/training
Learn Unreal from someone who ships with it every day.
Alex is a top-rated Epic Games Authorized Instructor running Manhattan's first Unreal Authorized Training Center, in association with Agile Lens. He has collaborated on the creation of 50+ courses and taught 300+ sessions on behalf of Epic Games to their key partners. Our curriculums come from those lessons merged with nearly a decade of real client work from Agile Lens in Unreal: photoreal archviz, live stage shows, multiplayer VR, and now AI-driven workflows. You'll learn methodologies you won't find anywhere else.
NEXT COHORT · STARTS WEDNESDAY, AUGUST 5
Unreal Foundations — Zero to Environment
Four live Wednesday classes, each taught twice so the whole world can attend (10a–12p and 12:30–2:30p ET), plus Thursday office hours. Week 1: the editor & ecosystem. Week 2: world building with Megascans & Nanite. Week 3: Lumen & lighting. Week 4: cameras & Movie Render Queue — you leave with a portfolio-ready render. Recordings and project files included.
Reserve a seat — early-bird pricing through Jul 29 →0+
Unreal Engine courses taught
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official Epic Games courses co-created
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conference talks worldwide
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Unreal NYC meetup members
Company & studio training · bundled curricula
Represent a team? This is the fast lane.
Custom multi-week curricula assembled from the 50+ ready-to-teach classes below — the same live, hands-on training delivered on behalf of Epic Games to their key partner studios, broadcast graphics teams, and enterprises. Live over Zoom or on-site, cloud workstations available for every learner, Q&A sessions woven between modules. Pricing varies with team size, class count, and scheduling — tell us what your team needs and you'll have a scoped quote fast.
FORMAT
Live, two-hour classes — à la carte or as curriculum bundles. Solo VIP deep-dives or team training for entire studios.
SCHEDULE
Intro classes typically start on the first Monday of the month at 1pm ET, with additional sessions throughout the week.
CREDENTIALS
Unreal Authorized Instructor + Authorized Training Center — certified by Epic Games.
The curriculum
Twelve tracks. Every one books as a live two-hour session — intro tracks and specialized deep-dives, priced separately. Take one, take them all, or bundle them for your team above. Pricing shows at checkout in the store.
AI for Unreal Engine
MCP servers, AI build agents, and LLM-assisted workflows inside the editor. The new frontier.
Book advanced session →Intro to Unreal
The editor, the content browser, and the mental model that makes everything else click.
Book intro session →Blueprints & C++
Visual scripting done right, when to drop to C++, and how the two layers talk.
Book intro session →Sequencer
Cinematics, cutscenes, and choreographed sequences — Unreal as a film tool.
Book intro session →Multiplayer
Replication, network prediction, and the architecture decisions you can't undo later.
Book advanced session →VR & AR (incl. Apple Vision Pro)
From Quest to Vision Pro — comfort, performance budgets, and platform realities.
Book advanced session →ArchViz
Photoreal architectural visualization — the discipline Agile Lens built nine-figure sales on.
Book advanced session →Pixel Streaming
Unreal in the browser: GPU servers, signalling, and shipping interactive experiences as URLs.
Book advanced session →MetaHumans
Creation, animation, mocap pipelines, and real-time digital humans that hold up close.
Book advanced session →Virtual Production
Live events, LED volumes, and broadcast — where game engines meet showtime.
Book advanced session →Final Output
Packaging, optimization, and delivery for every target — the last mile most courses skip.
Book intro session →Unity to Unreal
For teams making the switch: the concepts that map over, the ones that don't, and why your prefabs are now actors.
Book intro session →The full teaching catalog
50+ classes, ready to run.
Every class below has been taught live — most many times over — as two-hour, instructor-led sessions on behalf of Epic Games to their key partner studios, broadcast teams, and enterprises. Book any of them as an open-enrollment session, or point at a column and say "that one, for my whole team."
