Overview
This studio offers a hands-on approach to how humans communicate with computers and inhabit physical and virtual space. You will build works of self-expression and interaction across tangible, digital, and expanded realities — and ship them to headsets and to the LED wall.
What's new this year
Unreal Engine 5.8
The final UE5 release before UE6. Megalights and Dataflow are now production-ready, Lumen Lite targets 60 fps GI, and experimental Mesh Terrain, Toon Shader, and MetaHuman Collections open new territory for environments and crowds.
Agents in the editor
UE 5.8 ships an official in-editor MCP server, which means AI coding agents can spawn actors, wire Blueprints, build materials, and run tests inside your project. We will use Claude Code and OpenAI Codex as studio assistants all semester.
Virtual Production
The Cass Building VP Studio remains the capstone venue: LED cabinets, camera tracking, nDisplay. You'll learn to run the volume from the video server down to troubleshooting the wall.
Course objectives
- Understand the phases of Unreal Engine / Twinmotion level design from concept to completion.
- Become proficient in architectural modeling and level design, at true 1:1 scale with real environments.
- Build interactivity into UE levels with Blueprints — and direct AI agents to help you build it faster.
- Use Claude Code and Codex responsibly: prompt, review, verify, and document AI-assisted work.
- Package and deploy UE5 projects to Meta Quest and HTC Vive headsets via OpenXR.
- Operate the Virtual Production Studio from the video server to the LED cabinets.
- Develop your own voice in virtual and mixed-reality environments.
A Friday in studio
We meet once a week for four hours. Every session follows the same rhythm:
Demo + concepts. New engine territory introduced on the projector.
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 |
|---|---|---|
| Unreal guided training | 30% | In-class practical exam (Week 7 · Oct 16) |
| Realistic Virtual Environment | 10% | Weeks 3–6 |
| Architectural Visualization | 10% | Weeks 5–9 |
| Project of Choice / VP Collaboration | 10% | Weeks 10–12 |
| Final Project | 40% | Weeks 12–15 · exhibited in the VP Studio |
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 Twinmotion (Epic account required).
- A GitHub account — projects live in version control from Week 1; it's how you and your AI agent stay honest.
- Claude Code and Codex CLI installed (setup in Week 1; see the AI Lab).
- Suggested: 1 TB external SSD; flat-response studio headphones.
- 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 Friday studio sessions (Sep 4 – Dec 11, no class Nov 27) plus a finals-week exhibition, in four phases: learn the engine, make it interactive, take it into space, then ship the final. Amber notes mark each week's AI lab.
Phase 1 — World Building · Weeks 1–6
Orientation: the spatial computing landscape
- Course tour: VR, AR, virtual production, and where "spatial computing" is in 2026.
- Install party: UE 5.8, Twinmotion, Epic launcher, GitHub, Claude Code, Codex CLI.
- Create your first project; connect it to source control.
Editor fundamentals
- Viewport navigation, actors, levels, the outliner, content browser discipline.
- Quixel / Fab assets; migrating content between projects.
Blockout & true scale Project 1 launch
- Greyboxing a space; 1:1 measurement between real and virtual environments.
- Reference gathering; measuring a real room and rebuilding it.
Materials & lighting: Megalights era
- PBR materials and Substrate basics; material instances.
- Megalights (now production-ready) vs. Lumen vs. Lumen Lite — when to use which.
Architectural visualization pipeline Project 2 launch
- Twinmotion → UE via Datasmith; CAD/BIM import; archviz conventions.
- Cameras, composition, and still/flythrough rendering with Accumulation DoF.
Environments & terrain Project 1 due · crit
- Landscape tools vs. experimental Mesh Terrain (overhangs, tunnels, floating islands).
- Foliage, PCG basics, atmosphere and skies.
- Crit: Realistic Virtual Environment.
Phase 2 — Interactivity · Weeks 7–9
Guided training practical exam Exam · 30%
- In-class, hands-on: build a small scene to spec — modeling, materials, lighting, packaging.
- No AI agents during the exam: this is the skill floor the rest of the course stands on.
- After the break: introduction to Blueprints — nodes, events, variables.
Blueprints I: making the world respond
- Triggers, timelines, doors, pickups, simple UI widgets.
- Reading a Blueprint you didn't write — the essential AI-era skill.
Blueprints II & a taste of C++ Project 2 due · crit
- Blueprint communication, casting, interfaces; when a project wants C++ instead.
- Crit: Architectural Visualization.
Phase 3 — Into Space · Weeks 10–12
VR I: deploying to headsets Project 3 launch
- OpenXR, project settings for VR, performance budgets, packaging for Meta Quest and HTC Vive.
- Comfort and locomotion: teleport vs. smooth, vignettes, what makes people sick.
VR II: hands, bodies, presence
- Motion controllers, grabbing, spatial UI; audio as a spatial material.
- MetaHumans and crowd-scale MetaHuman Collections for populated spaces.
The Volume: virtual production Project 3 due · crit
- VP Studio operation: video server, nDisplay, camera tracking, troubleshooting LED cabinets.
- Designing environments that read on camera vs. in headset.
- Crit: Project of Choice / VP Collaboration. 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 cinematics for documentation.
Production sprint II & playtesting
- Structured playtests in headsets and on the wall; triage what feedback to act on.
- Packaging, install, and exhibition logistics.
Final crit & exhibition Final due · 40%
- Finals week (Dec 14–17) — exhibition in the Virtual Production Studio and headsets during our scheduled exam slot; invited guests.
- AI development log and process documentation submitted with the build.
