Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist.
The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch.
Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work.
We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
INTRODUCTION TO MODELING
-Concept analysis
-Maya Interface
-Navigation
-Surface types overview (NURBS, polygons, and subD)
-"Box" modeling
-Bump, displacement, and normal maps
-Understanding Physical Based Rendering (PBR)
-Modeling Toolkit
-Quality Check preparation for UVs
-UV creation
-Retopology
-Materials, textures, and the hypershade editor
INTRODUCTION TO SUBSTANCE PAINTER
-Interface and Bakes
-Layers, Smart Materials, Anchor points, IDs material.
-How to work with UDIMS and instances.
-How to export textures
-How to work with masks
-Particle brushes
-Iray offline renderer
MODELING FOR PRODUCTION
-High / low poly modeling
-Packing UVs to maximize texel density
-Texture Baking
-Topology and good practices
-Refine the model
-How to present your model
-Showing your work to your supervisors and artistic directors
-Final Quality Check ,Cleaning
PyCh
PROPS, WEAPONS AND VEHICLES FOR VIDEOGAMES
-Modeling and textured prop hero.
-Advanced modeling and texturing techniques
-Lighting and presentation.
-Rigging
-Introduction to Animation Fundamentals
ZBRUSH INTRO FOR CONCEPTING
-Zbrush interface
-Navigation, brushes and common tools.
-Polygroups, Insert Mesh, Booleans, Polypaint.
-Brushes for Hard Surface, Creasing, Clip, Slice, Trim, Zremesh
-Curve Brush Basics
-Fibermesh Basics, morph targets
-Custom Alphas / VDM
-ZModeler Basics
-Dynamic Subd, Creasing, QGrid
ZBRUSH FOR PRODUCTION
-Refine the model
-Deformer Rotate, Scale, Offset, Stretch, and Skew
-UV Master, Decimation Master
-Live Boolean Basics
-Group and Panel Loops, moving and splitting
-Custom Hard Surface Alphas
-Reconstruct Subdiv
-Surface Noise, Noise Maker, Document Tiling
-Polygroup It
-ZBrush Native Render (and IBL)
-Stylized Rendering Basics
ADVANCED SUBSTANCE AND INTRODUCTION TO UNREAL ENGINE
-Lighting, texturing and materials for video games
-Generation of photorealistic tileable textures with Quixel Mixer.
-Static Mesh Editor, Material Editor and lights in Unreal.
-Post process and Unreal cameras
CREATION OF FINAL PROJECT
-How to gather reference and organize it for project.
-Blocking and initial modeling.
-Modeling and textured final of 1 prop.
-Introduction to Unreal Engine 5
-How to use Nanite and Lumen
FINAL PROJECT AND REEL
-Final modeling of the environment.
-Modeling and textured environment
-Light it up and present it in Marmoset or Unreal.
-Development of camera movements and take out sequences of images and final renders.
-Edit the final reel.
FUNDAMENTALS I
-Introduction to Photoshop
-Basic Geometric Shapes
-Basic Rules of Lighting
-Types of Lighting and Shading
-Fundamentals of Perspective (1 PF)
-Basic Anatomy
-Materials: Basic
FUNDAMENTALS II
-The value (Grayscale)
-Materials: Intermediate
-Basic Anatomy
-Fundamentals of Perspective (2PF)
-Proportions
-Complex Geometric Shapes
FUNDAMENTALS III
-Fundamentals of Perspective (3 PF)
-Basic Anatomy
-Complex Vehicles and Objects in perspective
CONCEPT ART I
-Advanced Perspective (1 PF, 2 PF, 3 PF)
-Scenes and camera angles
-Light and Shade
CONCEPT ART II
-Advanced Anatomy
-Theory of color
-Materials:Advanced
-Coloring Lanscapes
CONCEPT ART III
-Advanced Anatomy
-Reference searching and generating ideas
-Creating thumbnails
-Creating your own brushes and personalized shapes
-Composition, The rule of thirds
-Designing with silhouettes
-Prop Design
CONCEPT ART IV
Advanced Anatomy
Designing interiors and exteriors
Environments and backgrounds for video games
Designing arms
Photo texturization and matte painting techniques
CONCEPT ART V
Designing characters with silhouettes
Exploring characters with lines
Layer strategy in Photoshop
The occlusion pass
Character turn arounds
CONCEPT ART VI
Advanced Anatomy
Acting
Expressions
Layout
THE FUNDAMENTALS OF VIDEOGAMES
-Definition
-Different types of rules and consequences
-Conflict with tools
-Dynamics and Mechanics
-System
-Emerging Systems
-Types of Players
-Basic genres and subtypes
-Formal game elements
-Creating a GDD
-Basic Prototyping
-Player Psychology
-Game language
-Videogame Tutorials
THE HISTORY OF VIDEOGAMES
-The Origin of Videogames
-Key Figures and their impact on the industry
-The Evolution of hardware and consequences
-The Videogame Crash
-Platform wars
-Player profile evolution
-Perception and social impact
-The Evolution of sales and distribution
-The Future of Videogames
NARRATIVE, LOGIC DESIGN & LEVEL STRUCTURE
-System Design
-System Design and gameplay
-External Design Systems
-Motor or intellectual skills
-Competition and collaboration
-Fundamentals in creating game spaces
-Keys to Level Design for platform games
-Keys to Level Design for strategy games
-Keys to Level Design for FPS
-Keys to Level Design for Puzzle Games
-Fundamentals of Narrative in Videogames
-Classic Narrative
-Modern Narrative
-Emerging Narrative
- Dissonances in Videogames
-Game Environments and their depiction
-Camera
-Balancing frustration and rewards
-Designing objectives
-Short Term
-Medium Term
-Long Term
GAME ECONOMY DESIGN
-Principles of Game Balance
-Impartiality
-Symmetry
-Asymmetry
-Archetypes
-Random factor
-Resource sharing
-Traditional Economics
-F2P Economics
-Mixed Economics
-Stadistics
-Big Data
-User Profiling
-Designing Game Operations
-Experimentation Cases
-Game Pitch
-Communication Plan
-Market Analysis and platforms
-Funding Methods
-User Profile Analysis
MARKETING, PRODUCTION & PLANNING FOR PROJECTS
-Production Methodology
-Kanban
-Scrum
-Defining and estimating tasks
-Metrics and forecast
-Budgeting
-Principles of Communication
-Added Value
-Buyers and channels
-Engaging customers and Creating a community
GENERAL PROGRAMMING CONCEPTS
-Types of data
-Variables
-Arithmetic operators
-Control structures, if/else/switch
-Conditional logical operators
-Enumerations
-Matrices
-Functions
-Object-oriented programming
-inheritance
THE DEVELOPMENT ENVIRONMENT
-Unity as a framework to create games
-Special features in Unity
-Components
-2D and 3D Cameras
-The Physics of 2D and 3D objects
-Importing objects (sprites, 3D models, audio, etc)
-UI
-Simple Group Videogame
FUNDAMENTALS OF ART
-Composition of a 3D model
-Vertices, normal, UV mapping, textures
-Sprites
-Lighting
-Animation
-Object pooling
ADVANCED PROGRAMMING & NODES
-Data Persistence, saving and loading our data
-AI
-Pathfinding
-GameFlow
-Complex Group Videogame
PHOTOSHOP.
