Unreal has been brought up a few times, although we haven't seen massive support for it. At the moment we have no plans to support Unreal. If enough people requested it, we would definitely look into it.
What I'm wondering is, Why don't you teach the Blender Game Engine instead of Unity?
Personally I'd prefer more Unity content to having both Unity and Unreal. It is true that the beginner level Unreal market is a bit underserved compared to the Unity one though.
I definitely don't think its worth it to make videos about Blender game engine at this point. If someone eventually comes along and makes that a more viable project perhaps, but not in its current state.
Anything in particular for the Unity side you'd like to see made?
I've brought this up before and I agree that it'd be very cool to see. Outside of the Unreal Engine Youtube channel/website and a couple of other Youtubers (Reuben Ward comes to mind) there isn't a whole lot out there for beginner stuff, especially on the coding side of things which even if you know how to use C++ you need to learn UE4's quirks.
However as cool as it would be to see courses for stuff like coding I'm not sure how well it'd mesh with the rest of the site seeing as CG Cookie primarily deals in the more artistic side of things whereas coding is a lot more technical.
At the end of the day UE4 stuff would - as an aspiring game dev myself - be amazing to see but even if it's not implemented there's still plenty of cool stuff here, and some of the Unity stuff is somewhat transferable to other engines too.
I'm curious to know why everyone is really interested in using Unreal? I'm going with the obvious that the engine looks great out of the box. Unity has always been more technically minded and focused on giving developers more control over the scripted side of things where as Unreal was more "artistic" from the get go.
That being said, Unity is definitely catching up and will possibly even surpass Unreal in the "wow" factor department really soon when Unity 2018 is officially released. Some great things about this release that will rival Unreal include:
Scriptable render pipeline means that members can have complete control over how their game looks. Here is an example of this at work in their short Book of the Dead
Shader Graph node system for creating shaders very quickly similar to how they would be made in Blender or even Unreal
Another thing people like to point out is the blueprint system in Unreal which is their visual scripting system. Visual scripting is fairly easy to implement into Unity as well. I personally prefer just writing code as it gives me the most control. Unity also tends to be a lot more performant, their new C# jobs system will improve upon this further. One complaint I hear often from Unreal devs is the optimization of their games. Most VR games are made with Unity because of this.
Outside of a few key things that Unreal does really well from the visual stand point, I don't see it taking over the Unity side. If anything both are very similar in terms of the power it gives you, although it's been said that Unreal is more artist friendly while Unity is more coder friendly.
Was going to reply something similar. both engines are great, personally i don't even want to say which one i like better since you can do pretty much same things in both. I like the blueprinting alot more than staring code, to me its all visual. though i would say whichever engine you learn, you can transfer all that knowledge to the other one.
As I say that a programming course is released, I stand corrected haha. I don't use C# personally (yet) but I'll definitely check that out, see what it's like.
Well, when I was looking which engine to chose to play with the UE blueprints was the major reason to give a try. You can simply take stuff and make it work, at least for a simple things. And its very intuitive. And you can search/look for things. "Oh, I want to do some damage, do we have something for that? Oh, where is some kind of ApplyDamage node, lets try to use that!" And there are other people blueprints blue prints and you can use them and its pretty easy to modify them. Now I'm playing with turn based game using blueprints and if I had to start from 0 and to code this all thing I wouldnt know there to start :)
Of course this is for me just a small hobby and fun on a spare time if you doing some serious stuff I guess you do real programing and those blueprints are no more a factor for choosing the engine.
Something about UE4 makes sense to me when I use it; it just feels more natural and I can feel the power hidden underneath. Unity is very beginner-friendly, but has quirks that I don't like. Maybe I just didn't give it enough time to figure out the quirks. Unity is like a student model instrument and UE4 is like an intermediate model instrument, in my head, anyway. Again, I probably didn't give Unity a fair chance, so this is entirely biased.
The first thing that comes to mind is "Unity shader graph&materials for people already familiar with cycles" that maybe talks about "you would do this this way in cycles, but this way in Unity" I'd also love something about the new Jobs system. I have a project where I will need to use both of these but have only had a very basic look at them so far.
I'm also very interested in Cinemachine for game camera usage. Most tutorials are about using it for cutscenes and I found 1 tutorial in using for 2D game camera but so far nothing at all using it for 3d game camera.
My vote would be for Godot. It's MIT licensed and fits in better with blender. It still has some rough edges, but they will be ironed out within a year. By that time it will be hard to justify not using it.