Career in Senior Concept artist Specializing in Sculpting and Animation


3 locations available
Read more about this program on the institution's website

Program Description

Concept-Art Illustration

Would you like to work in the film or video game industry? Have you ever thought about how exciting it would be to work for a great illustration company? Here you will discover all the techniques of the professionals, the keys and their tricks. We will teach you the technical knowledge to take your art to another level and how to design fantasy, real or fictional worlds that later will become small or large film productions, television, video games, etc. Your imagination has no limits, discover how to focus your talent on a future profession.

Character Animation

From "Fundamentals of Animation" through "Body Mechanics" to "Acting", this Master will give you the knowledge to not only make your characters real, if not more importantly, credible. Using current techniques and tools from the industry, we will learn the art of Animation.

The student will learn the internal structures and production processes of audiovisual companies focused on animation cinema, video games and advertising. He will finalize his academic training with a reel of his best animation work done during the master's degree, which will be his letter of introduction to enter the industry of the sector and thus acquire his first job as a character animator.

Sculpting Extreme

Learn how to work in "Sculpting" mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for the different sectors of 3d. You will learn human anatomy and its sculpture techniques. From the initial idea to the sculpt, detailed, textured and implementation. All this applied to the different styles. Cartoon, realistic, creature design and any character you can imagine using all the techniques and secrets of the industry.

You will learn how to use Zbrush in depth and combine it with other 3D packages, implementing the power of creation exponentially.

dancing dave minion, minion tim, despicable me

You can train in three different ways:

  • On-site: Classes are 3 hours a day from Monday to Thursday at our facilities.
  • Telepresence: Students connect live with the teacher and their classmates from Monday to Thursday 3 hours a day. Once the classes are over, they hang out on the virtual campus to see them again as many times as needed.
  • Online: Students have time freedom to access the classes recorded and uploaded by the teachers every day, and they have a weekly hour of tutoring with the teacher to resolve any doubts they may have.

Syllabus: Concept-Art Illustration Module


Month 1

  • Photoshop introduction
  • Basic Geometric Shapes
  • Basic rules of light
  • Types of light and shadow
  • Basics of Perspective (1 PF)
  • Basic Anatomy
  • Materials: Basic

Month 2

  • The Value (Grayscale)
  • Materials: Intermediates
  • Basic Anatomy
  • Basics of Perspective (2PF)
  • Proportions
  • Complex Geometric Shapes

Month 3

  • Basics of Perspective (3PF)
  • Basic Anatomy
  • Vehicles and complex objects in perspective

Month 4

  • Advanced Perspective (1 PF, 2 PF, 3 PF)
  • Scenarios and camera angles
  • Light and shadow

Month 5

  • Advanced Anatomy
  • Theory of color
  • Materials: Advanced
  • Landscape painting
Concept Art

Month 6

  • Advanced Anatomy
  • Search for references and generation of ideas
  • Making thumbnails (thumnails)
  • How to create your own brushes and custom shapes
  • Composition, Law of thirds
  • Design through silhouettes
  • Props Design

Month 7

  • Advanced Anatomy
  • Interior and exterior design
  • Environments and backgrounds for video games
  • Weapon design
  • Phototexturing and mattepainting techniques

Month 8

  • Character design using silhouettes
  • Exploring the character through the line
  • Layer strategy in Photoshop
  • The occlusion pass
  • Turn arround the character

