Overview
This studio takes you through the full real-time art pipeline: build a 3D asset, wrap it in surface and light, rig and animate it, then make it move, respond, and ship as something a player can pick up and play. You bring the modeling foundation from your prerequisite; here you learn to make it interactive.
What's new this year
Unreal Engine 5.8
Epic's current release — Nanite virtualized geometry, Lumen dynamic global illumination, and Megalights are all production-ready in 5.8, and Blueprints give you visual scripting without leaving the editor. We use it for interactivity, VR, and multiplayer.
Agents in the pipeline
For the first time, AI coding agents are part of the toolchain. Claude Code and OpenAI Codex wire Blueprints and write C++, build editor tooling, and — through the first-party Unreal MCP built into 5.8 plus Epic's UE skills plugin for Claude Code — can even act inside the editor. You direct; you verify; you keep the log.
Playable builds
Everything you make this semester is meant to be played. You'll package standalone builds (Windows, or a VR headset) and put your final piece on itch.io, plus a first taste of VR and networked multiplayer.
Course objectives
- Model game-ready 3D assets with clean topology, on a polycount budget, and unwrap them for texturing.
- Author PBR surface textures and build real-time materials in Unreal's Material Editor.
- Light real-time scenes using Lumen dynamic global illumination and Megalights, plus a Post Process Volume for exposure and grading.
- Rig and skin a character, then author animation clips — idle, locomotion, and action — for interactive playback.
- Drive animation with an Animation Blueprint and gameplay with Blueprints — plus a taste of C++ — and direct AI agents to help build it.
- Integrate assets into an Unreal project, add an OpenXR VR mode or a replicated multiplayer interaction, and package a standalone build.
- Use Claude Code and Codex responsibly: prompt, review, verify, and document AI-assisted work.
- Develop your own voice as a maker of interactive and playable work.
A Wednesday in studio
We meet once a week for four hours. Every session follows the same rhythm:
Demo + concepts. New territory introduced on the projector — a technique, a tool, a bit of the pipeline.
You build the same thing at your station, step by step.
Same problem, agent-assisted: prompt Claude Code or Codex, review what it did, fix what it got wrong.
Screens up. Show progress, trade techniques, plan the week's homework.
Grade breakdown
| Component | Weight | Notes |
|---|---|---|
| Guided asset training | 25% | In-class practical exam (Week 7 · Oct 14) |
| Game-Ready Asset Kit | 10% | Weeks 3–5 |
| Rigged & Animated Character | 15% | Weeks 6–9 |
| Interactive Vertical Slice | 10% | Weeks 10–12 |
| Final Project | 40% | Weeks 12–15 · a playable build, exhibited in Week 15 |
Scale: 95–100 A · 89–94 A/B · 84–88 B · 77–83 B/C · 72–76 C · 66–71 C/D · 60–65 D · below 60 F. More than three absences: NF. Every production project includes an AI development log as a required deliverable.
Equipment & software
- Laptop or desktop capable of running Unreal Engine 5.8 and Blender (a discrete GPU strongly recommended).
- Free accounts: an Epic Games account (to install Unreal Engine 5.8), a GitHub account — projects live in version control from Week 1; it's how you and your AI agent stay honest.
- Blender (free); Maya is available in the lab and free with a student license if you prefer it for rigging.
- Claude Code and Codex CLI installed (setup in Week 1; see the AI Lab).
- Suggested: a three-button mouse, 1 TB external SSD, and a graphics tablet for texture painting.
- UT Adobe Creative Cloud is free for this class: creativecloud.adobe.com with your UT email.
University policies (Title IX, ADA, attendance, academic integrity, campus closure, disruption) are stated in full on the official syllabus in SpartanLearn / Canvas — that document governs.
Semester Map
Fourteen Wednesday studio sessions (Sep 2 – Dec 9, no class Nov 25) plus a finals-week showcase, in four phases: build the asset, give it motion, make it interactive, then ship the playable final. Amber notes mark each week's AI lab.
Phase 1 — Assets & Form · Weeks 1–5
Orientation: the real-time pipeline
- Course tour: how a 3D asset becomes a playable game, and where real-time art is in 2026.
