Something Blue
summary
Argues rapid, hands‑on prototypes in Unreal Blueprints speed cross‑discipline buy‑in: sequencer repurposes recorded sessions to fake NPC drama, a Blueprinted onboarding mission reuses the live multiplayer map, and a slow‑burn grenade plus shield/barricade kit produces an audible playtest loop. Teams iterate with about four animators on a strike team, deliver playable snippets that expose edge cases, then refactor prototypes into modular systems. Friction drops but prototypes require cleanup before production. something old, something new, something borrowed, something blue
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chapters (10)
- 0:00Welcome
- 0:42Pixel artist to technical designer
- 5:58Modular design tools
- 12:14Technical game design in AAA
- 18:07Prototyping with Blueprints
- 24:23Onboarding in Hood Outlaws
- 32:02New hero post-launch
- 42:45Team collaboration
- 48:58Final thoughts
- 55:15Q&A
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19mTeaching Programming with Blueprints
26mGetting the Job Done: Using Everything to Make Your Game
39mBringing your concept to life
43mThe Magic of Unreal Engine 4
51mMaking Better Blueprints