Month 9

  • Advanced Anatomy
  • Acting
  • Expressions
  • Layout

Agenda: Sculpting Extreme Module

Month 1
  • Presentation of the Master and its operation.
  • Applied theory character creation
  • Psychological profile of our character
  • Z Brush: Initiation - practice.
  • Sculpt 1: skull.
  • Anatomy: Proportions of the human body.
  • Drawing: Provide and fit.
  • Anatomy: The human torso
  • Z brush: phased work methodology.
  • Drawing: The Human Torso
  • Sculpt 2: The Human Torso
  • Anatomy: Upper extremities
  • Z brush: optimization and hardware resources
  • Drawing: Upper Extremities
  • Sculpt 3: Upper Extremities
  • Delivery: 2nd installment of a realistic character proposal Tasks from the previous week
  • Anatomy: Hands
  • Z brush: sculpture techniques
  • Drawing: hands
  • Sculpt 4: hands
  • Delivery: 3rd and last realistic character proposal and Tasks from the previous week
Month 2
  • Anatomy: Hands
  • Z brush: Blocking z spheres and other techniques
  • Drawing: hands
  • Sculpt 5: hands
  • Anatomy: Lower extremities
  • Z brush: sculpture techniques.
  • Drawing: Lower Extremities
  • Sculpt 2: Lower Extremities
  • Anatomy: The feet
  • Z brush: projection, layers and morphs
  • Drawing: Feet
  • Sculpt 2: The feet
  • Anatomy: The female torso
  • Z brush: sculpture techniques, projection, layers and morphs
  • Drawing: The Female Torso
  • Sculpt 2: The female torso
Month 3
  • Anatomy: The human head
  • Z brush: Retopology tool
  • Drawing: The Human Head
  • Sculpt 5: The Human Head
  • Anatomy: Portrait and reasonable similarities
  • Z brush: uv creation
  • Drawing: Portrait and reasonable similarities
  • Sculpt 2: Portrait and reasonable similarities
  • Theory: hair techniques
  • Z brush: Skin and subcutaneous details, pores, blemishes, veins and scars
  • Marvelous designer: Concepts
  • Sculpt 2: hair and lock sculpt
  • Theory: Fabrics and garments
  • Z brush: bake techniques
  • Z brush: extract techniques and sculpt hair and fibermesh techniques
  • Marvelous designer: Patterns and simulations
  • Sculpt 2: sculpt fabrics
Month 4
  • Applied Theory Cartoon Character Creation
  • Substance Painter: Initiation
  • Sculpt 5: Blocking
  • Marvelous designer: Personalization of our models.
  • Applied Theory Cartoon character creation, visual language.
  • Sculpt 5: Blocking
  • Marvelous designer: Engarment and morphers
  • 3d Max polygonal modeling
  • Low polygon concepts
  • Retopology in 3D Max
  • Retopology in Maya
  • Retopology in Blender
  • Unwrap uvw 3D Max
Month 5
  • Substance Painter: bake and texturing techniques
  • Polygonal hard surface modeling
  • Prop modeling
  • Vehicle modeling
  • Substance Painter: texturing techniques
  • Basic setup and character pose
Month 6
  • Substance Painter: bake and texturing techniques
  • Polygonal hard surface modeling
  • Prop modeling
  • Vehicle modeling
  • Substance Painter: Texturing techniques Hand Paint characters
  • Marmoset viewer: Initiation
  • Implementation in Marmoset Viewer
  • Enviroment modeling
  • Procedural modeling
  • Prop modeling for enviroments
  • Trees, rocks and ruins
Month 7
  • Bake techniques with Xnormal
  • Polygonal hard surface modeling
  • Prop modeling
  • Vehicle modeling
  • Substance Painter: Texturing techniques Hand paint props
  • Marmoset Viewer Lighting
Month 8
  • Marmoset Viewer Bake and animation
  • Marmoset render
  • Enviroment modeling
  • Procedural modeling
Month 9
  • Marmoset Viewer Bake and animation
  • Marmoset render
  • Feedback on final projects
  • Focus and tips for personal Reel
  • Post production in Photoshop and After effects
  • Final delivery of Master

Agenda: Character Animation Module

Month 1

Introduction to animation in Maya

Principles of animation

In this first month we are going to learn what is necessary to understand the interface of the program with which we are going to work in this course: Maya.

We will break the hand by solving doubts such as what animate implies, what is the fundamental role of an animator in the industry and we will establish an adequate work pipeline helping us with small exercises with the twelve principles of animation:

  • Stretch and shrink
  • Anticipation
  • Times of actions
  • Animation arcs
  • Beauty of the character
  • Exaggeration
  • Solid Poses
  • Secondary action
  • Braking and Acceleration or Staging
  • Staging
  • Direct action and pose to pose
  • Continued action and overlapping action
Month 2

Introduction to Anatomy

The basis for creating a good pose is to understand the weights of a human body.

We will see anatomical drawing, completely analytical. We will draw well in traditional or digital, depending on the student's comfort.

Months 3 and 4

Realistic animation and initiation to body mechanics

We will start with body mechanics, the mechanics of the human body, understanding how arches move and flow. We will ask ourselves questions such as how much the body weighs, how much mass it has, how it moves.

We will translate all that into 3D language.