- Install party: Epic Games Launcher + Unreal Engine 5.8, Blender, GitHub, Claude Code, Codex CLI.
- Create your first Unreal project; connect it to source control.
Content, Config, the .uproject. Learn the golden rule — the agent proposes, you approve.Modeling for games I: topology & budgets
- Game-ready vs. render-ready geometry: quads, clean edge flow, and why triangles are the real currency.
- Polycount budgets, modular kit thinking, and the grid you snap everything to.
Modeling for games II: UVs & greybox Project 1 launch
- UV unwrapping, texel density, and trim sheets — the economics of texture space.
- Import to Unreal; assemble a modular blockout and walk it at scale.
stat tools), so your budget is measured, not guessed. Read what it builds before you run it.Surface texturing: PBR materials
- The PBR mindset: albedo, metallic, roughness, normal — what each map really controls.
- Texture painting in Substance Painter / Blender; building Material Instances in Unreal's Material Editor.
Digital lighting for games Project 1 due · crit
- Lumen dynamic global illumination and reflections, Reflection Capture actors, and a Sky/SkyLight.
- Post Process Volume, exposure and tone mapping, and how mood is built from a handful of lights.
- Crit: Game-Ready Asset Kit.
Phase 2 — Character & Motion · Weeks 6–9
Character rigging I: skeletons & skin Project 2 launch
- Joints, hierarchies, and the humanoid skeleton; Blender Rigify and Maya's rigging tools.
- Skinning and weight painting: making deformation believable.
Guided asset training practical exam Exam · 25%
- In-class, hands-on: model, unwrap, texture, and light a small asset to spec, then import it into Unreal.
- No AI agents during the exam: this is the skill floor the rest of the course stands on.
- After the break: the 12 principles of animation, seen through an interactive lens.
Animation clips I: cycles & principles
- Keyframing a walk and run cycle; timing, spacing, weight, anticipation.
- Authoring loopable clips that read at gameplay speed and hold up from any angle.
Animation clips II: Animation Blueprints Project 2 due · crit
- The Animation Blueprint: the AnimGraph, a State Machine, transitions, and Blend Spaces.
- Root motion, retargeting (Mixamo → the UE skeleton with the IK Retargeter), and driving state from variables in Event Blueprint Update Animation.
- Crit: Rigged & Animated Character.
Phase 3 — Interactivity & Code · Weeks 10–12
Blueprints for interactivity I Project 3 launch
- Actor Blueprints, the event graph, Event BeginPlay vs. Event Tick and its Delta Seconds; reading input with Enhanced Input and moving a Character.
- Driving your animation from Blueprints — input becomes motion.
Blueprints for interactivity II: game feel
- Event Dispatchers and Blueprint Interfaces, a simple UMG widget, and a minimal game loop (goal, feedback, state).
- Game feel: juice, timing, and the difference between "it works" and "it feels good."
Into space & players: VR + multiplayer Project 3 due · crit
- A first VR mode with OpenXR in Unreal — the VR Template, a VR Pawn, and grab/interaction.
- A first networked interaction with Unreal replication — a Listen Server, replicated variables with RepNotify, and RPCs; packaging a standalone build.
- Crit: Interactive Vertical Slice. Final project proposals pitched.
No class — Thanksgiving break
Phase 4 — The Final · Weeks 13–15
Production sprint I
- Studio time on finals with instructor desk-crits; Sequencer and a Cine Camera Actor for trailers and documentation.
Production sprint II & playtesting
- Structured playtests with classmates; triage what feedback to act on before ship.
- Building, packaging, and publishing to itch.io; the standalone build checklist.
Final crit & showcase Final due · 40%
- Finals week (Dec 14–17) — playable builds exhibited during our scheduled exam slot; invited guests play your work.
- AI development log and process documentation submitted with the build.
Projects
Four production projects, each building on the last, from a static asset to a playable game. Every project ships with an AI development log — the record of what you asked the agents to do, what they did, and what you had to fix or decided to reject.
01 · Game-Ready Asset Kit
10%Weeks 3–5A small modular set — a prop family or a piece of environment — modeled, unwrapped, textured, and lit in Unreal to a stated polycount and texel budget. The test: it looks intentional, reads at game distance, and stays on budget.
