Panel - Getting More Design Done in UE4
summary
Panel distills concrete practices for shipping with Unreal Engine: use Blueprints for fast iteration then port stable systems to C++, enforce code reviews and sprint standups, mark prototypes with to do tags and search them, and build editor tools like a Mission system plugin and a global chalkboard to share state. Teams range from 10 to 100, leads keep ~70% hands-on time, Level Blueprint usage is banned Level Blueprint for production, and validation plugins plus visualizers catch integration issues early.
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chapters (11)
- 0:00Panel introduction
- 3:01Defining the technical designer
- 6:30Collaboration and tools
- 11:42Toolsets and daily workflow
- 14:49Interdisciplinary communication
- 22:10Mentorship and review process
- 27:57Leadership in development
- 30:41Prototype to production
- 35:14Code vs blueprint decision
- 38:32Team structure and tools
- 44:58Final thoughts and closing
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