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On campus Los Angeles, CA

Environment Arts Production Track

Estimated tuition

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6 months


A foundational understanding of environment arts ie; modeling, texturing, unreal or unity

Term Dates

Spring Term (April)

Environment Arts Production Track Program overview

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?

Industry professionals who are passionate about cultivating the next generation of artists, our mentors/advisory board members help shape the whole program. This body of expertise includes senior and lead artists, level designers, art directors and recruiters. Working with such a diverse team of professionals from different studios and disciplines allows for a unique, multi-perspective insight into how various games companies work, while also enabling you to stay on top of studio and industry-wide changes and trends.
The program is structured to simulate working with authentic production workflows and enforcements. This includes everything from pipeline workflow, version software control and plugin for Unreal workflows to workstation naming conventions. Students will work with a number of creative professionals, including level designers to create the game’s world map and ensure great gameplay, art directors to help develop the project’s look and feel, and lighting artists to assist at the end of the production. The aim is to replicate a proper production environment, with small teams working to craft something with the highest artistic production values while mastering the time management skills required to hit deadlines.
This includes invaluable networking opportunities through studio tours and meetup groups, where you will establish a rapport with the artists that you may ultimately find yourself working alongside. Studio tours not only allow you to network but also create a more tangible understanding and feel for what you are doing and what you are striving for, while one-off workshops and presentations with artists from various studios highlight differing artist/company workflows. These networking opportunities also give industry professionals a chance to get to know you better. Make no mistake, networking is crucial to establishing and maintaining a long-lasting career in this industry - something that not only involves becoming a great artist but also one who others enjoy working with.
Preps you for what to expect Trains you on what you need to improve upon when you attend interviews Help provided by somebody that could potentially be the one to interview you in the future, enabling you to establish a rapport with them Makes you feel more comfortable with the interview process Learn what to expect in the real world, including dealing with contract negotiations

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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Instructors/Advisory Board

Industry professionals that are passionate about cultivating the next generation artists