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Learn the ART of Video Games

  • DESIGN
  • Nov 21, 2024
SynopsisLearn the ART of Video Games, available at $79.99, has an ave...
Learn the ART of Video Games  No.1

Learn the ART of Video Games, available at $79.99, has an average rating of 4.05, with 235 lectures, 9 quizzes, based on 807 reviews, and has 7279 subscribers.

You will learn about You will learn a good understanding of art fundamentals, a complete video game art pipeline, and how to take a concept image and turn it into a 3D scene. You will learn how to conceptualise a 3D scene. You will break down the concept, grey box the scene and build it in Unity. You will build, texture and light the final scene. Define the role of a 3D environemnt artist. This course is ideal for individuals who are This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games. It is particularly useful for This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games.

Enroll now: Learn the ART of Video Games

Summary

Title: Learn the ART of Video Games

Price: $79.99

Average Rating: 4.05

Number of Lectures: 235

Number of Quizzes: 9

Number of Published Lectures: 235

Number of Published Quizzes: 9

Number of Curriculum Items: 244

Number of Published Curriculum Objects: 244

Original Price: $89.99

Quality Status: approved

Status: Live

What You Will Learn

  • You will learn a good understanding of art fundamentals, a complete video game art pipeline, and how to take a concept image and turn it into a 3D scene.
  • You will learn how to conceptualise a 3D scene.
  • You will break down the concept, grey box the scene and build it in Unity.
  • You will build, texture and light the final scene.
  • Define the role of a 3D environemnt artist.
  • Who Should Attend

  • This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games.
  • Target Audiences

  • This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games.
  • ***************************************************************

    Updated March 2020.

    I have added a new section added to include Substance Alchemist (SA), the replacement for B2M. I have not removed the B2M lectures, they are still there if you wish to learn it as well as SA. I have also included many tweaks and updates in various parts of this ever growing course, which now sits at 44 hours of invaluable content. Enjoy.

    ***************************************************************

    Creating environment art for video games can be a technical endeavor, but at its core, it’s an art form. Simply pulling assets from an online store, and dropping them into an off the shelf game engine isn’t enough in today’s competitive industry. You need fundamental art skills, and if you want to stand out from the crowd… you need to create your own art and present your skills.

    With 30 years of game development experience in an art and design capacity, I will show you, from an artist’s perspective, how to create your own game ready 3D scene from scratch, as if you were working in an industry studio. You will start literally from  a blank page, go through art fundamentals and the whole asset creation process, and use that knowledge to construct a visually stunning 3D game environment presented in Unity. You will create every asset yourself. You will not be using library assets.

    Creating art is at the heart of this course, but creating visuals is not just about the art, it’s also about the ideas and the design that spawn the art. You will start at the beginning, at the design phase, and learn how to extract art related information from a game design document and create a map for your scene.

  • Create an art brief for your own project.

  • Create a Map / Level design.

  • To create stunning concept art, you need a firm understanding of art fundamentals. 

  • The Horizon Line

  • 1, 2 and 3 point perspective

  • Light, shadow and value

  • Color

  • I will then take you through the process of creating concept art, and show you techniques you can use to create quick speed paintings based on the fundamentals you have learned.

  • Create Concept art from scratch

  • You will break down the visual brief and the concept art into assets and create a plan to build them yourself to a professional standard. With that behind you, you will move into the biggest part of the course, building your scene.

  • Learn to use 3DS Max and Substance Painter.

  • If you’re a beginner, I will teach you how to use 3DS Max, an industry standard modelling package. If you’re intermediate and you know how to use it, you can skip this part. But once you’ve mastered the basics, you’ll begin creating a white box environment based on the design and the concept in previous lectures. 

  • Create white box environments using basic modelling techniques.

  • Finally we’ll move into more advanced  modelling and UV mapping techniques, and build ALL the components for our scene, using our white box as a guide. We’ll create PBR textures in Substance Painter; export everything from 3DS Max, and drop it into Unity where we’ll build the scene using the assets you have created.

  • Create detailed, final assets

  • UV Map

  • Create textures in Substance Painter

  • Build and light the scene in Unity

  • This course is perfect for anybody seriously wishing to pursue a career as an environment artist in the games industry and would like to experience the process and pipeline from scratch.

    It’s suitable for beginners to Intermediate levels.The more advanced artists may find that you’re going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards. New content will also be added in the future.

    This IS NOT an animation course and it IS NOT a character modelling course. Both of those are very specific disciplines within the game industry, and here, we are primarily focusing on highly detailed, quality, environment creation.

