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GAME ART FOUNDATION

Learn to create Real-Time Game Assets for Production Pipeline
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This foundation course is designed to introduce gamers and aspiring artists to the working methods of a professional artist in the games industry.

CLASS OVERVIEW

Games is a $165 Billion dollar industry but more than just the size of the market… it’s a passion and a career where you make a living creating Art.  This course is designed to give you the real world experience of creating an In-Game prop for a modern game art pipeline.
You’ll use the most up to date techniques and software to build your prop and get it posted on ArtStation.
Today’s game industry doesn’t care where you went to school or who you know. It only cares about one thing: The Work.
What makes our program unique is our specific focus on what makes your Work really work… and what makes you a Job Candidate.
So, what does make you a job candidate?  It’s not the software.  It’s how you use it.
In this course, you’ll learn Ryan Kingslien’s six specific evolutions that you need to reach to make your work job ready.
  • Skill Level: Beginner
  • Course Format: Standard
  • Duration: Lifetime Access
  • Lecture Type: Online Video Deliver
  • Assignments: Deadlines each week
  • Feedback: Email & Community

WHAT YOU’LL LEARN

We are career focused and game driven.  In this course you’ll learn these key foundational skills:
  • How to build a High Resolution mesh
  • Construction Mesh Approach
  • How to build your Low Resolution mesh
  • How to layout UVs
  • PBR workflow using Substance Painter
  • The keys to creating authentic materials in Substance
  • Exporting For Game Engines

BY THE END OF THE COURSE YOU’LL:

  • A finished Real-Time asset for your portfolio at today’s game resolution.
  • A comprehensive grasp of modern game PBR pipelines.
  • Experiencing creating the high resolution model that you need for today’s competitive marketplace.
  • Confidence in your ability to create Game Art.

HIGH RESOLUTION MODEL

  • Learn our Construction Mesh approach
  • The five basic polygonal modeling tools
  • Creating cylindrical forms for Baking
  • Floaters & kitbashing
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LOW RESOLUTION MODEL

  • Low Poly logic
  • Optimizing curves
  • How to use triangles & poles
  • What goes in Normal Map and what goes in Geometry
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UVs

  • Intro to UVs in 3ds Max
  • Simple ways to lay them out in 3ds Max
  • How to work with long forms
  • Creating the Texture Sets for Substance
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BAKING

  • Baking in Marmoset
  • Establishing the Cage
  • Baking multiple UDims
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MATERIAL SETUP

  • Creating authentic materials
  • Painting in the Normal Map
  • Exporting for other engines
  • Rendering in Iray
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GAME ENGINE

  • Setup in Marmoset
  • Marmoset Materials
  • Lighting in Marmoset
  • Creating A Turntable
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AndrePires
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ANDRE PIRES

Andre is a self-taught Character Artist from Portugal and currently works at Actalogic, which is based in Slovenia.

He started his Game Art career in 2014 and is a proud GAI Student and Mentor.

RYAN KINGSLIEN

Artist, motivator, and teacher, Ryan is known to ignite the spark in people with his teachings and humor. Also known as an Anatomy Guru and ZBrush Teacher he has taught more than 25,000 students across the globe.

An artist himself and lifelong learner,Ryan shares his life experiences and lessons with all his students through webinars, writings, and video lessons. He is a programmer, a writer, a digital artist, a traditional artist, a devoted husband and father of two lovely kids.

Ryan is the CEO and founder of one of the first online schools for Digital and Traditional Arts — Game Art Institute, ZBrush Workshops, and UArtsy — where he has taught his artistic strategies and techniques to hundreds of thousands of people.

Ryan was also part of the the team which brought groundbreaking software “ZBrush” back in the day.

STUDENT WORK

OUR GRADUATES WORK AT:

AFFORDABLE PRICING

Full

$497

Once
Enroll Now
3 Months

$182

Per Month
Enroll Now