Game Artist 360 [Vertex School (Game Art Institute)]
- Publisher
- Vertex School (Game Art Institute)
- Product Type
- Video Course
- Product URL
- https://www.vertexschool.com/game-art-program
- Author
- Vertex School
- Language
- English
- Duration
- 99:99
- Release date
- Jan 1, 2021
- Skill level
- 2.00 star(s)
- Project Files
- Yes
- Product Price
- $1850
Course Description
3D Modeling for Games is a comprehensive, professional-grade game art program originally created by Game Art Institute, now known as Vertex School. The course comprises over 142 hours of pre-recorded lessons, all of which are available on GBC.This course is designed as a complete “360-degree” training program for artists who want to understand the full 3D production pipeline used in the gaming industry. Instead of focusing on only one narrow area, the course covers two major disciplines in game art that are often taught separately: Character Art and Environment Art.
Students explore the complete workflow for creating game-ready characters and environments, including high-poly modeling, low-poly modeling, topology, anatomy, facial sculpting, hair creation, foliage, materials, baking, texturing, shaders, lighting, modular environment creation, and advanced production techniques.
The course is built to help artists understand both the artistic and technical sides of modern game art production, giving them a broader foundation for building professional portfolio pieces and working in real-time game pipelines.
What You’ll Learn
- How to approach 3D modeling for game production
- How to create high-poly and low-poly models
- How to build clean topology for game-ready assets
- How to understand character anatomy and proportions
- How to sculpt the human body, skin, and muscles
- How to study facial anatomy, expressions, and likeness
- How to create realistic real-time hair using hair cards
- How to model and optimise foliage for game engines
- How to create environment props and modular architecture
- How to build game-ready environments using modular workflows
- How to bake maps for texturing
- How to create materials and shaders
- How to use advanced texturing workflows
- How to approach lighting and level art for game environments
- How character art and environment art pipelines fit into modern GameDev production
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Course Modules
Module 01 - Modeling
This module covers core and advanced modeling techniques, including high-poly modeling, low-poly modeling, and proper topology. Students learn how to create clean, production-friendly assets for games.Module 02 - Character / Environment
This module introduces the two main tracks of the course: character art and environment art. Students begin separating the workflows for character anatomy and environment props.Module 03 - Character Body
Students study body proportions, anatomy, and sculpting techniques for the human figure. This module focuses on understanding the body, skin, muscles, and form for character creation.Module 04 - The Face In Depth
This module focuses on facial anatomy, expressions, likeness, and detailed face sculpting. Students learn how to approach the complexity of the human face for realistic digital characters.Module 05 - Hair Creation & Styling for Games
Students learn how to create realistic real-time hair using the industry-standard hair cards technique. This module focuses on hair creation workflows suitable for modern game engines.Module 06 - Foliage
This module covers the modeling and optimisation of grass, trees, plants, and other foliage assets for game environments.Module 07 - Breakdown Materials
Students learn about baking maps, texturing, material creation, and shader workflows. This module commonly involves production tools such as Substance Painter and Substance Designer.Module 08 - More Environment
The final module focuses on advanced environment art, lighting, modular kitbashing, and level art techniques for creating game-ready worlds.Character Art Track
The character art side of the course focuses on creating believable digital humans and characters for games.Students study anatomy, body proportions, facial structure, expressions, likeness, skin, muscles, and hair. The workflow is designed to help artists understand how to build realistic characters from the inside out, while also preparing them for real-time production requirements.
Key areas include:
- Human anatomy
- Body sculpting
- Facial sculpting
- Expressions and likeness
- Digital portrait creation
- Hair cards for real-time hair
- Game-ready character workflows
Environment Art Track
The environment art side of the course focuses on creating game-ready worlds, props, and natural assets.Students study modeling, architecture, modular environment building, foliage, materials, texturing, shaders, lighting, and kitbashing. The goal is to understand how professional game environments are built efficiently while maintaining visual quality.
Key areas include:
- Environment props
- Modular architecture
- Foliage creation
- Grass, trees, and plants
- Baking and texturing
- Materials and shaders
- Lighting and level art
- Game-ready environment workflows
Who This Course Is For
This course is ideal for artists who want to build a serious foundation in game art production.It is especially useful for:
- Character artists
- Environment artists
- 3D modelers
- Digital sculptors
- Game art students
- Artists building a professional portfolio
- Artists who want to understand both character and environment pipelines
- Intermediate artists who want to move toward industry-ready GameDev workflows
About the Author
The course was created by Ryan Kingslien, the primary creator, methodologist, and lead instructor behind the program.Ryan Kingslien is a well-known figure in the 3D graphics and digital sculpting industry. In 2004, he became the first Product Manager for ZBrush at Pixologic, where he worked directly with developers on tools used by digital artists around the world, including the invention of the Rake brush.
Ryan has trained digital sculptors across the industry and has helped artists working on major productions, including James Cameron’s original Avatar film.
For this program, Ryan also collaborated with experienced AAA industry artists to develop specialised modules. These include artists such as Adam Skutt, Lead Character Artist at Epic Games, and Eric Michael Wilson, professional sculptor and anatomist, alongside environment artists from studios such as Ubisoft and MachineGames.
About the Academy
This course was originally created by Game Art Institute, a training platform focused on professional game art education.Game Art Institute is now known as Vertex School, continuing its focus on helping artists develop industry-ready skills for games, real-time production, character art, environment art, and digital sculpting.
Final Result
By the end of the course, students will have a broad understanding of the full game art production pipeline.Students will gain practical knowledge in both character and environment creation, including modeling, sculpting, topology, anatomy, facial work, hair cards, foliage, materials, baking, texturing, shaders, modular environments, lighting, and final game-ready presentation.
The final outcome is a stronger foundation for creating professional portfolio pieces and moving toward work in the game industry.
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