Environment Arts Production Track Program overview
This program is designed to push your understanding and quality of work to the next level in environment arts
Developed with the help of more than 20 artists, designers, recruiters and supervisors currently working in the games industry, the program ensures you are in tune with the latest skills and practical knowledge so that you can hit the ground running once you land that coveted job. So just how do we do this?
Environment Arts Production Track CURRICULUM
This program is broken down into two projects of approximately three months each.
Each project is designed to simulate a different gaming environment and technical spec. One focuses more on outdoor scenes dealing with modular lighting sets, while the other is focused on an indoor scene dealing with more details for the interior and the lighting conditions. Each project will simulate a real production environment, with the same team leading the project from start to finish. The program is designed for one thing and one thing only: to help you get a job as an environment artist in the game/real-time/film industry. To that end it is crafted to not only provide you with a quality education but also give you the networking resources required to ensure that you get the right exposure to stand out from the crowd. We have developed this program with more than 20 artists, supervisors, recruiters and designers invested in making sure you are prepared for the industry.
Term 1 - Interior Project
By the end of this class students will be proficient in modular workflow and asset design for production pipelines used in the games industry. Using relevant software packages, students will learn advanced techniques used to create modular hard surface environments, with a focus on optimization and re-use. Students will also learn modular asset workflow, modular texturing techniques, and how to create a well composed scene using modular prop sets. They will be expected to apply what they have learned for the presentation of a final modular environment at the end of the course.
Term 2 - Exterior Project
By the end of this class students will be proficient in the creation of organic environments for production pipelines used in the games industry. Using relevant software packages, students will learn the advanced techniques and shader systems used to create believable organic worlds. Students will also gain an understanding of organic asset workflow, using what they have learned to create an immersive environment using real-world reference and examples. They will be expected to apply what they have learned when presenting a final organic environment at the end of the course.
Term 3 - Demo
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Industry professionals that are passionate about cultivating the next generation artists