- UNITY - UNREAL ENGINEJobs generated
We are a dynamic and multicultural team of professionals, willing to offer a specialized, high quality service to students and graduates. Our mission is to offer our students the key to their success in a competitive, demanding and innovative industry.
Register today
We are the only school that has opened our campus to the world. Thousands of people, students and non students, access our intranet daily to watch videos, tutorials, conferences, demos, perform missions and in general to interact with other students and professionals in the field. A whole virtual world is waiting for you with infinite possibilities.
We are proud to be among the few schools in the WORLD TOP OF ANIMATION SCHOOLS ranking according ANIMATION CAREER REVIEW, an American organization that is responsible for reviewing and promoting the best schools in the world. This year we have been awarded the honor of being THE BEST ANIMATION SCHOOL in Spain.
Asking for information and guidance can be very useful. We are here to help you. If you wish, we can also invite you to our Orientational Master Classes and Personalized Demos so you can experience everything firsthand.
In compliance with current regulations regarding personal data protection, we inform you that the personal data collected on our website are part of files that are the responsibility of PORTAL DE TANHAUSSER SL (hereinafter, UA SCHOOL)
Eventually, this Privacy Policy may be revised in order to update changes in current legislation, update our procedures for collection and use of personal information, the appearance of new services or the exclusion of others. These changes will be valid as of their publication on the web, so it is important that you regularly review this Privacy Policy in order to stay informed about the changes that have taken place.
UA SCHOOL will only use your personal information under this Privacy Policy and, in general, will request your consent to use your personal information for purposes other than those for which you granted them on the forms. UA SCHOOL will not use your personal data for purposes incompatible with those contained in this clause.
UA SCHOOL adopts technical, administrative and organizational measures in its systems in order to protect personal information, preventing its loss, theft, disclosure, alteration or unauthorized use.
IMPORTANT INFORMATION:
Data of the Responsible
PORTAL DE TANHAUSER S.L. (CIF: B98704299)
Hernandez Lazaro 29, 46015, Valencia.
spain@ua.school
963 532 069
PURPOSE IN THE TREATMENT OF YOUR DATA AND CONSERVATION PERIODS
Contact Forms : Respond to questions sent to the company, as well as respond to requests for information about the products and services we offer. Communications and promotions of the school. The data will be kept as long as the user does not express his right to cancel.
Virtual campus : Respond to questions and forums on the campus, as well as respond to requests for information about the products and services we offer. Communications and promotions of the school. Transactional emails from the online platform. The data will be kept as long as the user does not express his right to cancel.
Students : Perform internal processes related to our training, both current and future
The data will be kept as long as the candidate does not express his right to cancel. The maximum term of conservation of information by our company will be one year.
Employees : Internal communication and realization of internal personnel selection processes, both current and future.
The data will be kept as long as the candidate does not express his right to cancel. The maximum term of conservation of information by our company will be one year.
LEGITIMATION IN THE TREATMENT OF YOUR DATA
In all cases authorization by the user will be required
ADDRESSEES OF YOUR DATA
Assignee (s): No transfers of data to third parties occur
RIGHTS EXERCISE
Access, rectification, opposition, deletion, automated decisions, limitation, portability. You can exercise your rights through the following means: email to valencia@aulatek.com, providing documentation that proves the identity of the applicant (copy of the front of the National Identity Document, or equivalent)
In any case, you can request the protection of the Spanish Agency for Data Protection through its website. 1 month response time
UA SCHOOL is also present in the social networks INSTAGRAM, FACEBOOK, TWITTER.
UA SCHOOL does not share or communicate any personal information of the following users in these social networks and in each of these social media, UA SCHOOL as administrator, adopts the security measures and adequate privacy settings provided by these social networks. You can consult its Privacy Policies and Conditions of Use in the following links:
INSTAGRAM:
https://help.instagram.com/155833707900388
FACEBOOK:
http://www.facebook.com/policy.php
http://www.facebook.com/terms.php?ref=pf
TWITTER:
http://twitter.com/privacy