- 3–5 modular pieces with clean topology and non-overlapping UVs
- PBR materials with a considered wear/story pass
- A Lumen-lit Unreal level showing the kit assembled
- Budget sheet: polycount and texel density per piece
- AI development log (what the agent scripted or documented vs. what you authored)
02 · Rigged & Animated Character
15%Weeks 6–9A character — yours or a provided base mesh — rigged, skinned, and given a clip set that plays through an Animation Blueprint: an idle, a locomotion cycle, and one action. The test: the deformation holds up and the motion has weight and intent.
- Clean skeleton and skin weights that survive extreme poses
- Three authored clips: idle, walk/run, one action
- Animation Blueprint with a working State Machine and Blend Space, driven by variables
- A short turntable + in-engine playback clip
- AI development log
03 · Interactive Vertical Slice
10%Weeks 10–12A playable slice: the player controls your character, animation is driven by input, and at least three Blueprint interactions respond to the world. Stretch options: an OpenXR VR mode or a replicated multiplayer interaction.
- Packaged standalone build (Windows, or a VR headset)
- Input-driven character with animation states from Project 2
- At least three authored Blueprint interactions
- Playtest notes from at least two classmates
- AI development log
04 · Final Project
40%Weeks 12–15Your voice as a maker of interactive work: a complete playable game or interactive piece, pitched in Week 12, produced in the sprint weeks, exhibited and played in Week 15, and published as a build. Ambition is graded — so is finish.
- Written + visual pitch (approved Week 12)
- Published packaged Unreal build (itch.io standalone, or headset)
- A 60–90s trailer/documentation edit for your portfolio
- Process book: references, iterations, playtests
- Full-semester AI development log with a one-page reflection: where the agents made you faster, and where they made you worse
How production projects are assessed
| Criterion | Weight | What it looks like |
|---|---|---|
| Craft & technical execution | 30% | Clean models, UVs, materials, rigging, and code; it runs and stays on budget. |
| Concept & design | 25% | The work means something; composition, motion, and pacing are authored, not defaulted. |
| Interactivity / game feel | 20% | Interactions are discoverable and satisfying; the thing is fun to touch. |
| Process & AI development log | 15% | Honest record of prompts, agent output, your review and fixes. You can explain every asset and line in the build. |
| Crit participation | 10% | You show up, show work, and give your peers real feedback. |
AI Lab
This course treats AI coding agents the way a studio treats any powerful tool: you are the director, the agent is a fast but overconfident assistant, and nothing ships that you can't explain. Here's the toolchain, the setup, and the rules. And this site has its own AI TA — the amber button in the corner — tuned to each week's material for questions between studio sessions.
The toolchain
Claude Code
Anthropic's terminal-based coding agent. Reads your project, wires Blueprints and writes C++, builds Unreal editor tooling, and runs commands. It's the primary agent we lean on this semester.
OpenAI Codex CLI
OpenAI's counterpart agent. We use both deliberately — comparing how two different agents attack the same Unreal problem is itself a course exercise (Week 11).
Unreal MCP (built into 5.8)
Unreal Engine 5.8 ships a first-party MCP server: enable "Unreal MCP" in Edit > Plugins, restart, then start it from the console with ModelContextProtocol.StartServer. It exposes the editor to agents — spawning and editing Actors, running commands — so an agent can act in the editor, not just on files.
Epic's UE skills for Claude Code
Epic's unreal-engine-skills-for-claude-code plugin teaches Claude Code current Unreal workflows and APIs. We pair it with project context (a good CLAUDE.md) and make the agent look up the current API instead of trusting memory.
Setup (Week 1, step by step)
- Install the agents
Claude Code (
npm install -g @anthropic-ai/claude-code) and Codex CLI per current docs. Sign in with the accounts provided/discussed in class. - Create the Unreal project + repo
New Unreal Engine 5.8 project, then
git initand push to GitHub with an Unreal.gitignore(Saved/andIntermediate/ignored). Version control from day one — it's how you and the agent stay honest. - Point the agent at the project
Run Claude Code from the project root and add a short
CLAUDE.mddescribing the project, so the agent has context. Ask it to summarize the project structure back to you. - Enable the Unreal MCP + Epic UE skills
In
Edit > Pluginsenable "Unreal MCP", restart, and start the server withModelContextProtocol.StartServer; add Epic'sunreal-engine-skills-for-claude-codeplugin so the agent can act in the editor and knows current UE workflows. - Smoke test
Ask the agent to spawn and describe a few Actors in your level. If it can reach the editor through the MCP and report what it did, you're wired up.
