Unreal Engine 3D Fundamentals technical details

Certification overview

The Unreal Engine 3D Fundamentals certification validates that individuals possess the foundational knowledge and skills in Unreal Engine and interactive 3D to qualify for promising careers across various sectors, including Game Development, Animation, Virtual Production, Visual Effects (TV and Film), Architecture and Engineering, Simulations, and Interactive Media. Furthermore, it aids employers in identifying and recruiting more skilled candidates, thereby addressing labor market shortages and accelerating career growth for certified individuals.

Exam format

  • Certification name: Unreal Engine 3D Fundamentals

  • Exam policies:  Follows Gameplan’s certification exam policies

  • Recommended experience: Candidates are recommended to have at least 100 hours of experience with Unreal Engine 5 before attempting the exam.

  • Prerequisites: None. There are no required courses, certifications, or curricula to be completed before registering.

  • Delivery mode: Proctored exam session. In-person or remote

  • Question type(s): Multiple choice & Multiple select

  • Number of questions: 40 questions

  • Scoring model: Pass or Fail

  • Overall passing score: 32/40 (80%)

  • Exam language(s): English

  • Attempt duration: 60 minutes time limit.

  • Retakes: 3 attempts per voucher are included. Minimum 20 days between attempts. At most 3 attempts per year.

  • Accommodations:  Email accommodation requests to certifications@gameplan.com according to the Accommodation Policy

  • Certificate expiration: Certificates are valid for three (3) years from being issued.

Learning objectives & industry standards

  1. Unreal Engine 5 Basics

    1. Unreal Engine Editor Interface

      1. To define Engine terminology

      2. To summarize the usage of the Outliner

      3. To understand the function of the Details Panel

      4. To utilize the Content Browser and Filters

      5. To distinguish between Editor Modes

    2. Viewport Navigation and Transforms

      1. To demonstrate Navigating in 3D space

      2. To apply Move, Rotate and Scale transformations in game levels

    3. Project Setup

      1. To explain the use of Templates and File Structure

      2. To configure Editor Preferences and Project Settings

    4. Working with Assets

      1. To perform importing assets

      2. To distinguish between actors and assets

  2. User Interface

    1. Creating UI Elements

      1. To create Buttons, Progress Bars, Text and Image Widgets

      2. To implement Coding for active UI elements

  3. Sequencer

    1. Animation Tracks and Keyframes

      1. To demonstrate adding tracks to sequences

      2. To animate transformations or parameters with keyframes

    2. Movie Render Queue

      1. To understand exporting sequences to video

  4. Niagara Special Effects

    1. Particle Effects

      1. To define particle effects and emitters

    2. Settings and Parameters in Niagara

      1. To examine modules that change how particles spawn and act

  5. Blueprint Scripting

    1. Visual Scripting in Unreal

      1. To explain core components and logic flow

      2. To identify functions, components, variables, and nodes

    2. Variables

      1. To differentiate between types of variables and their usage

    3. Events and Casting

      1. To create and call events to affect gameplay

      2. To utilize special events such as tick and begin play

      3. To implement casting to communicate between blueprints

  6. World Building

    1. Landscape Tools

      1. To apply landscape sculpting and painting tools

      2. To utilize foliage mode and how to vary foliage assets

    2. Level Design Basics

      1. To set up a level and its required actors such as player start and environment lights and atmosphere

  7. Audio

    1. Creating Audio with Metasounds

      1. To create sound effects in engine

      2. To modify sound effects using metasounds nodes

      3. To utilize audio in blueprints and game levels

  8. Lighting

    1. Realtime Lighting and Lumen

      1. To analyze the function and benefits of Lumen

      2. To distinguish between baking and realtime lighting

    2. Types of Engine Lights

      1. To identify the different types of lights in the engine and their usage

  9. Materials

    1. Materials and Textures

      1. To identify Texture map types and their usage

      2. To create a material with textures, parameters and blend modes

    2. Decals and Post Process

      1. To utilize decal materials in game levels

      2. To examine the post process volume and its functions

Industry standards exam weights

The exam evaluates knowledge and understanding of concepts based on the following weighted industry standards

  • Unreal Engine 5 Basics 30%

  • User Interface 8%

  • Sequencer 5%

  • Niagara Special Effects 10%

  • Blueprint Scripting 10%

  • World Building 10%

  • Audio 7%

  • Lighting 10%

  • Materials 10%

Exam registration process

  • Candidates launch the certification page at https://app.gameplan.com/certifications/ad49132c-4d57-49df-891b-aabb5f3f19e2

  • Candidates enter their voucher code and then their exam session code (provided by the proctor).

  • Candidates wait for proctor approval.

  • The proctor verifies identity and either approves or rejects each candidate.

  • Once approved, candidates may begin their exam attempt and will have the allotted time to complete it.

Certificate & badge

Candidates who pass and remain in good standing receive a digital credential package consisting of a digital certificate and badge.

Sample certificate

Sample certificate

Sample badge

Sample badge

Samples are provided for reference only.

Final credential appearance and delivery method may vary by exam version.

Contact

For all certification questions: certifications@gameplan.com.