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Mindless Pursuits


Education Is The Most Important Thing

Posted on March 30, 2016 by Keith

Steam and Lan BluePrint Integration in Unreal Engine Part 2 - Game State Transitions

As the title says, education is the most important thing, and the subtitle on this post was almost ‘(and how I learned to stop worrying and love deletion).’ To understand why, let’s roll back to last week and the blog post I cancelled that otherwise would have been up on Thursday. It was a very simple blog post to provide a¬†behind-the-scenes look at my operation and how I go about making a tutorial, from conception to publishing. It seemed a good time to do it because I was already taking some offline video of how I draw out level designs manually, and getting more pics and videos of my setup would just fit in with the workflow, but as I started taking pics, I also started getting very frustrated. My working space tends to be cluttered, pics alone didn’t help to explain my process, and I was having trouble putting it into words. In the end, because I didn’t feel I was explaining things well enough to make it educational, I trashed it and decided to do something else.

A parallel experience happened over the weekend. I had spent 17 hours recording a new series on network multiplayer with Steam in blueprints on Unreal Engine 4. After editing the first three sessions, I ran into something that I had to backtrack on in the current session. I wanted to go back and tie the change I was discussing back with where I originally set it up in the second session, and that’s when I realized: I had stopped explaining things in the second episode. Completely. I was commenting on things, but I wasn’t explaining anything. I might as well have been talking about the weather. There was no context as to why I was adding the nodes I was adding, or choosing one node over another. Without that, there was nothing for a viewer to latch onto to understand and learn from what I was doing. I had just gotten so caught up in doing it that I got lost in my own thoughts. It was not a positive education experience for the student.

So despite over 17 hours of invested time, I deleted the series, including the episodes I had already uploaded but not yet made public. It was a painful decision, but it had to be done. I started posting videos to teach, not simply to show that I can do something. I already have a plan to re-record the series, as I want to get it posted before mid-April, but there¬†are changes I’m making to ensure I keep the education content as high-quality as I have always wanted it to be. Hopefully, you’ll enjoy it once I get it posted.

I just have one request – if you ever feel I’m lapsing into rote ‘just do this, then do that’ without explaining why, please call me on it. I want to ensure that what I deliver to you for tutorials are able to give you the education that you are looking for!

  • I love that you are working back at a educational level for teaching it.. subject matter vs a how to build video which people just copy and learn nothing but why not try the two?..

    There are simple aspects of every game, moving, looking, damage, etc so why not break this down into different methods and why these for the future of said possible game ie FPS or RTS or more used.. Character vs Controller… etc

    I will try to follow more of your thread in support and learning… Thanks for this incite into your Mind.. =)




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