1. Why Unreal
1.1. Trends & Outputs
1.1.1. Burning Glass Report
1.1.2. Forrester Report
1.1.3. Field Guide For Creators 2020
1.1.4. Virtual Production
1.2. Inputs & Outputs
1.2.1. Inputs
1.2.1.1. Motion Capture
1.2.1.2. 3D Geometry
1.2.1.2.1. Import & Live Link
1.2.1.2.2. Photogrammetry
1.2.1.2.3. Alembic Cache
1.2.1.2.4. Megascans
1.2.1.3. Spreadsheet Data
1.2.1.4. Plug-in Examples
1.2.1.4.1. API Building your own Plug-ins
1.2.1.4.2. Quixel
1.2.1.4.3. Substance3D
1.2.1.4.4. Houdini
1.2.1.4.5. ESRI / GIS CityEngine
1.2.1.4.6. TwinMotion
1.2.1.4.7. Cesium
1.2.1.5. Networking & Multiplayer
1.2.1.6. Video
1.2.1.7. Audio
1.2.1.8. Interactive
1.2.1.9. Text
1.2.1.10. AI
1.2.1.11. Metahumans
1.2.2. Output Platforms
1.2.2.1. Mobile
1.2.2.1.1. (AR) Augmented Reality
1.2.2.2. (VR) Virtual Reality
1.2.2.3. Desktop
1.2.2.3.1. Virtual Production
1.2.2.3.2. Mixed Reality
1.2.2.3.3. Video
1.2.2.3.4. Audio
1.2.2.4. Console
1.3. Application
1.3.1. Games
1.3.2. Film & Television
1.3.2.1. Previsualization
1.3.2.2. Broadcast / Live Events
1.3.2.3. Virtual Production
1.3.3. Virtual, Augmented & Mixed Reality
1.3.4. Architecture & Urban Planning
1.3.4.1. (GIS) Global Information Systems
1.3.4.2. Smart Cities
1.3.5. Training & Simulation
1.3.5.1. Human Training
1.3.5.2. Training for AI / Deep Learning
1.3.6. Automotive & Transportation
1.3.6.1. Cross Connections
1.3.7. Data Visualization
1.3.8. Product Design
1.3.9. Human Computer Interaction (HCI)
1.3.9.1. (UI) User Interface Design
1.3.9.2. (UX) User Experience Design
1.3.9.3. Next Generation Interfaces
1.3.9.3.1. Haptics
1.3.9.3.2. Biofeedback
1.3.9.3.3. Voice
1.3.9.3.4. Eye Tracking / Gaze
2. Curriculum
2.1. Technical Skills
2.1.1. Unreal Overview & Interface
2.1.1.1. Samples & Tutorials
2.1.2. 3D Objects
2.1.2.1. Static Meshes
2.1.2.2. Skeletal Meshes
2.1.2.3. Proxy Geometry
2.1.3. Materials
2.1.3.1. Core Techniques
2.1.3.2. Textures
2.1.3.2.1. Procedural
2.1.3.2.2. Bitmap
2.1.3.3. Interactive
2.1.4. Lighting
2.1.4.1. Baking
2.1.4.2. Dynamic
2.1.4.3. Techniques
2.1.4.3.1. Ray Tracing
2.1.4.3.2. Distance Fields
2.1.5. Physics
2.1.6. Blueprints Programming
2.1.6.1. Ground Up
2.1.6.2. Applied
2.1.7. Audio
2.1.8. AI, Behavior Trees & EQS
2.1.9. Environments
2.1.9.1. Landscapes
2.1.9.2. Open World Tools
2.1.10. User Interface (UMG)
2.1.11. Visual Effects
2.1.11.1. Niagara (Particles)
2.1.11.2. Composure Compositing
2.1.11.3. Chaos Destruction
2.1.12. Post Processing
2.1.13. Sequencer Cinematics
2.1.14. Packaging & Performance
2.1.14.1. Performance & Profiling
2.2. Design
2.2.1. Visual
2.2.2. Experiential
2.2.3. HCI: UI/UX
2.3. Project Management & Pipelines
2.3.1. SCRUM
2.3.2. Pipeline(s)
2.3.2.1. Organization
2.3.2.2. FBX
2.3.2.3. Datasmith
2.3.2.4. USD (Universal Screen Descriptor)
2.3.2.5. Twin Motion
2.3.3. Testing
2.3.4. Tools
2.4. Soft Skills
2.4.1. Teamwork
2.4.2. Thinking
2.4.2.1. Critical
2.4.2.2. Strategic
2.5. Technology
2.5.1. Nature of Technology
2.5.2. Plug-ins
2.5.3. Disruptive Technology
3. Resources
3.1. Course
3.1.1. Resources Doc
3.1.2. Terminology
3.1.3. Notes (now located IN the edX course)