Video Game Design and DevelopmentLearn the techniques of the industry to model fantastic worlds, design competition cars, create heroes and villains of legend or prepare sports competitions, as well as bring them to life to include them in a video game.Concept-Art IllustrationWould 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.Sculpting ExtremeLearn 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.
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 ModuleBasicsMonth 1Photoshop introduction
Basic Geometric Shapes
Basic rules of light
Types of light and shadow
Basics of Perspective (1 PF)
Basic Anatomy
Materials: BasicMonth 2The Value (Grayscale)
Materials: Intermediates
Basic Anatomy
Basics of Perspective (2PF)
Proportions
Complex Geometric ShapesMonth 3Basics of Perspective (3PF)
Basic Anatomy
Vehicles and complex objects in perspectiveMonth 4Advanced Perspective (1 PF, 2 PF, 3 PF)
Scenarios and camera angles
Light and shadowMonth 5Advanced Anatomy
Theory of color
Materials: Advanced
Landscape paintingConcept ArtMonth 6Advanced 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 DesignMonth 7Advanced Anatomy
Interior and exterior design
Environments and backgrounds for video games
Weapon design
Phototexturing and mattepainting techniquesMonth 8Character design using silhouettes
Exploring the character through the line
Layer strategy in Photoshop
The occlusion pass
Turn arround the characterMonth 9Advanced Anatomy
Acting
Expressions
LayoutAgenda: Sculpting Extreme ModuleMonth 1Presentation 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 weekMonth 2Anatomy: 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 torsoMonth 3Anatomy: 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 fabricsMonth 4Applied 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 MaxMonth 5Substance Painter: bake and texturing techniques
Polygonal hard surface modeling
Prop modeling
Vehicle modeling
Substance Painter: texturing techniques
Basic setup and character poseMonth 6Substance 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 ruinsMonth 7Bake techniques with Xnormal
Polygonal hard surface modeling
Prop modeling
Vehicle modeling
Substance Painter: Texturing techniques Hand paint props
Marmoset Viewer LightingMonth 8Marmoset Viewer Bake and animation
Marmoset render
Enviroment modeling
Procedural modelingMonth 9Marmoset 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 MasterAgenda: Video Game Design and Development ModuleMonth 1Inorganic Modeling ICreation of sets and props based on concept art
Concept analysis
Concept-based 3D proportions
Editing geometry using modifiers Project: Modeling sets and propsInorganic Modeling IICreating concept-based environments
Concept analysis
Structuring the concept
Advanced modeling of environments
Unfolding of UV maps through projectionsMonth 2Creation of Environments IProject pre-productionMechanics
Levels
Gameplay
Design and developmentSubstance PainterUser interface
Mesh import
Layers
materials
Smart Materials
Smart Mask
Map Bake
Using ID MapsUnreal EngineUser interface
Static Mesh Import
Importing textures
Material creation and editing
Distribution of concept-based maps
illumination
Lighting sets
Bake of lights
Creation of packages (executables)Month 3Creation of Environments II
Project Development (alpha phase)Creation of assets
Level flow and development
Stage lightingMonth 4Textures and Shading PBRTexturesPhotoshop
Creating cartoon textures (Hand Painted Textures)
Editing texturesSubstance PainterApplying materials to assets
Advanced material creationQuixel MixerProcedural creation of materials
Export of texturesMonth 5Organic ModelingPolygonal character modeling (low poly)
Zbrush (high poly)
Retopology (High poly - Low poly)
Bakes (normal map, occlusion, cavity map)Month 6Setup & RIGSetupSkeleton creation
Orientation and renaming of skeleton
Skinning
Heavy skeleton influences
RiggingIK creation (joints)
Reverse Foot Creation
Constraints
Creation of Switch IK / FKUnreal EngineSkeletal Mesh
Ground
Vegetation
Postprocess
Animation import
Creation of blueprints for mechanics
Fabric simulation
XgenMonth 7Project Development (beta phase)Project review and control
Joint lighting
Mechanics supervision
Identification of errors
Import of final animations
MixamoMonth 8Game DesignVideogame historycompanies
reference mythical games
analysis / writing of games, companies, major eventsManagement of Info and Randomness in Board GamesFormal analysis of a game (structure)
Create a board game (linear or non-linear that plays with the information)Platforms + Shooter WorkshopBalance of routesExercise: shooter level (unreal) / platforms (unity)
Marketing and DistributionPitch
Kikstarter
Community management
Industry figures
PublishingMonth 9ReelContent presentation with Marmoset Toolbag
Presentation and creation of projectsAccelerator modulePre-production of the projectConstruction of the project pipeline
Pipeline structuring with ShotgunFollow-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 learningProductionCalendar calculation
Feasibility metrics
Testing
Quality assurance
Game pitch
Marketing planLaunch - prelaunchMarket evaluation for departure dates
Preparation for launch
Pitch preparatory
Presentation at events
Project presentation court
Presentation to the publicTeachers with real experienceTop teachersJorge MomparlerConcept 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 MartínezSenior 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 RamsFreelance 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 ValverdeConcept, 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.Nacho LapuenteCharacter 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.David saizLead Environment Artist at EA
David Saiz has many years of experience working in video games, television, commercials, attractions and Virtual Reality experiences. David has worked in numerous studios such as Sony Online Entertainment, Electronic Arts, and film and commercial studios such as Rhythm & Hues, among others. He is an experienced Technical Lead as well as an artist. Some of the projects I've worked on are Overwatch for Blizzard, The Sims, Planetside 2, Mass Effect New Earth, among others.Discover our exclusive Accelerator ProgramLast 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 CampusThe 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