Prompt patterns that work in Unreal
- Look up before you build. Have the agent check the current Unreal class and docs before building — the UE API shifts between versions and models remember old signatures.
- Small, verifiable steps. "Add WASD movement to this Character" beats "make my game." Compile and test in Play In Editor (PIE) after every change.
- Spec first. Write the behavior as three plain-English sentences before prompting. If you can't spec it, the agent can't build it — it will just build something.
- Make it explain. After the agent wires a Blueprint or writes a script, have it walk you through it. Then read it yourself and confirm the explanation matches what's actually there.
- Distrust performance claims. Agents assert; the profilers measure. Use
stat unit,stat gpu, and Unreal Insights to settle arguments about what's slow.
Allowed and expected: using Claude Code and Codex on all production projects, with every session recorded in your AI development log (prompt, what the agent did, what you kept/fixed/rejected).
Required: you must be able to explain every asset, material, animation state, and line of code in your submitted build, live, at crit. "The AI did it" is the new "I found it on YouTube" — it's a starting point, not an answer.
Not allowed: AI agents during the Week 7 practical exam; presenting agent output as hand-authored in your process documentation; using AI to fabricate playtest notes, references, or reflection writing.
Undocumented AI use on graded work is an academic integrity matter under the University's policy.
A running document (Markdown in your repo is ideal) with one entry per working session: date, goal, the prompts that mattered, what the agent produced, what you changed and why, and one thing you learned about directing it. Five honest minutes after each session. It's worth 15% of every project grade and is the backbone of your final reflection.
Resources
The bookmarks that matter. Everything here is current for Unreal Engine 5.8 as of summer 2026.
Engine & tools
- Unreal Engine 5.8 — install from the Epic Games Launcher; see the 5.8 release notes.
- Epic Developer Community — Learning — official tutorials and courses; the Blueprint and animation tracks back several weeks here.
- Unreal Engine documentation and Blueprints reference — the canonical docs; have the agent cite them.
- Blender — free modeling, UV, texture-paint, and rigging (Rigify); our default DCC tool.
- Substance 3D Painter — PBR texture painting (free with UT Creative Cloud).
- Mixamo — free auto-rigging and a motion library for retargeting practice.
Interactivity, XR & multiplayer
- Animation Blueprints and Blend Spaces — state machines, blending, and IK Retargeter retargeting.
- Enhanced Input and OpenXR / XR in Unreal — the VR path for Week 12.
- Networking & multiplayer — replication, Listen Server, and RPCs for Week 12.
- itch.io publishing — how your packaged standalone build reaches players.
AI agents & MCP
- Claude Code documentation — install, MCP configuration, workflows.
- OpenAI Codex CLI — install and usage for the counterpart agent.
- Unreal MCP (built into 5.8) and Epic's UE skills for Claude Code — the first-party bridge and skills that let agents act inside the editor.
- Model Context Protocol — what MCP is and how servers and clients connect.
State-of-the-art reading list
The sources behind each week's SOTA segment. Claims fact-checked July 2026; market figures are analyst estimates and vendor performance numbers are targets, not independent benchmarks.
- Kerbl et al., “3D Gaussian Splatting for Real-Time Radiance Field Rendering” (SIGGRAPH 2023) — the capture-vs-model landmark paper.
- Unreal Engine 5.8 release notes — the engine baseline for the course.
- Robert Half 2026 tech hiring — the fundamentals-plus-AI hiring reality.
- Lumen global illumination — real-time GI direction.
- Claude Code and OpenAI Codex — the agents in the toolchain.
University
- SpartanLearn (Canvas) — announcements, submissions, the governing syllabus.
- UT Adobe Creative Cloud — creativecloud.adobe.com with your UT email.
- Student Accessibility Services — (813) 257-5757 · accessibility.services@ut.edu.