After that, we will use the knowledge from the previous month and combine lipsync and body mechanics to make way for the full realistic animation.

Month 5


Once we have seen the twelve principles of animation, we will focus on making a good pre-production: understanding the plans, knowing how to apply them, understanding what we want to tell, and how we are going to do it. Draw the poses of our characters and learn to emphasize them. We will study movie scenes together.

Month 6

Lipsync and acting

In this month we are going to focus on expressions and dialogues. We are going to study how our characters express themselves and what phonemes we must use to use audios.

We will understand how a face works on an anatomical level and how to apply the principles of animation in dialogues, turns and human expressions.

  • Study of emotions
  • The eyes
  • Center of interest
  • Behavior
Month 7

Animation cartoon

We will see what differentiates the movement from a realistic character to a cartoon one. We will understand the exaggeration that this causes, the morphology of a cartoon character, since it does not necessarily have to be governed by real physical laws: they can be made of meat, but also rubber, or rock, and that must be reflected in their weights.

We will see what we learned in months 3, 4 and 5, and we will add more information.

Month 8

Quadruped animation

How to animate quadrupeds is a complex task, since they do not have the same morphology as bipeds, this month we will treat them separately, applying the techniques of the previous months and using them to our advantage so that, thanks to this, the student Learn to extrapolate movement not just to quadrupeds, but to anything.

Felines / canines / equines.

Month 9

Interaction between 2 or more characters

Using everything we have learned throughout the master, to plan a scene between two or more characters:

  • Who has the action
  • What is your motivation
  • Where it goes
  • How the secondary character reinforces the active character


Accelerator module

Pre-production of the project

  • Construction of the project pipeline
  • Pipeline structuring with Shotgun
    • Follow-up assignments
    • Optimize the Gantt chart
    • Productivity parameterization
    • Timing assignment and team milestones
    • Tracking of production phases
    • Cloud connection Desktop Experience in person and online
    • Online project visualization
    • Share management
    • On-screen feedback
    • Multitasking review
    • Reduction of uncertainty in productivity analysis
  • SCRUM methodology learning
  • Calendar calculation
  • Feasibility metrics
  • Testing
  • Quality assurance
  • Game pitch
  • Marketing plan
Launch - prelaunch
  • Market evaluation for departure dates
  • Preparation for launch
  • Pitch preparatory
  • Presentation at events
  • Project presentation court
  • Presentation to the public

Teachers with real experience

Top teachers

Jose Mas

  • Lead Animator at Ilion Animations Studios
  • Jose Mas, Lead Character Animator at Ilion Animation Studios, has been working in the animation industry for over 18 years. Muf, Keytoon, Kandor, Sony, Mac Guff, Ilion ... all of them helped me to be the professional and even more importantly the person that I am today.

Anfrank Ponce

  • 3D Character Animator
  • He has worked at Baraboom! animating dinosaurs for Felix & Paul Studios in the promo for "Jurassic World - Blue", 3D VR experience. He worked in post-visualization animating characters in the movie "The Nutcracker and the Four Kingdoms" for Walt Disney. He collaborated in the advertising spot "Space clones!", For Funko Pop!,. He worked in Paris on Illumination MacGuff, animating characters for short films for the Minions and The Grinch.

Jorge Momparler

  • Concept Artist at Gameloft
  • Concept-artist and illustrator. He has worked on dozens of projects for video games and producers of the caliber of GAMELOFT. He has been an illustrator of covers and interior images for Comics, ConceptArtist and texture supervisor at Magoproductions for the animated series "The Flying Squirrels".

Andros Martínez

  • Senior Concept Artist
  • I have worked as a Marketing artist in mobile and Steam indies studios as "Feral Fury", I have worked as an instructor for Animschool, I have also worked in pre-production of films for London Studios. I spent a month in Toronto as an internship at Imaginism Studios receiving mentoring from people like Bobby Chiu, Key Acedera and Alvin Lee.

Angel Rams

  • Freelance Illustrator and Cartoonist
  • My full name is Ángel Rams Figueroa, I was born in Valencia, Spain, in 1982. Although I have a degree in construction engineering, my true passion has always been art. I was taught by a professional comic artist for a few years and then learned on my own. My professional experience has been related to illustration, comics, stage design for hotels, water parks, themed architecture.

