I. Getting Started

These quick video tutorials are designed to get you familiar with Lumberyard in less than 20 minutes. You'll learn everything from how to launch, interface basics, essential tools and more.  

First Time Launch

The Overview of the Getting Started Guide will show you what we are setting out to accomplish, a fully functional game level in just a few hours.

Identifying the Interface

We will cover the most common areas of the Lumberyard interface and start learning where all of our most important tools can be located.

Essential Tools

This segment will cover our select, move, scale and rotate tools as well as how to navigate within the editor.

Other Useful Tips

An overview of various tools, toggles and interfaces that will help you customize your Lumberyard experience.

II. Terrain Creation

This set of video tutorials will cover how to create new levels and manipulate terrain using Lumberyard.

Creating a New Level

The first hands-on step in creating our level where we set the basic variables for our terrain patch.

Adding a Height Map

Continuing our work in the level, we will import a heightmap in order to give our flat terrain some shape.

Import Terrain Mega Textures

Now that we have some shape, we are going to add some basic color to the terrain using the Mega Terrain Texture Importer.

Adding a Character Controller

In order to see our level from the player's perspective we will bring in the Character Controller to enable movement in Game Mode.

Adding the Environmental Probe

The Environment Probe is a very important component that allows us to bake our light values into a cubemap for static lighting.

III. Component Entities

Learn how to create spawning points, AI navigation, and organizing enemy strategy.

Creating Component Entities Part 1

Now that the terrain is set up we will begin working with components, the vital workflow object in the Lumberyard Editor.

Creating Component Entities Part 2

We will continue our work with the Component Entity system by bringing in additional assets using drag and drop from the Asset Browser.

Working with Slices Part 1

We will explore the possibilities of Component Entities by creating our first slice and then importing additional instances.

Working with Slices Part 2

Now that we have slices in our level, we will look at common tools for locking and aligning these elements.

IV. Creating Enemy AI

Learn how to create spawning points, AI navigation, and organizing enemy strategy.

Setting the AI Trigger Area

In this video we will begin our work with the AI system by setting the AI Trigger area which will activate our AI enemies.

AI Navigation and Spawning

Now that we have a trigger area let's expand our AI system by adding in the Navigation area and adding in the Spawnpoints.

AI Waypoints and Organization

Let's wrap up our AI work by adding in the AI Waypoints so that our enemies move around our level once spawned.

V. Scripting and Physics

Begin using Component Entities to bring in meshes, create slices, and quickly block out the level.

Setting Up the Entry Door

This video starts the Scripting segment where we will set up the entry door of the maze.

Adding Components to the Door

Continuing the work on our game scripting we will begin linking Lua Components to the door.

Adding Scripts to the Trigger Volume

Now that the door is ready to receive scripts we will continue our scripting by linking our door scripts to the trigger volume.

Finalizing the Entry Door

With our scripts in place we need to point them at the correct objects in order to get our scripts to open the door.

Setting up the Exit Door

With a functioning door already in place we can duplicate it and make some small adjustments in order to create an exit.

Adding the Pickup Item

Since the Exit Door has different parameters for opening we need to pull in the Pickup Item so that we can escape the maze.

Adding the Timer

With a functioning exit we will create a simple scoring system by setting up a Timer through Lua Scripts and Component Entities.

Physics Objects: Setting Up Physics Items

With our scripts in place we can add in some physics items such as crates to add some more interactivity to our level.

VI. Terrain Detailing

Using The Terrain Layer Painter, the Road Tool, and the Vegetation Tool we will flesh out the environment.

Painting with Terrain Layers

With objects to interact with let's add some of that vital art to our level starting with the Terrain Layer Painter.

Using the Road Tool

With our Terrain painted let's add in a bit more detail using the Road Tool, which also allows us to manipulate the terrain heightmap.

Using the Vegetation Tool

Our level is starting to look pretty cool, but let's fill up that empty space by using the Vegetation Tool to add trees and shrubs.

Vegetation Workflows for Single Objects

In addition to painting large amounts of vegetation we can use the Vegetation Tool to add in single detail objects.

Vegetation and Framerates

While the Vegetation Tool lets us add some really cool elements it can eat up memory very quickly, lets continue our detailing while keeping this in mind by monitoring our Framerates.

VII. Polishing and Lighting

Using Particles, Decals, and meshes we will add the small bits of detail that make any level come to life.

Adding Decals

Now that our Terrain is detailed we can begin adding decals to the maze objects in order to layer on even more visual coolness.

Working with Particles

Particle effects allow us to add small points of detail as well as large volumetric effects in order to crank up the visual fidelity even more.

Adding the Fine Details

Now that the larger detailing elements are in there are a quite a number of smaller or specific detail elements we can add.

Using Total Illumination

Let's get our Global Illumination set up so that we can customize the lighting cast by the Sun for a more realistic rendering of our scene.

The Time of Day Editor

With the Global Illumination set we can tweak the light values of our level using the Time of Day editor to control the sun.

Creating Light Sources

Continuing our work with the Lighting system we will add point light to the lamps within our level and learn where the parameters are for those components.

UI Setup and Exporting

In our final video we will set up the UI slices and export the game to an exe file so that we can play our game outside of the Lumberyard Editor.