Projects
Four production projects, each building on the last. 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 · Realistic Virtual Environment
10%Weeks 3–6Rebuild a real space you can physically measure — a room, a corridor, a courtyard — at true 1:1 scale in UE 5.8. The test: someone who knows the real space should feel its proportions in the headset.
- Blockout with verified real-world measurements
- PBR materials and a considered lighting scenario (Megalights or Lumen)
- 60-second flythrough or walkable build
- Reference sheet: photos + measurements of the real space
- AI development log (what the agent blocked out vs. what you refined)
02 · Architectural Visualization
10%Weeks 5–9An unbuilt or reimagined space, presented the way an architecture client would see it: Twinmotion/Datasmith pipeline into UE, composed cameras, stills and a flythrough with cinematic depth of field.
- Imported and cleaned architectural model
- Three hero stills + one flythrough (Accumulation DoF encouraged)
- Day and night lighting scenarios
- Pipeline notes: what Datasmith brought in cleanly, what needed repair
- AI development log
03 · Project of Choice / VP Collaboration
10%Weeks 10–12Two tracks. Choice: an interactive VR piece deployed to Quest or Vive with at least three authored interactions. VP Collaboration: partner with the video team to design and run an environment on the LED wall, live.
- Playable/runnable build on target hardware
- Interaction design spec written before implementation
- Performance budget met (frame-time evidence)
- Playtest notes from at least two classmates
- AI development log
04 · Final Project
40%Weeks 12–15Your voice in spatial computing: a complete virtual, VR, or mixed-reality experience, pitched in Week 12, produced in the sprint weeks, exhibited in the Virtual Production Studio in Week 15. Ambition is graded — so is finish.
- Written + visual pitch (approved Week 12)
- Exhibited build: headset, wall, or both
- Documentation edit (2–3 min) suitable 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 scale, materials, lighting, performance; it runs on the target. |
| Concept & spatial design | 25% | The space means something; composition and pacing are authored, not defaulted. |
| Interactivity / experience design | 20% | Interactions are discoverable, comfortable, and serve the concept. |
| Process & AI development log | 15% | Honest record of prompts, agent output, your review and fixes. You can explain every node 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, edits files, runs builds. With Epic's official UE skills plugin it understands engine conventions; with MCP it can operate the editor itself.
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 9).
Unreal MCP (built into 5.8)
An MCP server inside the Unreal Editor exposing 30+ toolsets — actors, Blueprints, materials, Niagara, Sequencer, automation tests — so agents can act in the editor, not just on files.
Epic's UE skills for Claude Code
An official Epic plugin that gives Claude Code built-in knowledge of UE workflows and documentation lookup, so its answers cite engine reality instead of guessing.
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. - Enable Unreal MCP in the editor
In UE 5.8:
Edit > Plugins, search "Unreal MCP", enable it (Toolset Registry enables automatically), restart. Start the server from the console:ModelContextProtocol.StartServer. - Connect Claude Code to the editor
Add the local MCP endpoint to Claude Code and install Epic's unreal-engine-skills-for-claude-code plugin so the agent has engine-aware skills.
- Put the project under version control
Git + GitHub from day one. Before any AI session: commit. After: review the diff. The diff is your ground truth for the AI log.
- Smoke test
Ask the agent to list the actors in your level and describe the project structure. If it can see your world, you're wired up.
Prompt patterns that work in Unreal
- Look up before you build. Have the agent use its class/docs lookup (inheritance, properties, functions) before writing Blueprint or C++ logic — UE's API is too big to trust from memory.
- Small, verifiable steps. "Add a trigger volume that opens this door" beats "build my level's interactivity." Compile and test after every change.
- Spec first. Write the interaction 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 edits a Blueprint, have it walk you through the graph. Then verify in the editor that the explanation matches the nodes.
- Distrust performance claims. Agents assert; profilers measure.
stat unit,stat gpu, and Unreal Insights settle arguments.
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 node, material graph, 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 UE 5.8 as of summer 2026.
Engine & tools
- Unreal Engine — download via the Epic Games Launcher.
- UE 5.8 release notes — Megalights, Lumen Lite, Mesh Terrain, MetaHuman Collections, Toon Shader.
- Twinmotion — archviz pipeline partner for Project 2.
- Epic Developer Community — Learning — official guided courses used for the Week 7 training exam.
AI agents & MCP
- Unreal MCP in the Unreal Editor — official docs for the in-editor MCP server.
- Epic's UE skills plugin for Claude Code — official engine-aware skills.
- Claude Code documentation — install, MCP configuration, workflows.
- mcp-unreal (community) — headless builds/tests, Blueprint editing, API lookup; works with Claude Code and Codex.
XR & virtual production
- Meta Quest developer documentation — Quest packaging, performance budgets, comfort guidelines.
- OpenXR in UE — the one API path we target for both Quest and Vive.
- nDisplay & ICVFX docs on Epic Developer Community — the VP Studio's software backbone.
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 Epic performance numbers are vendor targets.
- Kerbl et al., “3D Gaussian Splatting for Real-Time Radiance Field Rendering” (SIGGRAPH 2023) — the course's landmark paper.
- Omdia: XR headwear outlook (June 2026) and Counterpoint quarterly XR tracker — the market reality.
- Epic: Unreal MCP in the editor — first-party docs for the agent workflow.
- Futuresource: LED volumes in virtual production — industry scale (2024 vintage).
- IEEE VR 2025 best papers — human-factors research entry points.
- MetaHuman Animator markerless mocap (free) — phone-video performance capture.
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.