    Course Curriculum

    Chapter 1: Start Here

    Lecture 1: Introduction

    Chapter 2: What to Expect

    Lecture 1: Course Structure

    Lecture 2: Software You Will Need

    Lecture 3: Hardware You Will Need

    Lecture 4: Join our Facebook Group

    Lecture 5: CREDITS

    Chapter 3: Visual Design

    Lecture 1: Visual Design Introduction

    Lecture 2: Visual Design Brief

    Lecture 3: The Game Map

    Lecture 4: Design Challenge

    Lecture 5: Design Conclusion

    Chapter 4: Art Fundamentals

    Lecture 1: Art Fundamentals Introduction

    Lecture 2: Composition and The Golden Ratio

    Lecture 3: Vision Field

    Lecture 4: Horizon Line

    Lecture 5: 1 Point Perspective

    Lecture 6: 2 Point Perspective

    Lecture 7: 3 Point Perspective

    Lecture 8: Vainishing Point Is Off The Page

    Lecture 9: Colour Terminology

    Lecture 10: Value and the Colour Wheel

    Lecture 11: Perspective Challenge

    Lecture 12: Fundamentals Conclusion

    Chapter 5: Creating Concept Art

    Lecture 1: Concept Art Introduction

    Lecture 2: Visual Style

    Lecture 3: Some Sketching Exercises.

    Lecture 4: Gather Reference Material

    Lecture 5: The Thumbnail Sketch

    Lecture 6: Your Next Assignment:

    Lecture 7: Blocking Out Initial value in the thumbnail

    Lecture 8: Going Big, and Blocking Out Shapes

    Lecture 9: Adjusting Shape, Composition and Value

    Lecture 10: Progress Update

    Lecture 11: Adjusting Value and Adding Texture

    Lecture 12: Adding Detail and Color

    Lecture 13: Create Supplement Drawings / Studies

    Lecture 14: Further Reading: ART Books

    Lecture 15: Concept Art Conclusion

    Chapter 6: 3DS Max Overview

    Lecture 1: 3DS Max Introduction

    Lecture 2: Downloading and Installing 3DS Max

    Lecture 3: 3DS Max Viewport Layout

    Lecture 4: 3DS Max GUI

    Lecture 5: 3DS Max Control and Keyboard Shortcuts

    Lecture 6: 3DS Max Configuration Set Up

    Lecture 7: 3DS Max Overview Conclusion

    Chapter 7: Setting Up Unity

    Lecture 1: Setting Up Unity Introduction

    Lecture 2: Downloading and Installing Unity

    Lecture 3: Setting Up Your Project and Scale In Unity – Import Your First Model

    Lecture 4: Max to Unity Challenge

    Lecture 5: Setting Up Unity Conclusion

    Chapter 8: Modelling Basics

    Lecture 1: Modelling Basics Introduction

    Lecture 2: What is a Vertex and an Edge?

    Lecture 3: Triangles, Quads and Topology

    Lecture 4: Backface Culling

    Lecture 5: Normals and Flipping Normals

    Lecture 6: Transforms: Move it, Rotate it and Scale it

    Lecture 7: Edge Loop and Extrude

    Lecture 8: Extrude Along a Curve

    Lecture 9: Primitives, Mesh and Poly Mode

    Lecture 10: Smoothing Groups

    Lecture 11: Xform – Everything Is Not As It Seems

    Lecture 12: Challenge: Create A Basic Model

    Lecture 13: Challenge Solution: Basic Model

    Lecture 14: Modelling Basics Conclusion

    Chapter 9: White Boxing

    Lecture 1: White Boxing Introduction

    Lecture 2: Unity Challenge Solved

    Lecture 3: Breaking Down the Concept

    Lecture 4: Build Simple, White Box Props: Part 1

    Lecture 5: Build Simple, White Box Props: Part 2

    Lecture 6: Gathering Reference Material

    Lecture 7: Build an Oak Tree: Use Soft Selection

    Lecture 8: Challenge: Build a Second White Box Oak Tree

    Lecture 9: Using Freeform on the Second White Box Oak Tree

    Lecture 10: Build Various White Box Trees: Using Curves

    Lecture 11: Hut Main Structure: Using Poly Cut: Part 1

    Lecture 12: Hut Main Structure: Using Poly Cut: Part 2

    Lecture 13: Hut Roof, Chimney: Using Isolation Mode

    Lecture 14: Hut Porch, Steps and Hand Rail

    Lecture 15: Hut Door: Pivot Positioning and Animation

    Lecture 16: Rocks: Flagstone Slabs (steps)

    Lecture 17: Rocks: Using FFD and Noise: Part 1

    Lecture 18: Rocks: Using FFD and Noise: Part 2 + Challenge

    Lecture 19: White Box Final Rocks

    Lecture 20: White Box Modelling Conclusion

    Chapter 10: Building White Box Scene in Unity

    Lecture 1: Building White Box Scene Introduction

    Instructors

  • Learn the ART of Video Games  No.2
    Kevin Oxland
    Game Developer, Creative Director and Writer
  • Rating Distribution

  • 1 stars: 10 votes
  • 2 stars: 6 votes
  • 3 stars: 50 votes
  • 4 stars: 211 votes
  • 5 stars: 530 votes
  • Frequently Asked Questions

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