Juan Antonio Valverde

  • Concept, Visual & Story Artist
  • Graduated in Fine Arts from the Polytechnic University of Valencia (UPV), in 2005, and with a Professional Training Degree 2 in computer systems programming and a Master in Graphic Design, Juan Antonio develops his professional activity as a Freelance in Illustration and Graphic Design from the year 2012. He has had the opportunity to exhibit his works 5 times in his hometown (Valencia), and once as a guest at the Animazing Gallery in New York (USA), in Rodez (France), in the area of the medieval castle Belcastel.

Rafa Costa

  • 3D Generalist in Elite 3D
  • 3D Artist and Concept Artist.
  • He has worked since 2003 for advertising agencies, design studios and architecture companies.
  • He has participated in different projects such as: events, corporate videos, music videos, television shows, documentaries, films, commercials and video games, such as BattleField 4, Mafia III or Star Citizen.

Nacho Lapuente

  • Character Artist at Elite 3D
  • Specialties: Digital Sculpting, Render, Skin, Hair, Fabric, Textured, Animation, Zbrush, VRay, MentalRay, Marmoset Toolbag 2, Unreal Engine 4.
  • He has worked on projects like Call of Duty Infinite Warfare or Hitman.

Hector godoy

  • Senior Animator at Blue Sky Studios
  • Héctor Godoy started in the world of 3D animation when it was still crawling on the ground. His career went from national productions with Filmax Animation to Senior Animator at Blue Sky Studios (Ice Age, Robots, Rio, Epic).

Discover our exclusive Accelerator Program

Last year you will enjoy our 9-month acceleration program, which offers advice and training necessary for the development of all kinds of entrepreneurial projects. Take advantage of our Know how and all our facilities. Finish your training with a successful project and a professional demo-reel.

Work in a real studio

In the 9 months of accelerator you will work on a real project, a project with its objectives, its timings, its deadlines as in a real production company. You will know how to work in a video game or cinema development studio doing a real project, your project.

Your own startup

Do you want to develop your own project? If you have a good idea here you can carry it out. Or if not, you can always join the many ideas that we propose and launch ourselves, whether as a graphic designer, modeller, programmer, etc.

Real publishers

The main objective is that the projects see the light. For this reason we have different financing, distribution and promotion systems such as PlayStation Talents, which finance projects of up to € 200,000

Professional supervision

Because we know that working alone and without supervision is difficult. That is why the students of the accelerator will count from the first day with the help of our teachers and professionals who will supervise and provide constant help for the development of the project.

Custom installations

Working at home is very comfortable but it is not fruitful, we all know that. In our facilities you will work with your team in a professional environment, with a meeting room, a game room, food / drink machines and all the services of a company in the sector.

Multidisciplinary team

You will work with very different career students. Experts in video games, game design, programming, 3D modeling, animation, cinema, concept, all working as a team forming a link for future projects and ideas.

Employment exchange

We will take care of personally searching and managing job offers that may fit with the situation and preference of our students, both nationally and internationally.

Demo reel

And all this so that you have a professional demo reel, a specific demo reel for the job you want to develop, which you can attach to your cover letter or resume, which we assure you will open all doors to your professional future.

Register for free on our Virtual Campus

The most advanced campus in the world

We are the only school that has opened our campus to the entire world. Thousands of people, student or not, access our intranet daily to view videos, tutorials, lectures, demos, carry out missions and in general to interact with other students and professionals in the sector. A whole virtual world is waiting for you with infinite possibilities.

  • Create your avatar
  • Customize your room
  • Vocational training
  • Level up
  • Talk with your friends
  • Conferences and webinars
  • Exercises and homework
  • HD Videos
Last updated Oct 2020

About the School

Founded in 1994, as a Center specialized in CGI - Computer Generated Images - (Infographics, 3D Animation, Video Games, Cinema, Advertising and Special Effects) and Digital Image (Graphic Design, Post ... Read More

Founded in 1994, as a Center specialized in CGI - Computer Generated Images - (Infographics, 3D Animation, Video Games, Cinema, Advertising and Special Effects) and Digital Image (Graphic Design, Post-Production, Viral Video, Short Film, Fashion Films and Web ). With more than 3 million hours of training, our methodology, a pioneer at the international level, allows us to find work in the most important top studios on the planet. Read less
Los Angeles , Valencia , Valencia + 2 More Less