to Cart and Download

Add to Cart

All orders are processed on a secure server.

Upgrade

Bundle: UE4 The Corridor Project and UE4 Decals

Add: "UE4 How to Create Custom Decals" with "UE4 The Corridor Project

Add to Cart

All orders are processed on a secure server.

Upgrade

UE4 Bundle

Get 3-In-1 UE4 Bundle: "UE Fundamentals", "UE4 The Corridor Project" and "UE4 Decals"

Add to Cart

All orders are processed on a secure server.

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This is a downloadable video/ebook product. You will NOT receive a physical package shipped to you in the mail. The entire package will be immediately available for you to download and get started right away after ordering. You will receive access to bonuses on the Download page as well. This program is NOT available in stores, so you can only access it through this website.

"UE4 The Corridor Project" series is compressed/zipped and ready to download. After purchase you will see 3 separate downloads (2 for UE4 The Corridor and 1 for UE4 Decals); I made it simpler to download them one at a time instead of one large download.

All files are zipped. After you download, Right Click on each zipped file and choose Extract All or Unzip.

No Risk, 30 Day - 100% Money Back Guarantee

Satisfaction Guaranteed

I know you will find "UE4 The Corridor Project" extremely helpful with learning Unreal Engine 4.

But, if for any reason you don't like it, I am offering 30 days, 100% money-back guarantee.

I've been running World of Level Design.com since 2008. I'm not going anywhere. So if you don't like this premium tutorial series then I don't want your money. Full refund.

Just let me know why you didn't like the product and how I could have made it better.

PS.

If you have spent some time visiting World of Level Design website, read and watched video tutorials then you know that each video and each tutorial I write and film I focus on giving you a lot of value and information in each one. When I release a product, I make sure that you get your money worth and walk away learning more than what you paid for.

You may also download the FREE Case-Study PDF below.

Download FREE 51-Page Case-Study PDF: "How I Created The Corridor in 10 Hours with UE4":


...using a phone and can't open zipped file? View this PDF online.

Frequently Asked Questions

What software do I need for this product?

You will need Unreal Engine 4. It is a free game engine that was released by Epic Games. See instructions here to download and install Unreal Engine 4.

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This is a one-time payment. You pay once and you download the product to keep. No recurring payments or subscriptions.

How do I download the product?

This is a downloadable ebook/video product. You will NOT receive a physical package shipped to you in the mail. The entire package will be immediately available for you to download and get started right away after ordering. You will receive access to bonuses on the Download page as well.

"UE4 The Corridor Project" series is compressed/zipped and ready to download.

In addition all Bonuses are zipped and are separate downloads as well. This will make the download process simpler.

After you download, Right Click on each zipped file and choose Extract All or Unzip.

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If you encounter any issues during your download and need your links to be renewed and re-download again, email me using the email you purchased the product with and I will re-activate all the downloads.

 

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