Creating stylized environments allows you to create expressive worlds without limits.
Learn how to apply practical workflows to build stylized worlds of your own with one of the Industry’s leading artists, Anya Jo Elvidge. Anya has been creating imaginative worlds in 2D and 3D for about 5 years and contributed to the campaign maps of Total War: Warhammer II and Total War: Three Kingdoms.
Anya will teach you the workflows for building a stylized diorama, from coming up with a concept to planning the scene to adding textures and lighting. You will learn all the steps in the pipeline and understand how to take good portfolio images to make your work stand out.
This course on Stylized Environment Art Creation For Games will consist of eight modules of live lessons and reviews. You’ll learn good practices and scene-building skills and workflows and be part of a community of artists working to achieve next level quality in their work.
What You’ll Learn
The course will go through the full process of conceiving, developing and building a stylized environment. The emphasis will be on applying good practices and solid planning to create an diorama. Students will learn how to get the most out of layout, colors, textures and lighting to get the best results.
By the end of the course, students will learn how to develop an evocative diorama using a step-by-step process. They should also have gained knowledge on how to troubleshoot new problems or tasks for building their scene.
By The End Of The Course
- Know the principles of creating a concept for an environment.
- Know the workflow for blocking out and planning an environment.
- Have mastered your way through the diorama pipeline.
- Have created your own stylized diorama from concept to completed project.
Coming Up With Ideas For A Concept
- Choosing a blockout & Blocking out in 3ds Max and UE4
- Testing lighting and colors
- Setting up in UE4 for overpainting
Overpaint & Beginning Sketch
- Refining the blockout
- Refining lighting, if required
- Finalizing the concept painting
Colour Theory, Lighting, Composition
- Creating asset lists and maintaining good practices
- Planning the scene
- Preparing swatches, testing styles, planning foliage and props
Considerations When Beginning A Scene
- Testing materials and colors across the scene
- Blocking texture colors and types
- Composing elements
- Considerations for texturing (texel density, stylisation, color choice)
- Making a second texturing pass
- Adding lighting
- Experimenting with vertex colors
- Testing other shaders, if needed
Overlap & Questions
- Review projects and address questions
- Q&A with Anya
Color Theory, Lighting, Composition & Conclusion
- Making a final lighting pass
- Understanding lighting good practices
- Taking good portfolio images
Anya Jo Elvidge
Anya Jo Elvidge has spent the last two years as a proud member of the environment team at Creative Assembly, where she enjoyed working closely with fellow artists to create the beautiful campaign maps of TW: Warhammer II and TW: Three Kingdoms. During her time at CA, she became an integral member of the environment art team and gained great insight into the development of AAA game titles.
Anya has also taught workshops at multiple institutions across the UK and further afield such as De Montfort University, Escape Studios, and Game Art Institute.
Drawing and oil painting have greatly influenced Anya’s digital work, both 2D and 3D, and she still regularly works traditionally. In addition to drawing and painting, she enjoys exploring and experimenting with a range of 2D and 3D game art workflows; she doesn’t shy away from the more technical aspects of creating game art.
Anya wallows in a deep love for colourful stylised environments. Bringing worlds to life is her greatest passion.