Fundamentals
- ✦Unreal Engine 5, From Zero
- ✦Your First Unreal Project — Games Quickstart
- ✦The Gameplay Framework, Demystified
- ✦Unity to Unreal: Making the Switch
- ✦Legacy Production to Real-Time: Making the Jump
- ✦Version Control & Team Collaboration
Materials
- ✦Materials: The Foundations
- ✦Materials: Masks & Reusable Functions
- ✦Materials: Translucency, Displacement & VFX
- ✦Materials: Layers, Subsurface & Parameter Collections
- ✦Materials for Architecture
Lighting
- ✦Lighting: The Foundations
- ✦Cinematic Lighting, Shot by Shot
- ✦Atmosphere, Fog & Volumetrics
- ✦Ray Tracing & the Path Tracer
- ✦Lumen & Nanite, Under the Hood
Data & Ingestion
- ✦Clean FBX Import Pipelines
- ✦CAD & DCC Scenes with Datasmith
- ✦Data Ingestion for Broadcast & Legacy Pipelines
- ✦Design-Review Workflows for AEC Teams
Blueprint & Code
- ✦Blueprint: The Foundations
- ✦Building Editor Tools with Blueprint
- ✦Blueprint for AEC, By Example
- ✦Blueprint for Virtual Production — Quickstart
- ✦Python & Editor Automation
- ✦AI Behaviors: Behavior Trees & State Machines
- ✦Pawns, Characters & Player Customization
Cinematics & Sequencer
- ✦Sequencer: The Foundations
- ✦Shot Creation for Virtual Production
- ✦Live Link & Virtual Cameras (vCam)
- ✦Post Processing & Look Development
- ✦Final Frames: Movie Render Queue & Delivery
Animation & MetaHumans
- ✦Runtime Animation for Games: An Introduction
- ✦Alembic & Live Link Animation Pipelines
- ✦Animation Blueprints & Take Recorder
- ✦Performance-Capture Workflows
- ✦MetaHumans for Architecture & Visualization
- ✦Stylizing MetaHuman Heads
XR — VR, AR & Vision Pro
- ✦VR: The Foundations
- ✦VR on Standalone Headsets (Quest & Friends)
- ✦VR for Desktop & PCVR
- ✦Advanced VR: OpenXR, Hand Tracking & Passthrough
- ✦AR Essentials
- ✦OpenXR, Explained
- ✦Unreal on Apple Vision Pro: Quickstart
- ✦Mac for Unreal: Shipping to macOS, iOS, Android & visionOS
Virtual Production & Broadcast
- ✦Pixel Streaming & Remote Control in Production
- ✦OSC & Show-Control Integration
- ✦Variants & Configurators
- ✦Multi-Display & nDisplay Setups
- ✦Virtual Production for Architects
UI, Games & Optimization
- ✦UI in Unreal: UMG & Blueprints
- ✦UMG for Architecture & Configurators
- ✦Procedural Content Generation (PCG) in Practice
- ✦Packaging & Publishing Your Game
- ✦Optimization: The Toolbox
- ✦Optimizing Linear Content: Profiling & Geometry
- ✦Optimizing Linear Content: Lighting & Effects
- ✦Optimizing Linear Content: Niagara & Foliage
AI Workflows
- ✦AI for Unreal Engine — MCP Servers & Build Agents
- ✦Claude Code in Production
- ✦Running a Local Model Fleet
- ✦Prompting & Context Pipelines for Production
Try the teaching first
Alex Coulombe Unreal Engine Talks
Every conference talk in one playlist — Unreal Fest, GDC, Inside Unreal, and more. The free preview of how Alex teaches.
All 46 talks on YouTube →From the Epic Games archives
Courses built for Epic Games.
Separate from Agile Lens, over eight years Alex collaborated on 50+ official Epic Games courses. Some of the once-gated ones are finally coming online to the public — here are a few worth your time.
AI training · its own track
Learn AI workflows, Unreal optional.
This is its own thing — you don't need to care about Unreal Engine to take it. Agile Lens runs a fleet of machines with AI agents shipping real production work around the clock without breaking the bank, and the plan is to teach that the way the Unreal classes already do: live, hands-on, on your own project, whatever you're building.
Learning Unreal with Alex? AI comes woven in. Here purely for AI? Unreal only shows up if your use case actually calls for it. Formal AI classes aren't scheduled yet — tell us what you'd want and you'll be first to know.
Agents that ship real work
Designing AI agents that do useful things — not demos. Guardrails, tools, and verification so they don't go off the rails.
Claude Code & MCP
Driving real codebases with Claude Code, writing MCP servers, and wiring agents into the tools you already use.
AI for Unreal Engine
MCP servers and build agents that drive Unreal — overnight builds that greet you with a TestFlight app by morning.
Running a local model fleet
Standing up your own machines and open models to offload work from the paid APIs and protect your budget.
Prompting for production
Moving past chat tricks into repeatable, testable prompt + context pipelines you can actually ship.
You tell us
This curriculum is being shaped right now. Sign up and say what you'd want — it helps decide what gets built first.
Sensei AI × SIGGRAPH 2026 LA
How to Use AI & MCP for Blender, Unreal & Godot
A live 2-hour workshop for SIGGRAPH 2026 LA's Worlds in Action hackathon (with Sensei AI) — headless vs. MCP workflows, running a local model fleet, and the second-brain knowledge base behind all of it. Scheduled for one hour; the room didn't let Alex leave for two.
Watch the full talk →Learn AI
Get notified the moment AI sessions open — and help shape what they cover.
Learn Unreal
Classes run now — but if you'd rather be pinged about upcoming cohorts than book today, hop on the Unreal list.
Why learn here and not from an on-demand video course?
It's alive. Classes adapt to your actual project. Bring your broken Blueprint, your janky lighting, your VR comfort problem — we fix real things in real time.
It's current. The new AI for Unreal Engine class covers MCP servers and AI build agents — practical workflows that we stay on the cutting edge of.
It's proven. The same techniques drove nine-figure real-estate sales, RSC rehearsals, and TestFlight-shipping Vision Pro apps. You're learning the production path, not the tutorial path.
Unreal NYC
Alex and Agile Lens lead the NYC Unreal Engine meetup — talks, demos, pizza, and swag. Come meet the community before committing to a class.
Free stuff first
The YouTube channel ("I Wish I Learned This Sooner") and The (Unofficial) Unreal Engine Podcast are free. Start there, then bring your questions to class.







