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FX for Games

An 8-week course on dynamic effects for a real-time game environment

Course overview Course overview

Course Overview

Learn dynamic effects for games

In this course, students learn the fundamental workflows and approaches for creating a wide range of dynamic effects for real-time game environments. Students will learn essential methods for efficiency and optimization of visual effects to be used in a video game. It will feature different type of effects for different markets: first person shooters, 3D action games, mobas, phone games, etc.

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Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individually recorded
Duration:   8 weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Unreal Engine, Photoshop, 3Ds MAX, Maya
Skills level:   Intermediate
Prerequisites:   A basic understanding of how game engines/editors work, as well some image editing software knowledge

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Introduction to real-time VFX, differences and similarities between pre-rendered and real-time, constraints, pipeline differences | Types of work companies might expect or require from VFX artist in the games industry | Tools used in the industry that no one talks about before you start working: perforce, bug trackers, etc, and their functions | The basics: introduction to Unreal Engine 4 and Cascade
The basics: continuation of Unreal Engine 4 particle systems | Attaching an effect to a character
Complete burning barrel effect, integrated in the environment | We will tackle shaders, texture generation, flipbooks and so on
Muzzleflash, impact, and aftermath (lingering smoke, sparks, refraction, etc.)
Sci-Fi shield, planning | Material setup, mesh creation, UVs
Level effects, theory, ways to go about it and techniques | How to manage level effects from a production standpoint | Plan the level | Start blocking effects for the level
Review of the effects blocking | Continue with the level effects
Review of last week’s progress | Rain environmental effects | Add any more extra touches and finalize the environmental effects | Presentation and portfolio tips
Instructor

Igniting your imagination

Fabio Silva is an award winning Senior VFX artist living in Los Angeles. He was the winner of the VES AWARDS for Outstanding Real-Time Visuals in a Video Game, and nominated for the same category one other time. He has worked at Naughty Dog, in THE LAST OF US - Part II, Uncharted - The Lost Legacy, and Uncharted 4 - Thief's End for Playstation4. He has also worked on titles such as Ryse: Son of Rome for Xbox One and PC,Killzone 3, and Killzone Shadow Fall for the PS4. He now works at Blizzard Entertainment, as a Sr. 3D VFX artist.

COURSE BEGINS

July 21st!

May 14th - July 23rd

fall TERM Registration

Only

$699

COURSE BEGINS

July 21st!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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