A Real-Time Overhaul: Designing a UE Classroom
summary
A master's curriculum shifts from specialist classes to a three-part core—interactive workflows, procedural workflows and production workflows—centered on real‑time delivery using UE5 and Houdini plus photogrammetry and MetaHumans. Students build Houdini tools in a semester, pipe them into Unreal, and run a HALOSTAGE one-week virtual production shoot; outcomes include Quanero (100,000+ downloads), a student game (Whalien) heading to Steam, and immediate visible improvement in graduate readiness.
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chapters (14)
- 0:00Introduction and background
- 3:04Building the curriculum
- 6:04Mission and vision
- 8:49Bachelor's program structure
- 11:49Master's program challenges
- 14:35VR industry trends
- 17:48Unreal Engine in games
- 20:45Resurgence of Houdini
- 26:02Virtual production evolution
- 28:03New curriculum paradigm
- 31:33Tools for the future
- 36:00Industry partnerships
- 37:47Educational methods
- 42:58Future of animation education
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