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Weapons for Games

Weapons for Games

A 6-week course on the fundamentals for creating a fully-realized weapons for games
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Create portfolio-ready weapons

Create portfolio-ready weapons
This course is designed to focus on the creation of weapons and hard-surface props for games. Students will choose from different types of weapons and take thematic considerations that will inform the design process. This course is designed to provide students with a comprehensive understanding of the asset creation process starting with gathering references, high-poly and low-poly modeling, UV wrapping, texturing, optimization and rendering for real-time.

Students will learn how to use the latest industry techniques to create fast and clean hard surface objects. Create game-ready optimized models with proper UV’s and texel-density for high-res textures. By the end of this course, students will have a portfolio-ready final render weapon, as well as a 360 video presentation of their asset allowing them to bring their creations to life in a virtual gaming world.

Please note: Course lecture videos are recorded in 3DS Max. Blender and Maya can be used in the course, but will have differences in UI. Students should have a solid understanding of the core principles of creating a 3d asset.
Registration Now Open
Registration Period
Apr 24, 2024 - Jul 15, 2024
Course Start
Jul 09, 2024

Course Format


Skills Level



6 weeks


Once a week


Individual recordings

Lecture Type

Due each week. Expect to spend 10-15 hrs/wk viewing lectures, Q&A, and time on assignments.
Solid knowledge of 3DSMax preferred | Solid understanding of the core principles of creating a 3d asset including 3d modeling, UV unwrap, normal map baking and texturing required.
Autodesk 3DSMax recommended (Blender & Maya ok), Zbrush, RizomUV, Adobe Substance 3D Painter, Adobe Photoshop, PureRef, Marmoset Toolbag

The more you know, the better.

Self Introduction | Firearms Terminology |  Reference board | Scene Setup | Gun Blockout | Summary and assignment

High Poly Workflows | Subtractive modeling with Booleans | Additive modeling for organic shapes | Plane modeling for thin geometry | Summary and assignment
Completing the rest of the weapon details | ZBrush for Metal Parts - General Polish for Edge Highlights | ZBrush for Plastic Parts - Boolean Operations and Custom Polish | Summary and Assignment
Low Poly Model Optimization - First Example | Low Poly Model Optimization - Second Example | Material ID tagging for Better Texel Density | Texel Density Distribution for FPS Games | UV Unwrapping | UV Packing | Summary and Assignment
Normal Map Baking | Scene Setup for Texturing | Texturing - First Pass | Texturing - Second Pass | Summary and Assignment
Texturing - Third Pass - Part 1 | Texturing - Third Pass - Part 2 | Rendering - Still Images | Rendering - Turntable Animation | Summary and Assignment

Unleashing your creativity

Senior Hard Surface / Weapon Artist
LECTURES BY Alexandru Voinea
Course Start: Jul 09, 2024
Alexandru Voinea is a Senior Hard Surface / Weapon Artist with over 8 years of game-industry experience. Having worked on multiple AAA titles such as “Tom Clancy’s Ghost Recon Breakpoint”, “Call of Duty: Modern Warfare Remastered” and “Mafia III”, he is currently part of Reikon Games, where he helps oversee the Weapon Assets Department. Previously he worked for studios such as Creative Assembly, Ubisoft and AMC RO Studio. His academic experience includes teaching 3D Art at the National University of Arts in Bucharest, Romania.

Instructor's Gallery

Game Art
Game Art
Game Art


Even though our courses are the most affordable for the quality of education, these finance options allow you to focus on your goals instead of the barriers that keep you from reaching them.

3x Payments


2x Payments


Full payment


Apr 24, 2024 - Jul 15, 2024
COURSE BEGINS on Jul 09, 2024
Weapons for Games

What makes this learning experience unique?


Receive personalized feedback on all assignments from the industry’s top professionals.


Enjoy lifetime access to the spectrum of course content, including lectures, live Q&As, and feedback sessions.


Show off your Certification of Completion when you turn in 80% of course assignments.


Learn anywhere, anytime, and at your own pace with flexible, online course scheduling.


I gained a much better understanding of the project flow for game asset creation and how UVs are handled for video games.


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